<?xml version="1.0"?>
<rss version="2.0"><channel><title>Archive Latest Topics</title><link>https://www.forums.dustloop.com/forums/forum/100-archive/</link><description>Archive Latest Topics</description><language>en</language><item><title>[CP] Bang Combo Discussion and Posting Thread</title><link>https://www.forums.dustloop.com/forums/topic/7424-cp-bang-combo-discussion-and-posting-thread/</link><description><![CDATA[
<p>So, just as a starter, confirming standing or crouching is really important for Bang in order to maximize damage and corner carry.  Also knowing whether a starter is short or long will help you learn how long you can extend your combo so you want to keep that in mind as well.</p><p>
As for seals, there's 4 of them, Fu, Rin, Ka and Zan which give different properties in overdrive or FRKZ.  The most important or Fu, and Rin which come from 5D and 6D, so keep that in mind when getting seals for FRKZ combos.</p><p>
5D = Fu - Gives 5 Airdashes in FRKZ </p><p>
6D = Rin - Allows Bang to dash through characters in FRKZ </p><p>
j.D = Kaa - Gives better proration in combos</p><p>
2D = Zan - Makes all Drives full guardpoint in FRKZ</p><p>
Also, the seals also give him his command grab super which can be helpful sometimes.</p><p>
</p><p>
xxx in notation refers to filler before hand.  Generally with gatlings from 5A, 2A, 5B, and 2B.</p><p>
Enders are, as it seems are ender to combos.  You'll notice that you'll try to either corner carry, get hard knockdown, or end with damage.  The ones listed hear are generally the pretty standard ones.</p><p>
</p><p>
</p><div style="width: auto; border: 1px solid #930000; padding: 4px;"> 
<div style="border: 1px solid #3d3d3d; padding: 4px"> 
<b>Filler for combos (xxx parts in notation) :</b></div><p>
Keep in mind that the combo starter determines what combos you can do and sometimes if your filler is too long, you won't be able to do the whole combo</p><p>
Note, this will only have the ground filler parts.  All air normals are normal starters except for j.A which is a short starter.</p><p>
Short Starter (5A, 2A, j.A)</p><p>
5A &gt; 5B &gt; 2B &gt; -</p><p>
5A &gt; 2A &gt; 5B &gt; 2B &gt; -</p><p>
</p><p>
Normal Starters (5B, j.B, j.C, j.2C, 6A, 5C)</p><p>
5B &gt; 2B &gt; -</p><p>
6A (ch) &gt; 5B &gt; 2B &gt; -</p><p>
2B &gt; 5B &gt; -</p><p>
6B &gt; rapid &gt; j.B &gt; 5B &gt; 2B &gt; -</p><p>
6B &gt; rapid &gt; airdash &gt; j.B &gt; j.2C &gt; 5B &gt; 2B &gt; -</p><p>
</p></div><p>
</p><p>
</p><div style="width: auto; border: 1px solid #930000; padding: 4px;"> 
<div style="border: 1px solid #3d3d3d; padding: 4px"> 
<b>Enders:</b></div><p>
(Corner Carry)</p><p>
xxx &gt; j.C &gt; IAD &gt; j.C &gt; j.2C</p><p>
(Knock Down)</p><p>
xxx &gt; j.C &gt; j.2C</p><p>
xxx &gt; j.B &gt; j.C &gt; jc.C &gt; j.2C</p><p>
xxx &gt; j.A &gt; j.B &gt; j.C &gt; jc.C &gt; j.2C</p><p>
xxx &gt; j.A &gt; j.B &gt; j.C &gt; jc.2C</p><p>
(Meter)</p><p>
xxx &gt; 5A &gt; 5B &gt; Ashura</p><p>
xxx &gt; sj.A &gt; j.B &gt; j.C &gt; j.236C &gt; Ashura (May not work depending on starter)</p><p>
xxx &gt; 2B &gt; 5B &gt; Ashura</p><p>
</p><p>
</p></div><p>
</p><p>
</p><div style="width: auto; border: 1px solid #930000; padding: 4px;"> 
<div style="border: 1px solid #3d3d3d; padding: 4px"> 
<b>Midscreen:</b></div><p>
<strong>Standing</strong></p><p>
Short Starters (5A, 2A)</p><p>
xxx &gt; 6C &gt; j.D &gt; 5A &gt; 5B &gt; Ender</p><p>
xxx &gt; 6C &gt; [delayed] IAD &gt; j.C &gt; [delayed] j.2C &gt; 5A &gt; 5B &gt; Ender</p><p>
xxx &gt; 6C &gt; j.D &gt; j.236C &gt; 5C &gt; 6D &gt; 623B</p><p>
</p><p>
Normal Starters (5B, j.B, j.C, j.2C, 6A, 5C)</p><p>
xxx &gt; 6C &gt; j.D &gt; 5A &gt; 5B &gt; j.C &gt; IAD &gt; j.C &gt; j.2C &gt; j.236A &gt; 5A &gt; 5B &gt; Ender</p><p>
xxx &gt; 6C &gt; [delayed] IAD &gt; j.C &gt; [delayed] j.2C &gt; 5A &gt; 5B &gt; j.C &gt; IAD &gt; j.C &gt; j.2C &gt; j.236A &gt; 5A &gt; 5B &gt;  nder</p><p>
xxx &gt; 6C &gt; j.D &gt; j.236C &gt; 5C &gt; 6D &gt; 623B</p><p>
xxx &gt; 6C &gt; [delayed] IAD &gt; j.C &gt; [delayed] j.2C &gt; 5A &gt; 2B &gt; 5D</p><p>
	Depending on how far you are from the corner and starter</p><p>
	dash 2D &gt; j.D &gt; j.236C &gt; 5C &gt; 6D</p><p>
</p><p>
Crouching</p><p>
xxx &gt; 2C</p><p>
xxx &gt; 2B &gt; Daifunka</p><p>
xxx &gt; 2B &gt; 5D</p><p>
xxx &gt; 2B &gt; 5D &gt; Rapid &gt; dash 2D &gt; j.D &gt; j.236C &gt; 5C &gt; 6D</p><p>
</p><p>
Fatal</p><p>
3C &gt; (2B&gt;6B)X4 &gt; ï¼’B &gt; ï¼•B &gt; j.A &gt; j.B &gt; j.C &gt; j.c &gt; j.C &gt; j.2C &gt; j.236A [4607 Damage, 33 Heat]</p><p>
5C &gt; 6A &gt; 5A &gt; 5B &gt; 5D &gt; 5A &gt; 2B &gt; 6C &gt; j.22A &gt; dash 5B &gt; j.C &gt; j.22A &gt; j.C &gt; j.623B &gt; 5A &gt; 5B &gt; Ender</p><p>
</p><p>
Grab &gt; airdash &gt; j.B &gt; j.C &gt; 6C &gt; jc &gt; j.D &gt; j.236C &gt; 5C &gt; 6D [j.D, 6D]</p><p>
Air Grab &gt; 2B &gt; 6C &gt; jc &gt; j.D &gt; j.236C &gt; 5C &gt; 6D &gt; 623B [j.D, 6D]</p><p>
</p><p>
</p></div><p>
</p><p>
</p><div style="width: auto; border: 1px solid #930000; padding: 4px;"> 
<div style="border: 1px solid #3d3d3d; padding: 4px"> 
<b>Near Corner:</b></div><p>
</p><p>
Standing</p><p>
Normal Starter (5B, j.B, j.C, j.2C, 6A, 5C)</p><p>
xxx &gt; 6C &gt; j.22A &gt; Dash 5B &gt; JC &gt; j.22A &gt; j.C &gt; j.623B &gt; Dash 5B &gt; 623B &gt; Dash 2B &gt; 5B &gt; Ender</p><p>
</p><p>
In Corner</p><p>
Standing</p><p>
Short Starters (5A, 2A)</p><p>
xxx &gt; 6C &gt; j.D &gt; 5A &gt; 5B &gt; Ender</p><p>
xxx &gt; 6C &gt; j.22A &gt; [delayed] j.C &gt; j.623B &gt; 5A &gt; 5B &gt; Ender</p><p>
</p><p>
Normal Starter (5B, j.B, j.C, j.2C, 6A, 5C)</p><p>
xxx &gt; 6C &gt; j.22A &gt; [delayed] j.C &gt; j.623B &gt; 5B &gt; 623B &gt; 2B &gt; 5B &gt; j.C &gt; j.22A &gt; j.2C &gt; j.236A &gt; 5A &gt; 5B &gt; Ender</p><p>
xxx &gt; 6C &gt; J.22A &gt; J.C &gt; J.623B &gt; 5B &gt; 2B &gt; 5D &gt; dash under 6C &gt; J.D &gt; 623B &gt; 2B &gt; 6C &gt; J.C &gt; J.2C [5D, j.D]</p><p>
xxx &gt; 6C &gt; J.22A &gt; J.C &gt; J.623B &gt; 5B &gt; 2B &gt; 5D &gt; dash under 6C &gt; J.D &gt; (236C &gt; 5C &gt; 6D &gt; 623B &gt; 2C [5D, j.D, 6D]) or (236C &gt; 2D &gt; J.B &gt; J.C &gt; DJ.C &gt; DJ.2C[5D, j.D, 2D]) or (6D &gt; j.236C &gt; 2D &gt; jC &gt; j2C [All 4 seals])</p><p>
xxx &gt; 6C &gt; Delayed j.22A &gt; j.C &gt; j.623B &gt; 5B &gt; 6C &gt; jc &gt; j.D &gt; j.236C &gt; 5C &gt; 6D &gt; 623B &gt; Ender [j.D, 6D]</p><p>
</p><p>
Crouching</p><p>
Keep in mind, if you're too far away from the corner for some of these combos to pick up with dash 2B, you can rapid 623B so you can run right away.</p><p>
Short Starters (5A, 2A)</p><p>
xxx &gt; 2C &gt; 623B &gt; dash 2B &gt; 5B &gt; Ender</p><p>
xxx &gt; 2C &gt; 623B &gt; dash 2B &gt; j.623B &gt; 5A &gt; 5B &gt; Ender</p><p>
</p><p>
Normal Starter (5B, j.B, j.C, j.2C, 6A, 5C)</p><p>
xxx &gt; 2C &gt; 623B &gt; dash 2B &gt; j.623B &gt; 5A &gt; 5B &gt; j.C &gt; j.22A &gt; j.2C &gt; j.236A &gt; 5A &gt; 5B &gt; Ender</p><p>
xxx &gt; 2C &gt; 623B &gt; dash 2B &gt; 5B &gt; j.C &gt; j.22A &gt; j.2C &gt; j.236A &gt; 5A &gt; 5B &gt; Ender</p><p>
</p><p>
Fatal</p><p>
3C &gt; 2B &gt; (TK)j.623B &gt; 5B &gt; 5C &gt; CT &gt; 2B &gt; 5B &gt; j.C &gt; j.22A &gt; j.2C &gt; j.236A &gt; 5A &gt; 5B &gt; sj.A &gt; j.B &gt; j.C &gt; j.236C &gt; Ashura </p><p>
3C &gt; 2B &gt; 5B &gt; j.623B &gt; 5B &gt; 5C &gt; 6D &gt; 623B &gt; 2B &gt; 5D &gt; 6C &gt; j.D &gt; j.236C &gt; 2D &gt; j.C &gt; j.2C [All 4 Seals]</p><p>
</p><p>
Grab &gt; airdash &gt; j.B &gt; j.C &gt; 5C &gt; CT &gt; 5B &gt; 2B &gt; Ender</p><p>
Grab &gt; airdash &gt; j.B &gt; j.C &gt; 5C &gt; 6D &gt; 623B</p><p>
</p><p>
</p></div><p>
</p><p>
</p><div style="width: auto; border: 1px solid #930000; padding: 4px;"> 
<div style="border: 1px solid #3d3d3d; padding: 4px"> 
<b>FRKZ (Overdrive) Combos:</b></div><p>
</p><p>
Videos</p><p>
<a href="" https: rel="external nofollow">https://www.youtube.com/playlist?list=PL5rnHuBLVzfdVOJdmOPD1jpBA7yi6p-mw</a></p><p>
</p><p>
Corner</p><p>
Thanks to GreekAngel for these!</p><p>
</p><p>
FRKZ combo start:</p><p>
5B &gt; 2B &gt; 2C &gt; 5D &gt; 2D &gt; XXX</p><p>
This is one of the standard routes of the FRKZ corner combo. If you have the 6D seal, then 2D will put YOU in the corner. Remember your positioning.</p><p>
</p><p>
5B &gt; 2B &gt; 2C &gt; 5D &gt; CT &gt; XXX</p><p>
Another route that makes use of the crush trigger in the corner. Its pretty cool, but still keeps your opponent in the corner so follow ups are limited.</p><p>
</p><p>
5B &gt; 2B &gt; 2C &gt; 5D &gt; 6D &gt; XXX</p><p>
This is a bizarre combo route. As soon as you land 6D, which isn't immediate, so its the slightest delays, the opponent will land on the other side of you. You have to 4Dash in order to return to in front of your opponent. This also lets you use 623B and J623B outside of the corner. Its also the most awesome looking, so do this to friends and be loved forever.</p><p>
</p><p>
Full Life OD Cancel:</p><p>
5B &gt; 2B &gt; OD cancel 5B &gt; 2C &gt; 5D &gt; 2D &gt; JD (OD runs out here) &gt; C nail &gt; 5C &gt; 6D</p><p>
Does 3662 Damage with 4 seals, 2563 Damage with no seals. Note: Its extremely standard and can set up oki. A C seal or 623B can be enough for you, if its your preference.</p><p>
</p><p>
5B &gt; 2B &gt; OD cancel 5B &gt; 2C &gt; 5D &gt; (OD runs out here) CT &gt; 6C &gt; JD &gt; 623B &gt; (66) 2B &gt; 5B &gt; Air ender</p><p>
Does 4429 Damage with 4 seals and 25 heat, and does 3534 Damage with 25 heat seal-less. Note: You can easily preform this combo in full life OD, so there is nothing too special. Only nets you 2 seals though, but it gets you great mileage and its decent.</p><p>
</p><p>
Full Life OD, 70% Life OD cancel:</p><p>
XXX &gt; 5D &gt; 2D &gt; JD &gt; 2Dash (OD runs out) 6D &gt; 623B &gt; 662B &gt; 5B &gt; Air Ender</p><p>
Does 2868 Damage with no seals, does 4497 Damage with 4 seals. Gains 32 heat with 4 seals, gains 20 heat with no seals. Note: Just do the basic air combo ender after you do the microdash 2B. You still have combo time to perform it.</p><p>
</p><p>
70% Life OD, Half Life OD Cancel:</p><p>
XXX &gt; 5D &gt; CT &gt; 6C &gt; JD &gt; 6D &gt; 2C &gt; (OD runs out here) Daifunka</p><p>
Does 4293 Damage with no seals and 50 heat, does 5799 Damage with 4 seals and 50 heat. Note: This is a simple 5D &gt; CT combo route. Nothing TOO wrong with it, but its not a four seal route.</p><p>
</p><p>
Half Life OD:</p><p>
XXX &gt; 5D &gt; 2D &gt; JD &gt; 2Dash 6D &gt; 623B &gt; 5B &gt; 2B &gt; 9Dash jC &gt; J623B &gt; OD DAIFUNKA</p><p>
Does 4270 Damage with no seals and 50 heat, does 5921 Damage with 4 seals and 50 heat.</p><p>
Note: This combo only works if you start out in OD and hit with 5B, or if you land JC, omit 2B in the template starter above, although you will get less damage.</p><p>
</p><p>
Half Life OD, Almost Dead (20%) OD cancel:</p><p>
XXX &gt; 5D &gt; 2D &gt; JD &gt; 2Dash 6D &gt; 623B &gt; 5B &gt; 2B &gt; Ashura</p><p>
Does 3741 Damage with no seals and 50 heat, does 5392 Damage with 4 seals and 50 heat. Note: Getting Ashura out of 2B during FRKZ is hard as hell. Grind the input in training and hopefully you'll get it in a real match.</p><p>
</p><p>
XXX &gt; 5D &gt; CT &gt; slight Delay 2B &gt; 623B &gt; 2B &gt; 9Dash JC &gt; 6Dash JC &gt; 9Dash JC &gt; 6Dash JC &gt; J623B &gt; 5C &gt; 6D &gt; OD DAIFUNKA</p><p>
Does 4415 Damage with no seals and 50 heat, does 6483 Damage with 4 seals and 50 heat. Note: One of, if not, the most difficult, but FUCKING AWESOME confirm in FRKZ. You have to time the 2B after crush trigger so that 623B can combo and the following 2B after. This combo brings your opponent along for a wild ride, all the way to one corner, but ending up in the next.</p><p>
</p><p>
XXX&gt; 5D &gt; 6D &gt; 4Dash 2D &gt; 9Dash JD &gt; 2Dash 2B &gt; 9Dash JC &gt; 6Dash JC &gt; 9Dash JC &gt; 6Dash JC &gt; J623B &gt; (This part is the hardest to time) 623B &gt; DAIFUNKA</p><p>
Does 4401 Damage with no seals and 50 heat, does 6197 with 4 seals and 50 heat. Note: This is probably THE most bizarre FRKZ route you will ever do, since doing 6D after 5D takes your opponent out of the corner. Also, as said in the combo, the hardest part is the 623B right after, so just omit that if you cannot do it and you will combo into OD Daifunka just fine.</p><p>
</p><p>
</p></div><p>
</p><p>
</p><div style="width: auto; border: 1px solid #930000; padding: 4px;"> 
<div style="border: 1px solid #3d3d3d; padding: 4px"> 
<b>Combo Tips:</b></div><p>
</p><blockquote data-ipsquote="" class="ipsQuote"><div>How do I consistently dash 2B after 2C &gt; 623B in corner?</div></blockquote><p>
Here's a very small trick that might help timing the microdash 2B after 2C supah crash in the corner.</p><p>
</p><p>
As Bang slides away after the 623B, look for the moment he stops sliding. That is when he can dash again. Look at his feet to see when his momentum slows to a stop and 663B. Do the input as fast as possible.</p><p>
</p><p>
Another visual cue that some people might prefer: there is a subtle yet clear stage shake effect when an opponent hits the ground after super crash. Look for the stage shake to dash in.</p><p>
(Thanks Kaeru)</p><p>
Another thing to keep in mind is that you have to be pretty close to the corner to be able to get this combo in the first place so that's something else to keep in mind.</p><p>
</p><p>
</p><blockquote data-ipsquote="" class="ipsQuote"><div>I can't get - 6C &gt; delayed IAD &gt; j.C &gt; Delayed j.2C (or similar combo) on X Character</div></blockquote><p>
These kind of combos are often character dependent in timing.  You generally want to be below your opponent on the last j.2C and doing the j.2C as late as possible so that you'll land right afterwards and you can press 5A.</p><p>
</p><p>
</p><blockquote data-ipsquote="" class="ipsQuote"><div>I'm having trouble with 6C &gt; j.D &gt; j.236C</div></blockquote><p>
It's alot weirder now since you have to actually jump cancel it.  I find it easier to hold 9 before j.D connects and then do the 236C motion after j.D actually connects.  If you're high enough in the air when you do the j.D, you can straight special cancel it into j.236C</p><p>
</p></div>
]]></description><guid isPermaLink="false">7424</guid><pubDate>Sat, 26 Oct 2013 12:03:46 +0000</pubDate></item><item><title>[CP] Bang Combo Discussion and Posting Thread</title><link>https://www.forums.dustloop.com/forums/topic/7333-cp-bang-combo-discussion-and-posting-thread/</link><description><![CDATA[
<p>BBCP has officially released.  Post some combos in here for our favorite hero of justice and list them as either midscreen, corner, overdrive, what have you.</p><p>
</p><p>
Praise the hype!</p>
]]></description><guid isPermaLink="false">7333</guid><pubDate>Thu, 24 Oct 2013 04:17:30 +0000</pubDate></item><item><title>[CSE] Bang Combo Posting and Discussion Updated with Bnb!</title><link>https://www.forums.dustloop.com/forums/topic/4506-cse-bang-combo-posting-and-discussion-updated-with-bnb/</link><description><![CDATA[
<p>Hope I'm better at updating first post this time....help guys with the combos please!</p><p>
</p><p>
Also ask any questions you may ask questions specifically about combos here!</p><p>
</p><p>
<strong>BNBs:</strong></p><p>
</p><p>
<strong>Mid-Screen:</strong></p><p>
5A&gt;5B&gt;6A/2B&gt;2C = [1,220] / 9 Heat</p><p>
</p><p>
(Standing) 5A&gt;5B&gt;2B&gt;6C&gt;j.D&gt;2B&gt;6C&gt;j.4C&gt;j.C = [2,327] / 24 Heat / 1 Seal</p><p>
(Standing) 5A&gt;5B&gt;2B&gt;6C&gt;j.B&gt;j.4C&gt;j.C&gt;d.5A&gt;5B&gt;j.A&gt;j.B&gt;j.4C&gt;dj.4 C&gt;j.C = [2,595] / 32 Heat</p><p>
(Standing) 5A&gt;5B&gt;2B&gt;6C&gt;j.D&gt;C Nail&gt;d.5C&gt;6D = [2,046] / 21 Heat / 2 Seals / 1 Nail</p><p>
(Standing) 5A&gt;5B&gt;6C&gt;j.D&gt;2B&gt;5D&gt;sj.B&gt;j.4C&gt;dj.4C&gt;dj.C = [2,271] / 26 Heat / 2 Seals</p><p>
(Standing) 5A&gt;5B&gt;6C&gt;j.D&gt;5D&gt;sj.B&gt;j.4C&gt;dj.4C&gt;dj.C = [2,282] / 26 Heat / 2 Seals</p><p>
</p><p>
(Crouching) 5A&gt;5B&gt;2B&gt;5D&gt;sj.B&gt;j.4C&gt;dj.4C&gt;j.C = [1,904] / 19 Heat / 1 Seal</p><p>
(Crouching) 5C&gt;5D&gt;sj.B&gt;j.4C&gt;dj.4C&gt;dj.C = [2,028] / 16 Heat / 1 Seal</p><p>
</p><p>
Ground Throw&gt;5B&gt;2B&gt;j.A&gt;j.B&gt;j.4C&gt;dj.4C&gt;dj.C = [2,084] / 20 Heat</p><p>
Ground Throw&gt;Air Dash&gt;j.4C&gt;2B&gt;5B&gt;j.A&gt;j.B&gt;j.4C&gt;dj.4C&gt;dj.C = [2,202] / 23 Heat</p><p>
Ground Throw&gt;Air Dash&gt;j.4C&gt;C Nail&gt;j.D&gt;C Nail&gt;d.5C&gt;6D = [1,780] / 19 Heat / 2 Seals / 1 Nail</p><p>
</p><p>
Air Throw&gt;d.3C&gt;d.2A&gt;5B&gt;j.B&gt;j.4C&gt;dj.B&gt;dj.C = [2,813] / 23 Heat</p><p>
Air Throw&gt;B Nail&gt;5A&gt;Explosion&gt;j.D&gt;2B&gt;5B&gt;j.A&gt;j.B&gt;j.4C&gt;dj.C&gt;dj.C = [2,068] / 21 Heat / 1 Seal / 1 Nail</p><p>
</p><p>
2D&gt;j.A&gt;j.B&gt;j.4C&gt;dj.C&gt;dj.C = [1,933] / 15 Heat / 1 Seal</p><p>
2D&gt;sj.D&gt;2B&gt;5D&gt;sj.B&gt;j.4C&gt;dj.4C&gt;dj.C = [2,282] / 22 Heat / 3 Seals</p><p>
</p><p>
j.D&gt;2A&gt;5B&gt;j.A&gt;j.B&gt;j.4C&gt;dj.4C&gt;dj.C = [1,788] / 18 Heat / 1 Seal</p><p>
</p><p>
(Anti-Air) 5B&gt;j.A&gt;j.B&gt;j.4C&gt;dj.4C&gt;dj.C = [1,831]</p><p>
(Air to Air) j.A&gt;j.B&gt;j.4C&gt;dj.B&gt;dj.C = [1,478]</p><p>
</p><p>
(50%) (Standing) 5A&gt;5B&gt;2B&gt;6C&gt;j.D&gt;2B&gt;Daifunka = [3,178] / 15 Heat / 1 Seal</p><p>
(50%) (Standing) 5A&gt;5B&gt;2B&gt;6C&gt;j.D&gt;C Nail&gt;d.5C&gt;6D&gt;Daifunka = [3,166] / 21 Heat / 2 Seals / 1 Nail</p><p>
(50%) (Crouching) 5A&gt;5B&gt;2B&gt;Daifunka = [3,166]</p><p>
(50%) 5C&gt;6A&gt;Daifunka = [3,146] / 5 Heat</p><p>
(50%) 5B&gt;2B&gt;6C&gt;j.D&gt;d.2B&gt;sj.B&gt;j.4C&gt;j.C&gt;d.5A&gt;5B&gt;Ashura = [3,748]</p><p>
(50%) 2A&gt;Ashura = [1,735]</p><p>
</p><p>
<strong>Corner:</strong></p><p>
5A&gt;5B&gt;2B&gt;2C&gt;623B&gt;5B&gt;6C&gt;j.4C&gt;j.623B&gt;dash under&gt;5B&gt;2B&gt;j.B&gt;j.4C&gt;dj.C = [3,367] / 41 Heat</p><p>
5A&gt;5B&gt;2B&gt;2C&gt;623B&gt;5B&gt;6C&gt;7j.4C&gt;j.623B&gt;5B&gt;sj.A&gt;j.B&gt;j. 4C&gt;dj.4C&gt;dj.C = [3,355] / 43 Heat</p><p>
5C&gt;6A&gt;2C&gt;623B&gt;d.5B&gt;6C&gt;7j.4C&gt;j.623B&gt;5B&gt;sj.A&gt;j.B&gt;j.4 C&gt;dj.4C&gt;dj.C = [3,739]</p><p>
</p><p>
(Crouching?) 5A&gt;5B&gt;2B&gt;2C&gt;623B&gt;5B&gt;2B&gt;j.B&gt;j.4C&gt;j.623B&gt;2B&gt;sj.B&gt;j.4 C&gt;dj.C = [3,161] / 42 Heat</p><p>
(Standing?) 5A&gt;5B&gt;2B&gt;2C&gt;623B&gt;5B&gt;6C&gt;7j.4C&gt;j.623B&gt;6C&gt;j.B&gt;j.4C&gt;j. C = [3,359] / 40 Heat</p><p>
</p><p>
(50%) (Crouching?) 5A&gt;5B&gt;2B&gt;2C&gt;623B&gt;5B&gt;6C&gt;7j.4C&gt;j.623B&gt;6C&gt;j.B&gt;j.4C&gt;j. C&gt;5A&gt;Ashura = [4,339] / 41 Heat</p><p>
(50%) (Standing?) 5A&gt;5B&gt;2B&gt;2C&gt;623B&gt;5B&gt;6C&gt;j.4C&gt;j.623B&gt;reverse Daifunka = [4,038] / 26 Heat</p><p>
*note* these combos probably don't matter if they are standing or crouching but I included it just in case and based on what the opponent was doing on the screen.</p><p>
</p><p>
Ground Throw&gt;Air Dash&gt;j.4C&gt;j.623B&gt;5B&gt;623B&gt;5B&gt;sj.A&gt;j.B&gt;j.4C&gt;dj.4C&gt;dj .C = [2,800] / 33 Heat</p><p>
Ground Throw&gt;Air Dash&gt;j.B&gt;j.4C&gt;j.623B&gt;reverse d.5C&gt;2C&gt;623B&gt;2B&gt;6C&gt;j.4C&gt;j.C = [2,988] / 37 Heat</p><p>
</p><p>
Air Throw&gt;5C&gt;6D&gt;623B&gt;5B&gt;6C&gt;7j.4C&gt;j.623B&gt;5B&gt;j.A&gt;j.B&gt;j.4 C&gt;dj.4C&gt;dj.C = [4,150] / 46 Heat / 1 Seal</p><p>
</p><p>
(50%) Ground Throw&gt;RC immediately&gt;5C&gt;2C&gt;623B&gt;5B&gt;6C&gt;7j.4C&gt;j.623B&gt;6C&gt;j.D&gt;2 B&gt;5B&gt;j.A&gt;j.B&gt;j.4C&gt;dj.4C&gt;dj.C = [4,760] / 29 Heat / 1 Seal</p><p>
(100%) Ground Throw&gt;RC immediately&gt;5C&gt;2C&gt;623B&gt;5B&gt;6C&gt;7j.4C&gt;j.623B&gt;6C&gt;j.B&gt;j .4C&gt;j.C&gt;5A&gt;5B&gt;Ashura = [5,513] / 21 Heat</p><p>
</p><p>
(50%) (Opponent In Corner) Air Throw&gt;RC immediately&gt;dash under&gt;5C&gt;2C&gt;623B&gt;5B&gt;6C&gt;7j.4C&gt;j.623B&gt;6C&gt;j.B&gt;j.4C&gt;j. C&gt;5A&gt;5B&gt;j.A&gt;j.B&gt;j.4C&gt;dj.4C&gt;dj.C = [5,454] / 43 Heat</p><p>
(50%) (Opponent In Corner) Air Throw&gt;RC immediately&gt;dash under&gt;6C&gt;j.623B&gt;d.5C&gt;2C&gt;623B&gt;2B&gt;j.B&gt;j.4C&gt;j.C&gt;5A&gt;5B &gt;j.A&gt;j.B&gt;j.4C&gt;dj.4C&gt;dj.C = [5,073] / 28 Heat</p><p>
</p><p>
(50%) Ground Command Throw&gt;RC 2nd “hit”&gt;5C&gt;2C/6D&gt;623B&gt;5B&gt;6C&gt;7j.4C&gt;j.623B&gt;5B&gt;j.A&gt;j.B&gt;j.4C&gt;dj.4C&gt;d j.C = [4,096] / 31 Heat</p><p>
</p><p>
(Standing) 5A&gt;5B&gt;2B&gt;6C&gt;j.623B&gt;reverse d.5C&gt;2C&gt;623B&gt;5B&gt;2B&gt;j.B&gt;j.4C&gt;dj.C = [3,377] / 40 Heat</p><p>
</p><p>
5C&gt;6A&gt;j.623B&gt;6C&gt;j.D&gt;2B&gt;623B&gt;5B&gt;sj.A&gt;j.B&gt;j.4C&gt;dj.4C &gt;dj.C = [3,323] / 1 Seal</p><p>
5C&gt;5D&gt;j.4C&gt;j.623B&gt;6C&gt;j.D&gt;2B&gt;6C&gt;j.4C&gt;j.C&gt; = [2,933] / 1 Seal</p><p>
</p><p>
j.D&gt;2A&gt;5B&gt;sj.B&gt;7j.4C&gt;j.623B&gt;5B&gt;j.A&gt;j.B&gt;j.4C&gt;dj.4C&gt; dj.C = [2,346] / 30 Heat / 1 Seal</p><p>
(CH) j.D&gt;5C&gt;6D/2C&gt;623B&gt;5B&gt;6C&gt;7j.4C&gt;j.623B&gt;5B&gt;sj.A&gt;j.B&gt;dj.4C&gt;dj.C = [3,525] / 43 Heat / 2 Seals</p><p>
</p><p>
2D&gt;sj.B&gt;j.4C&gt;j.623B&gt;5B&gt;623B&gt;5B&gt;2B&gt;j.B&gt;j.4C&gt;dj.4C&gt;d j.C = [3,246] / 35 Heat / 1 Seal</p><p>
(CH) 2D&gt;5C&gt;6D/2C&gt;623B&gt;5B&gt;6C&gt;7j.4C&gt;j.623B&gt;5B&gt;sj.A&gt;j.B&gt;dj.4C&gt;dj.C = [4,023] / 41 Heat / 2 Seals</p><p>
</p><p>
6D&gt;623B&gt;5B&gt;6C&gt;7j.4C&gt;j.623B&gt;5B&gt;sj.A&gt;j.B&gt;j.4C&gt;dj.4C&gt; dj.C = [3,519] / 37 Seal / 1 Seal</p><p>
</p><p>
<strong>Midscreen 4 Seals:</strong></p><p>
Combo 4seals midscreen</p><p>
</p><p>
(5A 2A) 5B 2B 6C jD jc236C j8236C 6D jD jc236C 5D</p><p>
Doesn't work against: Carl, Valk, Noel, Makoto, Taokaka, Arakune, Rachel</p><p>
</p><p>
(5A 2A) 5B 2B 6C jD j8236C j8236C 6D jD jc236C 5D</p><p>
Taokaka variant</p><p>
</p><p>
(5a 2a) 5B 2B 6C jD 2369C dash6D 2369C dash6D 2369C 5D</p><p>
Hazama/Relius variant</p><p>
</p><p>
5C 5D hjc9 jB j4C j236C RC jD j2369C jD j2369C 5D</p><p>
Works against all characters, timing tight against: Noel, platinum</p><p>
</p><p>
2D CH jD j2369C jD j2369C 5D</p><p>
All characters</p><p>
</p><p>
AT j236B 5A *boom* jD j2369C j8236C 6D jD j2369C 5D</p><p>
4seals off of airthrow, not sure if it works on Rachel.</p><p>
</p><p>
Throw AD 4C j236C 6D jD j2369C jD j2369C 5D</p><p>
4seals off of throw, same as the AT combo.</p><p>
</p><p>
(5A 2A) 5B 2B 6C jcjD RC j236C j8236C dash 6D jD j2369C 5D</p><p>
Carl variant</p><p>
</p><p>
Throw RC 5B 2B 6C jD j2369C j8236C 6D jD j2369C 5D</p><p>
Doesn't work against: Carl, Valk, Noel, Makoto, Taokaka, Arakune, Rachel</p><p>
</p><p>
<strong>Sexy Dora Twitter Combo:</strong></p><p><strong>
</strong>空双fc&gt;6C&gt;JB&gt;J4C&gt;JC&gt;A&gt;双&gt;2B&gt;B&gt;9jcJB&gt;J4C&gt;8jcJB&gt;J4C&gt;JC&gt; B釘&gt;A&gt;爆風&gt;6D&gt;C釘&gt;JD&gt;C釘&gt;6D&gt;D</p><p>
</p><p>
空双 is j.623B</p><p>
双 is 623B</p><p>
釘 is nail</p><p>
爆風 is blast from explosion (in this case B-nail)</p><p>
AT RC 6D jD j2369C jD j2369C 5D</p><p>
Doesn't work against: Makoto, Valkenhayn</p><p>
Rachel might be comboable, but the timing on that last shuriken is weird.</p><p>
</p><p>
623C RC walk back 6C jD j8236C j8236C 6D jD j2369C 5D</p><p>
Doesn't work on Carl, Valk, Noel, Makoto, Taokaka, Arakune, Rachel.</p>
]]></description><guid isPermaLink="false">4506</guid><pubDate>Tue, 14 Feb 2012 06:08:29 +0000</pubDate></item><item><title>[CSE] Bang Gameplay and Video Discussion and Questions</title><link>https://www.forums.dustloop.com/forums/topic/4505-cse-bang-gameplay-and-video-discussion-and-questions/</link><description><![CDATA[
<p>Discuss actual game related matters here!</p>
]]></description><guid isPermaLink="false">4505</guid><pubDate>Tue, 14 Feb 2012 06:05:21 +0000</pubDate></item><item><title>[CP] Bang Video Thread</title><link>https://www.forums.dustloop.com/forums/topic/5974-cp-bang-video-thread/</link><description><![CDATA[
<p></p><p></p><div style="text-align:center;"><img src="http://kurushii.tv/Dustloop/BBCP/Graphics/Bang/BBCP_Header_Video_Thread.png" alt="BBCP_Header_Video_Thread.png"></div><p></p><p>
</p><p>
</p><ul><li>If you'd like to contribute, please feel free to do so! Just link the video along with the time that CHARACTER appears in the video, and I'll update this post with that video. If a suitable title for the video is available please list with it.<br></li><li>Please refrain from going off topic in this thread. This thread is for posting of videos only.<br></li><li>Dates in <span style="color:#FF0000;">Red</span> are PS3 Ranked Matches.<br><br><br><div style="width:auto;border:1px solid #930000;padding:4px;"> 
<div style="border:1px solid #3d3d3d;padding:4px;"> 
<b>Notable Players</b></div><ul><li>- EVOCHAMP<br></li><li>- HUEY25FREE<br></li><li>- HUEYYYY<br></li><li>- SPOOKYBOOGIE<br></li></ul></div><br><br><div style="width:auto;border:1px solid #930000;padding:4px;"> 
<div style="border:1px solid #3d3d3d;padding:4px;"> 
<b>Matches</b></div><br><strong>Vs. </strong><img src="https://www.forums.dustloop.com/uploads/emoticons/default_ballAM.png" alt=":AM:"><br>
[00/00/2012] <a href="" rel="external nofollow">Click!</a> [Notes]<br><br><strong>Vs. </strong><img src="https://www.forums.dustloop.com/uploads/emoticons/default_ballAR.png" alt=":AR:"><br>
[00/00/2012] <a href="" rel="external nofollow">Click!</a> [Notes]<br><br><strong>Vs. </strong><img src="https://www.forums.dustloop.com/uploads/emoticons/default_ballAZ.png" alt=":AZ:"><br>
[00/00/2012] <a href="" rel="external nofollow">Click!</a> [Notes]<br><br><strong>Vs. </strong><img src="https://www.forums.dustloop.com/uploads/emoticons/default_ballBA.png" alt=":BANG:"><br>
[00/00/2012] <a href="" rel="external nofollow">Click!</a> [Notes]<br><br><strong>Vs. </strong><img src="https://www.forums.dustloop.com/uploads/emoticons/default_ballBU.png" alt=":BU:"><br>
[00/00/2012] <a href="" rel="external nofollow">Click!</a> [Notes]<br><br><strong>Vs. </strong><img src="https://www.forums.dustloop.com/uploads/emoticons/default_ballCA.png" alt=":CA:"><br>
[00/00/2012] <a href="" rel="external nofollow">Click!</a> [Notes]<br><br><strong>Vs. </strong><img src="https://www.forums.dustloop.com/uploads/emoticons/default_ballHK.png" alt=":HA:"><br>
[00/00/2012] <a href="" rel="external nofollow">Click!</a> [Notes]<br><br><strong>Vs. </strong><img src="https://www.forums.dustloop.com/uploads/emoticons/default_ballHZ.png" alt=":HZ:"><br>
[00/00/2012] <a href="" rel="external nofollow">Click!</a> [Notes]<br><br><strong>Vs. </strong><img src="https://www.forums.dustloop.com/uploads/emoticons/default_ballTG.png" alt=":TG:"><br>
[00/00/2012] <a href="" rel="external nofollow">Click!</a> [Notes]<br><br><strong>Vs. </strong><img src="https://www.forums.dustloop.com/uploads/emoticons/default_ballIZ.png" alt=":IZ:"><br>
[00/00/2012] <a href="" rel="external nofollow">Click!</a> [Notes]<br><br><strong>Vs. </strong><img src="https://www.forums.dustloop.com/uploads/emoticons/default_ballJI.png" alt=":JI:"><br>
[00/00/2012] <a href="" rel="external nofollow">Click!</a> [Notes]<br><br><strong>Vs. </strong><img src="https://www.forums.dustloop.com/uploads/emoticons/default_ballLI.png" alt=":LI:"><br>
[00/00/2012] <a href="" rel="external nofollow">Click!</a> [Notes]<br><br><strong>Vs. </strong><img src="https://www.forums.dustloop.com/uploads/emoticons/default_ballMK.png" alt=":MK:"><br>
[00/00/2012] <a href="" rel="external nofollow">Click!</a> [Notes]<br><br><strong>Vs. </strong><img src="https://www.forums.dustloop.com/uploads/emoticons/default_ballMU.png" alt=":MU:"><br>
[00/00/2012] <a href="" rel="external nofollow">Click!</a> [Notes]<br><br><strong>Vs. </strong><img src="https://www.forums.dustloop.com/uploads/emoticons/default_ballNO_2.png" alt=":NL:"><br>
[11/25/2012] <a href="" rel="external nofollow">Bang vs Noel</a> <br>
[12/08/2012] <a href="" rel="external nofollow">Kijyoui vs Shinol</a> <br>
[12/14/2012] <a href="" rel="external nofollow">Zanzan vs Shino</a> <br>
[12/27/2012] <a href="" rel="external nofollow">Dora vs Takeyama</a> <br><br><br><strong>Vs. </strong><img src="https://www.forums.dustloop.com/uploads/emoticons/default_ballNU.png" alt=":NU:"><br>
[00/00/2012] <a href="" rel="external nofollow">Click!</a> [Notes]<br><br><strong>Vs. </strong><img src="https://www.forums.dustloop.com/uploads/emoticons/default_ballPT.png" alt=":PT:"><br>
[00/00/2012] <a href="" rel="external nofollow">Click!</a> [Notes]<br><br><strong>Vs. </strong><img src="https://www.forums.dustloop.com/uploads/emoticons/default_ballRC.png" alt=":RA:"><br>
[00/00/2012] <a href="" rel="external nofollow">Click!</a> [Notes]<br><br><strong>Vs. </strong><img src="https://www.forums.dustloop.com/uploads/emoticons/default_ballRG.png" alt=":RG:"><br>
[00/00/2012] <a href="" rel="external nofollow">Click!</a> [Notes]<br><br><strong>Vs. </strong><img src="https://www.forums.dustloop.com/uploads/emoticons/default_ballRE.png" alt=":RE:"><br>
[00/00/2012] <a href="" rel="external nofollow">Click!</a> [Notes]<br><br><strong>Vs. </strong><img src="https://www.forums.dustloop.com/uploads/emoticons/default_ballTK.png" alt=":TA:"><br>
[00/00/2012] <a href="" rel="external nofollow">Click!</a> [Notes]<br><br><strong>Vs. </strong><img src="https://www.forums.dustloop.com/uploads/emoticons/default_ballTS.png" alt=":TS:"><br>
[00/00/2012] <a href="" rel="external nofollow">Click!</a> [Notes]<br><br><strong>Vs. </strong><img src="https://www.forums.dustloop.com/uploads/emoticons/default_ballVA.png" alt=":VA:"><br>
[00/00/2012] <a href="" rel="external nofollow">Click!</a> [Notes]<br><br><br></div><br><br><div style="width:auto;border:1px solid #930000;padding:4px;"> 
<div style="border:1px solid #3d3d3d;padding:4px;"> 
<b>Challenge Mode Combos</b></div><ul><li>-<br></li></ul><p></p></div><p>
</p><p>
</p><div style="width:auto;border:1px solid #930000;padding:4px;"> 
<div style="border:1px solid #3d3d3d;padding:4px;"> 
<b>Combo Videos</b></div></div><p>
[*]-</p><p>
</p><p></p><p>
</p><p>
</p><div style="width:auto;border:1px solid #930000;padding:4px;"> 
<div style="border:1px solid #3d3d3d;padding:4px;"> 
<b>Stream Archives</b></div><p>
[*]-</p><p>
</p><p></p></div></li></ul>]]></description><guid isPermaLink="false">5974</guid><pubDate>Fri, 14 Dec 2012 00:22:49 +0000</pubDate></item><item><title>[CSE] Bang vs. Platinum</title><link>https://www.forums.dustloop.com/forums/topic/4525-cse-bang-vs-platinum/</link><description><![CDATA[
<p>Discuss this matchup here.</p>
]]></description><guid isPermaLink="false">4525</guid><pubDate>Tue, 14 Feb 2012 06:33:05 +0000</pubDate></item><item><title>[CSE] Bang vs. Noel</title><link>https://www.forums.dustloop.com/forums/topic/4510-cse-bang-vs-noel/</link><description><![CDATA[
<p>Discuss this matchup here.</p>
]]></description><guid isPermaLink="false">4510</guid><pubDate>Tue, 14 Feb 2012 06:25:16 +0000</pubDate></item><item><title>[CSE] Bang Video Posting and Archive</title><link>https://www.forums.dustloop.com/forums/topic/4507-cse-bang-video-posting-and-archive/</link><description><![CDATA[
<p>POST VIDEOS AND THEIR INFO ONLY!  I WILL DELETE EVERYTHING ELSE</p><p>
</p><p>
The first post will not be edited here.  Post away as long as it's relevant, combos matches etc.  Ask for evaluations elsewhere though.</p><p>
</p><p>
<a href="" rel="external nofollow">http://www.youtube.com/watch?v=uTKbtOmabBU</a> - Bang combo tutorial.  Text is in Japanese though.</p><p>
</p><p>
<a href="" rel="external nofollow">http://www.youtube.com/watch?v=gBd_FIdawJ4</a> </p><p>
<a href="" rel="external nofollow">http://www.youtube.com/watch?v=2AFZ1ZBdTE0</a></p><p>
<a href="" rel="external nofollow">http://www.youtube.com/watch?v=LQmGok3nYBo</a></p><p>
<a href="" rel="external nofollow">http://www.youtube.com/watch?v=ixK3CAQV4vw</a></p><p>
<a href="" rel="external nofollow">http://www.youtube.com/watch?v=Q8KUZ2HkErY</a></p><p>
<a href="" rel="external nofollow">http://www.youtube.com/watch?v=BkD9rf_JLt8</a></p><p>
</p><p>
Nearly an hour's worth of recent Dora footage.</p>
]]></description><guid isPermaLink="false">4507</guid><pubDate>Tue, 14 Feb 2012 06:16:03 +0000</pubDate></item><item><title>[CSE] Bang vs. Tsubaki</title><link>https://www.forums.dustloop.com/forums/topic/4520-cse-bang-vs-tsubaki/</link><description><![CDATA[
<p>Discuss this matchup here.</p>
]]></description><guid isPermaLink="false">4520</guid><pubDate>Tue, 14 Feb 2012 06:30:01 +0000</pubDate></item><item><title>[CSE] Bang vs. Jin</title><link>https://www.forums.dustloop.com/forums/topic/4509-cse-bang-vs-jin/</link><description><![CDATA[
<p>Discuss this matchup here.</p>
]]></description><guid isPermaLink="false">4509</guid><pubDate>Tue, 14 Feb 2012 06:25:00 +0000</pubDate></item><item><title>[CSE] Bang vs Carl</title><link>https://www.forums.dustloop.com/forums/topic/4517-cse-bang-vs-carl/</link><description><![CDATA[
<p>Discuss this matchup here.</p>
]]></description><guid isPermaLink="false">4517</guid><pubDate>Tue, 14 Feb 2012 06:27:44 +0000</pubDate></item><item><title>[CSE] Bang vs. Tager</title><link>https://www.forums.dustloop.com/forums/topic/4512-cse-bang-vs-tager/</link><description><![CDATA[
<p>Discuss this matchup here.</p>
]]></description><guid isPermaLink="false">4512</guid><pubDate>Tue, 14 Feb 2012 06:25:54 +0000</pubDate></item><item><title>[CSE] Bang vs. Mu-12</title><link>https://www.forums.dustloop.com/forums/topic/4522-cse-bang-vs-mu-12/</link><description><![CDATA[
<p>Discuss this matchup here.</p>
]]></description><guid isPermaLink="false">4522</guid><pubDate>Tue, 14 Feb 2012 06:30:34 +0000</pubDate></item><item><title>[CSE] Bang vs. Lambda-11</title><link>https://www.forums.dustloop.com/forums/topic/4519-cse-bang-vs-lambda-11/</link><description><![CDATA[
<p>Discuss this matchup here.</p>
]]></description><guid isPermaLink="false">4519</guid><pubDate>Tue, 14 Feb 2012 06:29:45 +0000</pubDate></item><item><title>[CSE] Bang vs. Ragna</title><link>https://www.forums.dustloop.com/forums/topic/4508-cse-bang-vs-ragna/</link><description><![CDATA[
<p>Discuss this matchup here.</p>
]]></description><guid isPermaLink="false">4508</guid><pubDate>Tue, 14 Feb 2012 06:24:18 +0000</pubDate></item><item><title>[CSE] Bang vs. Litchi</title><link>https://www.forums.dustloop.com/forums/topic/4514-cse-bang-vs-litchi/</link><description><![CDATA[
<p>Discuss this matchup here.</p>
]]></description><guid isPermaLink="false">4514</guid><pubDate>Tue, 14 Feb 2012 06:26:31 +0000</pubDate></item><item><title>[CSE] Bang vs. Relius</title><link>https://www.forums.dustloop.com/forums/topic/4526-cse-bang-vs-relius/</link><description><![CDATA[
<p>Discuss this matchup here.</p>
]]></description><guid isPermaLink="false">4526</guid><pubDate>Tue, 14 Feb 2012 06:33:22 +0000</pubDate></item><item><title>[CSE] Bang vs Hakumen</title><link>https://www.forums.dustloop.com/forums/topic/4518-cse-bang-vs-hakumen/</link><description><![CDATA[
<p>Discuss this matchup here.</p>
]]></description><guid isPermaLink="false">4518</guid><pubDate>Tue, 14 Feb 2012 06:28:12 +0000</pubDate></item><item><title>[CS2-CSE] Shishigami Ninpo Forbidden Art (Movement/Oki/Bumpers)</title><link>https://www.forums.dustloop.com/forums/topic/3577-cs2-cse-shishigami-ninpo-forbidden-art-movementokibumpers/</link><description><![CDATA[
<p>This is a small guide for teaching Bang players the different options that Bang has in CS2. It is a really straight forward and a very good read if you are finding yourself either bored with bang or feeling that your game is lacking something. I hope you all enjoy it. (I wrote this late at night so forgive me for spelling/grammar errors, and please tell me if there are any so I can edit them out)</p><p>
-huey253</p><p>
</p><p>
Movement:</p><p>
Bang is a very mobile character with several different movement options. <span style="text-decoration:underline;"><strong>SUPER JUMPING</strong></span> (optional) applies to every single of the options with the bonus of it making the movement option faster (super jump makes a character’s rising jump speed increase and the height jumped) Some of these movements options are:</p><p>
</p><p>
1.	Jump</p><p>
A.	Airdash Forward or Backwards</p><p>
B.	Airdash Forward Twice or Backwards Twice</p><p>
C.	Airdash Backwards then Forward, or Forward then Backwards</p><p>
</p><p>
2.	Dash/Backdash</p><p>
Bang has a pretty good dash (fastest max dash speed) which is useful for approaching on the ground. Bang’s backdash  doesn’t function well in the standard use of a normal invincible backdash but it moves him backwards a huge distance (biggest in the game) .It is invincible from frames 1-9 and airborne 13-28 with him finishing his dash on frame 36</p><p>
</p><p>
3.	Walking</p><p>
</p><p>
4.	Double Jump</p><p>
A.	Airdash Forward or Backwards</p><p>
</p><p>
5.	Instant Air Dash</p><p>
A.	Airdash Forward or Backwards (to use the second dash)</p><p>
B.	Poison Nail Glide</p><p>
C.	Explosion Nail Glide</p><p>
D.	Airdash jA</p><p>
</p><p>
6.	Poison Nail Glide</p><p>
Inputting 66236A or 44236A will result in bang doing a quick downwards glide with the Poison Nail leading the way. It is very useful for getting in on certain characters such as Lambda or Hakumen that would normally be much harder to approach. It is baitable, so don’t abuse the option too much as it will be punished by a good player.</p><p>
</p><p>
7.	Explosion Nail Glide</p><p>
Inputting 6641236B or 44236B will result in bang doing a slower downwards glide with the Explosion Nail leading the way. (the input is changed for going forward because j623B will come out instead). The B nail has a hitbox before it hits the ground and after the explosion. These can be used in very interesting ways if the player is creative.</p><p>
</p><p>
8.	Airdash jA</p><p>
Inputing a 66A or 44A will result in bang doing a single jab in the air with the benefit of recovering from the airdash animation. This option allows Bang to barrier during his airdash. It also seems to keep him in the air longer than any other movement option that he has.</p><p>
</p><p>
9.	jD</p><p>
My personal favorite move, jD can be used in the middle of bang’s airdash to cancel his airdash momentum. It also affects his falling momentum too. Very useful for baiting anti airs and confusing people in general.</p><p>
</p><p>
Oki Enders:</p><p>
The main choices for oki for bang are 2C, 6D, jC. His 623B/J623B enders are usually for higher damage but result in a knockdown that pushes them away that requires you to run after them to get pressure.  Bang can also utilize j623B in the corner for some tech traps/air unblockable setups, but those are a bit gimmicky. Daifunka and Ashura both lead into a knockdown .  Different oki options for each ender are:</p><p>
</p><p>
2C/6D:  </p><p>
Example Combo #1: 5A 5B 2B 2C….</p><p>
Example Combo #2: 5A 5B 2B 6C jD 2369C dash 5C 6D… (standing only)</p><p>
1.	forward jump cancel into ground normal (preferably high/low for mixup)</p><p>
This is the most standard setup that is universally used by bang players in CS2. 2A is great for keeping people honest and 5C/623C is useful if you can successfully train your opponent to respect and block you. A tick grab setup can easily be used in this situation too. </p><p>
</p><p>
2.	214X/j214X</p><p>
Bumpers!!!! Time to setup up some invisible mixups.  *see bumper section*</p><p>
</p><p>
3.	*Corner only* Neutral jump cancel into late 44236A (back airdash Poison Nail)</p><p>
This is my personal setup that I’ve never seen anybody use before. It baits almost all reversals on wakeup even if you do the airdash super late. Results in a poison nail hit if they try to DP. </p><p>
Even works on the faster reversals  like Hazama’s Jayoku.</p><p>
</p><p>
jC/Ashura: </p><p>
Example Combo #3: 5A 5B 2B 6C jD 2B 6C j4C j4C jC (standing only)</p><p>
1.	Standard mixup from hard knockdown. </p><p>
High/Low/Command Grab/Grab/tick grab/etc</p><p>
</p><p>
2.	Dash 2A for catching rolls</p><p>
Catches rolls and allows for a free extra air combo if the opponent doesn’t tech in time.</p><p>
</p><p>
Daifunka: </p><p>
1.	Standard mixup from hard knockdown. </p><p>
</p><p>
2.	Dash 2A slide under.</p><p>
Gets a crossunder if you time correctly. The timing for the crossunder became stricter in CS2 due to the neutral teching hitbox increasing which actually makes the mixup slightly better because it is really hard to determine if Bang will crossup even if he has the momentum to do so.  623C is commonly used here due to being at such an advantage that only reversals/jumping/backdashing will stop it.</p><p>
</p><p>
</p><p>
</p><p>
BUMPERS:</p><p>
By now, you’ve looked through bang’s special list, and noticed there was a command for setting bumpers. You’ve probably watched dozens of Japanese match videos, and have noticed once in a blue moon they also set bumpers. But what do bumpers do for you? Well, what if I told you, Bang could have movement abilities that exceed Taokaka and 50 50 mixups that even Rachel would be jealous of. Bumpers give you both :yaaay:Using <span style="text-decoration:underline;"><strong>SUPER JUMP </strong></span> (optional) increases the speed of the movement/mixup at the cost of being slightly hard to execute.</p><p>
</p><p>
Setting up bumpers can be tough againist certain characters that having good zoning capabilities. Some easy “free” setups include:</p><p>
1.	Combo into 6D into 2 bumper sets</p><p>
</p><p>
2.	Instant Airdash backwards with explosion nail Glide into two bumper sets</p><p>
</p><p>
3.	2C into one bumper set</p><p>
</p><p>
4.	In a blockstring (VERY RISKY)</p><p>
</p><p>
Bumper Positioning is very important if you want them to be effective throughout the whole round, rather than a onetime thing. I have found that setting the B and D bumpers at the same location are a good start for success because they are the closest to the ground. Now, to extend your reign of terror over the screen, the best place to position the third bumper so that it is usable with the first two is by either doing a low as possible 2147A under the B bumper (which is in front of you) or using the full nail dash of the B bumper to move you forward and using 2147C there. Setting the fourth bumper is much more difficult and the only real way to do it without estimating is by using the D bumper to travel backwards and using 2147C at that location. Using the standard A and C bumpers are viable, but they don’t work as well with the B and D bumpers. They are also higher up, so the mixup/movement off of them is much slower. They are useful for avoiding certain projectiles, but in general aren’t very good. (The problem with projectiles will be explained later) Here is a link of proper bumper setups for optimal mixup/movement. <a href="" rel="external nofollow">http://www.youtube.com/watch?v=YwsgeeFiRYw&amp;feature=player_detailpage#t=88s</a> Also note that C bumper after corner knockdown is pretty good for pressure/blockstrings if you use a jump cancelable to access the bumper. A C bumper is also commonly used in a much higher location for the "bumper" corner loop combo.</p><p>
</p><p>
Bumper Mixup is completely unreactable if set up correctly. Bumpers grant bang a 9 way FRKZ dash with invincibility frames. A mixup that is commonly used are when the opponent is completely under or really close to being under the bumper is jumping into bumper and 1/2/3 dash for an instantaneous crossup/fake crossup. Next, if the opponent is about a character distance away from the bumper, a couple mixups that could be utilized are jumping into the bumper and using 6/4 dash in combination with late jA to get a crossup/fake crossup overhead jab that leads into full combo or airdashing into the bumper and then using  6 dash for an ambiguous jC crossup/fake crossup depending on the timing of the jC which becomes more ambiguous if they are slightly further away from the bumper. </p><p>
</p><p>
Bumper Movement is the hardest thing to do successfully in match. A lot of the time, characters like Jin or Hazama will shoot a projectile in the line of bumpers making them difficult to use. This is frustrating at first, but is not a problem at all for Bang Shishigami. Using two or more bumpers will allow you to do things like 6 nail dash 4 nail dash 8 nail dash to move to several different positions on the screen almost instantaneously. The answer is simply to use your ability to teleport to different locations on the screen with nail dash <strong>ON REACTION</strong> to attempts of people trying to stop you from using nail dash. This can be done with practice. I personally recommend grinding training mode so that you can always jump into the bumper without fail (people miss the bumper all of the time) and use all 3 nail dashes (the limit) to <strong>ALWAYS</strong> move the desired location. </p><p>
There are several different creative bumper setups that are viable for match, but have not been discovered yet. I just gave a sample of what I feel is currently the most efficient way to use the bumpers. I would love to see the different bumper setups that could be useful for different movements/mixups.</p><p>
</p><p>
Thanks to Kensou, Kid Viper, The Biter and other people who have helped me find some of these different things about Bang.</p><p>
</p><p>
Does anybody have any questions about anything? Feel free to ask. Is a blockstring section desired from anybody? I’ll edit this whenever I find some cool stuff to add. Thanks for reading it.</p>
]]></description><guid isPermaLink="false">3577</guid><pubDate>Thu, 30 Jun 2011 11:52:59 +0000</pubDate></item><item><title>[CSE] Bang FuuRinKaZan Guide (v2.0)</title><link>https://www.forums.dustloop.com/forums/topic/4143-cse-bang-fuurinkazan-guide-v20/</link><description><![CDATA[
<p><strong>UPDATE 2.0 - JAN 08 2012</strong></p><p>
<strong>UPDATE 1.1 - DEC 29 2011</strong></p><p>
</p><p>
Hello ! I'm writing this up in hopes of sparking some interest in Fuu Rin Ka Zan, but more importantly to help people get past many of the hurtles that I've come across while learning to use it. I hope i can help people who will want to venture in this direction by sharing my blockstrings, combos and some of the coolest and most stylish things possible in this game !!</p><p>
</p><p>
I recorded all the videos myself using an old adaptec gamebridge and my PC on an imported copy of BBCSX. I hope they will be useful as notation alone is a bit heavy when it comes to FRKZ combos.</p><p>
</p><p>
This is an intermediate guide and assumes you have only basic knowledge of Bang. No expert knowledge should be needed as i will go into detail about everything and try to provide tricks to pulling certain things off. However the guide does assume you can read Notation and understand a little bit about Fuu Rin Ka Zan Dash canceling. You can always get help with notation here: <a href="" rel="external nofollow">Notation Guide</a></p><p>
</p><p>
It's important to know that i will be marking Bang's Dashes as 1DASH, 2DASH, 3DASH, etc. I will always write them in relation to Bang's position to his opponent. So a 6DASH does not always mean to the RIGHT. If Bang has crossed up his opponent due to dashing mid combo, a 6DASH can very well mean going LEFT.</p><p>
</p><p>
DASH CANCELING: I will not be able to write every single dash cancel into the combo notation(except the important ones) or it will become very difficult to read. However Dash Canceling into moves that normally cant be used in succession actually comes rather naturally with a bit of practice. There are videos that show what everything is supposed to look like so i invite people who don't know how it works to watch and try to imitate what they see and it should be fairly straight forward. Small example: 2C, 6A, 6C. Normally you cannot cancel 2C into 6A into 6C, however because all the DASHes count as SPECIAL MOVES and both 2C and 6A are special cancellable, this link becomes possible. What's happening is the 2C is getting canceled into a dash, but the dash does not come out because 6A is pressed immediately, etc.</p><p>
</p><p>
</p><p>
</p><p>
<span style="text-decoration:underline;"><strong>1. BLOCKSTRINGS</strong></span></p><p>
</p><p>
</p><p>
Once you get used to moving around in FRKZ, the next MOST important thing you need to know is your blockstring. The blockstring is so important because it's your main tool for putting pressure on your opponent.</p><p>
</p><p>
At neutral, Bang in FRKZ is actually at a big disadvantage and very prone to getting zoned or reversaled. That's why its very important to capitalize on any opportunity where your opponent is stuck blocking you. In FRKZ you can turn any blockstring into damage. The mixup possibilities are very strong.</p><p>
</p><p>
The main blockstring to learn is:</p><p>
</p><p>
</p><p>
<strong>j.C, 2DASH, 5B, 2C, 6A</strong> (to see example of this blockstring, see 6A counter combo below)</p><p>
</p><p>
This is a short and easy to remember blockstring. If you try it you will notice that the 2DASH seems optional. This is NOT the case. Using the 2DASH tightens up the blockstring and makes sure you wont get reversaled out of it by someone who is mashing.</p><p>
</p><p>
The second thing you will notice is that the 6A can be timed in a way that moves you forward a bit before coming out. This is a very important thing to practice. If you go too far, you create a big hole in your blockstring. Remember your 2C, 6A is already a frame trap, so keep your dash forward as short as possible. However you WANT to move forward a little bit because this simple normal allows you to RESET pressure immediately by letting you gain more ground and fight pushback from barrier or regular blocking.</p><p>
</p><p>
As soon as 6A hits, you can do a 9DASH to reset with another j.C and do the same blockstring again. If you do the 9DASH far enough you can CROSSUP your opponent and do the same blockstring in the other direction. A third option is to repeat 6A again with a mini dash. This is a very good trick to use against people who will want to try to jump out of your pressure to chicken block your incoming j.C. Another very important option is to 6DASH and GRAB !! There is a very strong grab rapid cancel combo i will share further along in the guide.</p><p>
</p><p>
the next blockstring is ideal for air to ground and air to air situations. Strong mixup for tough ground blocking opponents, or jump blocking opponents:</p><p>
</p><p>
</p><p>
<strong>j.B, 6DASH, j.4C, 6DASH, j.4C, land, 5B, 2C, 6A</strong> (for example of this blockstring, see GRAB RAPID combo below. Also see the j.B abare combo to see what it leads to on hit)</p><p>
</p><p>
This blockstring is a bit longer, and is not very tight at the beginning, but if an opponent is getting airborn too often, this is the way to go. The 6A at the end has the same properties as the previous blockstring and is ideal for gaining additional ground and resetting pressure after it. An alternative is to do j.B 6Dash GRAB. There is an extremely strong air grab combo i will share later in the guide.</p><p>
</p><p>
<strong>UPDATE:</strong> Also note against certain characters when crouched, even a lowest to the ground possible j.4C will still whiff (like Mu-12). Against these characters you can do <strong>j.B, 6DASH, j.B, 6DASH, j.B</strong> OR <strong>j.B, 6DASH, j.C</strong>.</p><p>
</p><p>
</p><p>
</p><p>
<span style="text-decoration:underline;"><strong>2. COMBOS</strong></span></p><p>
</p><p>
</p><p>
Here i am going to share with you the combos i've discovered on my copy of BBCSX. It's the japanese version and i dont think there will be further revisions on the US release in February but i suppose it's possible.</p><p>
</p><p>
<em><span style="text-decoration:underline;">The combo section is closely tied to the Blockstring section. Im going to go one by one through the combos based on WHICH PART of the blockstring your opponent failed to block !</span></em></p><p>
</p><p>
</p><p>
<strong>J.C Combo</strong> using my cross loop !</p><p>
</p><p>
<strong>J.C, 2DASH, 5B, 2C, 6DASH, 5C, 6D, 6DASH, 2D, pause, 6C, 8or9DASH, j.4C, 6CANCEL, j.D, 2DASH, land, pause, 2B, (9DASH, j.4C, 6DASH, j.4C, 6DASH, j.4C) x 3, 236236A (ASHURA)</strong> 6.8k Dmg 55 HEAT</p><p>
</p><p>
</p><p>
</p><div class="ipsEmbeddedVideo"><div><iframe width="459" height="344" src="https://www.youtube.com/embed/ceB9KPnfhnQ?feature=oembed" frameborder="0" allowfullscreen="true"></iframe></div></div><p>
</p><p>
This is the BNB to learn in BBCSX. It works Mid Screen, does tons of damage, builds it's own heat, and looks glorious. Go into this combo after connecting a j.C in your blockstring. You can hitconfirm with the (5B, 2C) that comes after it. You can also do this combo directly starting from 5B in case they did block the j.C but for whatever reason failed to block the 5B. Another possibility is starting this combo from either j.B or j.4C, as in the second blockstring. If you are using the second blockstring and manage to start the combo with a single j.4C, you can do <span style="text-decoration:underline;">4 cycles of j.4C</span> (instead of 3) at the end of the combo and total at <strong>7.5k damage</strong> for no more heat then what the combo generates !!</p><p>
</p><p>
You can also get more damage out of this combo if you start it with (<strong>GRAB, Rapid Cancel, 5C</strong>) instead of (<strong>j.C, 5B</strong>). Rapid cancelling the ground grab fuels your combo with very good proration, and following up with a free 5C capitalizes further on that (see notes section about 5C).</p><p>
</p><p>
(Update 1.1)</p><p>
</p><p>
</p><div class="ipsEmbeddedVideo"><div><iframe width="459" height="344" src="https://www.youtube.com/embed/tmCv6DnV0gk?feature=oembed" frameborder="0" allowfullscreen="true"></iframe></div></div><p>
</p><p>
Here I demonstrate an example blockstring in the beginning of the video. Because of the nature of the combos and how they are built along side the blockstring, ANY hit can be hitconfirmed and picked up into a solid combo. This is a true asset in FRKZ. In this version i repeat the j.C combo but with GRAB, RAPID as a starter as described previously. Also, because of the Proration values of the first 2 hits of the grab, the combo allows for a 4th cycle of j.4Cs ! The damage climbs up to 7.2k, and requires 53 or 54 heat to do the rapid and have enough for Ashura at the end. The variation is due to the heat gain cool down after rapid cancel.</p><p>
</p><p>
<strong>Tricks:</strong> Be patient with the button presses, theres alot of this combo that can be done with slow controlled inputs. Learn to time the pauses in the combo, this is important to make it work.</p><p>
(Update 1.1)</p><p>
After the 2D in this combo, you can 6CANCEL, GRAB (whiff), 6C instead of just  2D, pause, 6C. This makes timing the 6C much easier. (this trick thanks to Huey!)</p><p>
</p><p>
<strong>Pitfalls:</strong> There's alot of parts in this combo that can go wrong, in very unlikely places.</p><p>
</p><ol style="list-style-type:decimal;"><li>you must learn to dash cancel into your j.D. At first you will see you do not need to do anything fancy to connect the j.D in this combo, and to a certain degree that is correct. However, by holding 6 just before the j.D and pressing the D button BEFORE the 6DASH happens, the j.D will cover a great distance forward WITHOUT CONSUMING ONE OF BANG'S AIRDASHES ! This is a crucial trick to learn as it is integral to all the combos im going to share. When you learn this trick, it opens up ALOT of room for error and adjustment mid combo so you do not need to be perfectly placed to make things work.<br></li><li>after the j.D, when you 2DASH for the landing, the opponent will be bouncing on the ground. This is more then just a mere effect. The position of the opponent when you hit them with the 2B affects the untech time, and how easily you can hit them with the next move. Generally you want 2B to connect while they are flat on the ground. Practice this.<br></li><li>My special j.4C loop in this combo is NOT like Nezu's new box loop <span style="text-decoration:line-through;">which i discuss in the next combo</span>. This is actually easier to do even if it does not look like it. Because it is so close to the ground, you can skip all the 2DASHES that would normally be necessary. Simply hold the direction of the next dash and press C at the right time. Practice it and use the video as a guide since the notation can be confusing.<br></li><li>When it comes time to input Ashura, try to finish the 236236 and let the stick return to 5 while bang is still in the air, then press the A button as he lands to execute Ashura without crossing under the opponent. Crossing under the opponent will get you a shiny bumper instead of Ashura.<br></li></ol><p>
</p><p>
</p><p>
</p><p>
<strong>2C Combo</strong> using my cross loop ! UPDATE 2.0</p><p>
</p><p>
<strong>2C, 6DASH, 6A, 6C, 8or9DASH, j.4C, 6CANCEL, j.D, 2DASH, 5C, 6D, 6DASH, 2D, pause, (9DASH, j.4C, 8DASH, j.4C, 8DASH, j.4C)x4, land, 236236A (ASHURA)</strong> 6.4k Dmg 57 HEAT</p><p>
</p><p>
</p><p>
</p><div class="ipsEmbeddedVideo"><div><iframe width="459" height="344" src="https://www.youtube.com/embed/qsBu3BqRcgo?feature=oembed" frameborder="0" allowfullscreen="true"></iframe></div></div><p>
</p><p>
Works with 5B starter as well, this combo exists solely to capitalize on your blockstring. All too often good FRKZ players will miss out on damage by trying to j.C right after a 2C. If 2C is not blocked and you go for j.C, it causes emergency tech on the ground and ruins Oki too ! This is why its important to follow up 2C with 6A in a blockstring.</p><p>
</p><p>
<strong>Tricks:</strong> after the 2C you have time to mini 6DASH forward. Do not cross up the opponent before the 6A. Use this to close the distance and to do the 6A as close as possible. This also gives you extra time to hit confirm! Once the 6A hits, the 6C that follows has to be IMMEDIATE. There is no freedom of timing AFTER the 6A hits. Take your time to do long DASHes for the first cycle of the cross loop, in the video i went out of my way to exaggerate the dashes of my first cross loop cycle to demonstrate this. The reason is to make the opponent stay lower to the ground. Going into cross loop after a 2D instead of 2B can be a bit more challenging but here is a shortcut: you can replace the <strong>(6DASH, 5C, 2D)</strong> in the combo with a <strong>6DASH, 2B</strong>.</p><p>
</p><p>
<strong>Pitfalls:</strong> Similar to previous combo, learn to 6CANCEL into j.D ! Make sure not to cross under during Ashura input. Make sure the opponent is ABOVE you when you hit them with j.D or the 5C will not connect. When doing the cross loop from a 2D, the pause is important so the opponent is a bit lower to the ground. It's not strict, but try not to go as fast as possible for the first cycle.</p><p>
</p><p>
</p><p>
<strong>6A Counter Combo</strong> using my cross loop ! (Update 1.1)</p><p>
</p><p>
<strong>6A counter, 9DASH, j.C, 2DASH, 2C, 6DASH, 5C, 6D, 2D, pause, 6C, 8or9DASH, j.4C, 6CANCEL, j.D, 2DASH, pause, 2B, (9DASH, j.4C, 6DASH, j.4C, 6DASH, j.4C)x3, 236236A (ASHURA)</strong> 6.2k dmg, 55 HEAT</p><p>
</p><p>
</p><p>
</p><div class="ipsEmbeddedVideo"><div><iframe width="459" height="344" src="https://www.youtube.com/embed/D8v1oZVy-IY?feature=oembed" frameborder="0" allowfullscreen="true"></iframe></div></div><p>
</p><p>
This one is very important. 6A connects the frame trap in your blockstring. You've seen the combo to do if they can't block your j.C, you've seen the combo to do when they can't block your 2C, but what if they're blocking correctly but mashing? or trying to jump out?</p><p>
</p><p>
When 6A hits your opponent, if it is a NON COUNTER hit, the (9DASH, j.C) that follows will net you a completely FREE RESET, this is practically unreactable after they believe you've started to combo them. If they continue to mash or jump out, the j.C will get you a HIT while they are still glued to the ground because there aren't enough frames for a jump to finish startup !!</p><p>
</p><p>
When 6A hits your opponent and it IS a COUNTER HIT, the (9DASH, j.C) that follows will COMBO with it. This is good and it is bad. It's good because it means there is no more risk of losing potential damage, but it's bad because 6A is a terrible starter. This combo is very difficult sometimes because it's the only one that doesn't have the 5B in the beginning. Which means you need to land the 6A, follow up with j.C, and hit confirm from there to go right into the 2C sweep attack ASAP (or it wont combo). Usually you will be able to hit confirm a 6A counter before you even hit with j.C though, the untech time is really long and you have a lot of time to do the j.C. The reason to omit the 5B is to save as much proration as possible to be able to continue the combo until the end.</p><p>
</p><p>
<strong>Tricks:</strong> same as the j.C combo</p><p>
</p><p>
<strong>Pitfalls:</strong> The hardest part of this combo is hit confirming it quickly enough to do the j.C into 2C as fast as possible. This is a very tight link and if you hesitate for a moment it will not combo. The reason why 5B is in all the other combos is to streamline the transition from blockstring. This combo is different in that the transition must be made in time for the j.C.</p><p>
</p><p>
</p><p>
<strong>AIRGRAB Combo</strong> using my cross loop ! UPDATE 2.0</p><p>
</p><p>
<strong>AIRGRAB (with at least a single DASH remaining), 2DASH, 6C, 8or9DASH, j.4C, 6CANCEL, j.D, 2DASH, land, 5C, 6D, 6DASH, 2D, (9DASH, j.4C, 6DASH, j.4C, 6DASH, j.4C) x 5, land, 236236A (ASHURA)</strong> 7.5k Dmg 59 HEAT</p><p>
</p><p>
</p><p>
</p><div class="ipsEmbeddedVideo"><div><iframe width="459" height="344" src="https://www.youtube.com/embed/xT5_lwPAM3w?feature=oembed" frameborder="0" allowfullscreen="true"></iframe></div></div><p>
</p><p>
Potentially you're strongest mid screen combo, Air grabbing an opponent is VERY easy in FRKZ. Most of the time people will jump block to avoid mixup, so any time you would normally go for a crossup j.C, you can do crossup grab, and if they jumped they will get sucked in. It works very often against a variety of skill levels.</p><p>
</p><p>
<strong>Tricks:</strong> Make sure you have least one DASH left when you grab the opponent. Hold down immediately after grabbing to automatically cancel the grab and skip it's heavily prorated final hit. When inputting the 6C you can afford to mini dash forward to close up the gap for a tighter combo, this makes it easier. You can cut the combo VERY SHORT by inputting Daifunka right after the 6D for only slightly less damage but it's better to do this if it will finish off the opponent. You will do this VERY often most likely so practice it as well ! Take your time to do long DASHes for the first cycle of the cross loop, in the video i went out of my way to exaggerate the dashes of my first cross loop cycle to demonstrate this. The reason is to make the opponent stay lower to the ground. Going into cross loop after a 2D instead of 2B can be a bit more challenging but here is a shortcut: you can replace the <strong>(6DASH, 5C, 2D)</strong> in the combo with a <strong>6DASH, 2B</strong>.</p><p>
</p><p>
<strong>Pitfalls:</strong> Being unable to 6CANCEL the j.D will make this combo near impossible. Make sure you practice this. Make sure the opponent is ABOVE you when you hit them with j.D or the 5C will not connect. As with previous combos, try to finish inputting the Ashura as you touch the ground so you do not cross under. When doing the cross loop from a 2D, the pause is important so the opponent is a bit lower to the ground. It's not strict, but try not to go as fast as possible for the first cycle.</p><p>
</p><p>
</p><p>
<strong>J.B Abare Combo</strong> using my cross loop ! UPDATE 2.0</p><p>
</p><p>
<strong>j.B, 6DASH (long), j.4C, 6DASH (long), j.4C, land, 6C, 8or9DASH, j.4C, 6CANCEL, j.D, 2DASH, land, 5C, 6D, 6DASH, 2D, (9DASH, j.4C, 6DASH, j.4C, 8DASH, j.4C) x 4, land, 236236A (ASHURA)</strong> 6.4k Dmg 59 HEAT</p><p>
</p><p>
</p><p>
</p><div class="ipsEmbeddedVideo"><div><iframe width="459" height="344" src="https://www.youtube.com/embed/15PHlg4n6Ds?feature=oembed" frameborder="0" allowfullscreen="true"></iframe></div></div><p>
</p><p>
This combo can be difficult, but its very good to practice. A random hit with j.B air to air could lead to 6.4k damage combo that builds it's own heat. And there are tricks to make it more stable. The combo also does more damage if started with a j.4C first instead of j.B. This can be possible if the first j.B is blocked and you follow up with a 6DASH j.4C just like in the <strong>second blockstring</strong>.</p><p>
</p><p>
<strong>Tricks:</strong> Make sure to do nice long 6DASHes in the beginning. This is necessary for a few reasons; it helps you hit confirm, it lets the opponent get lower to the ground, and it puts you in the right position for the 6C. Mini dash before the 6C if necessary like in the previous combo to gain some ground. Take your time to do long DASHes for the first cycle of the cross loop, in the video i went out of my way to exaggerate the dashes of my first cross loop cycle to demonstrate this. The reason is to make the opponent stay lower to the ground. Going into cross loop after a 2D instead of 2B can be a bit more challenging but here is a shortcut: you can replace the <strong>(6DASH, 5C, 2D)</strong> in the combo with a <strong>6DASH, 2B</strong>.</p><p>
</p><p>
<strong>Pitfalls:</strong> This combo will not work if the opponent is too high in the air. Also, <strong>make sure the opponent is ABOVE you when you hit them with j.D</strong> or the 5C will not connect. In this case, land and 2B into cross loops x5. Try not to cross under at the end or Ashura will turn into a bumper. When doing the cross loop from a 2D, the pause is important so the opponent is a bit lower to the ground. It's not strict, but try not to go as fast as possible for the first cycle.</p><p>
</p><p>
</p><p>
</p><p>
<span style="text-decoration:underline;"><strong>Situational Combos</strong></span></p><p>
</p><p>
</p><p>
<strong>Gold Burst Combo</strong> UPDATE 2.0</p><p>
</p><p>
<strong>GoldBurst, 6DASH, 5C, 6D, 6DASH, 2D, pause, 6C, 8DASH, j.4C, 6CANCEL, j.D, 2DASH, land, 2B, (9DASH, j.4C, 6DASH, j.4C, 6DASH, j.4C)x4, 236236A (ASHURA)</strong> 5.6K Dmg, 54 Heat</p><p>
</p><p>
</p><p>
</p><div class="ipsEmbeddedVideo"><div><iframe width="459" height="344" src="https://www.youtube.com/embed/EQMkWWzG_vU?feature=oembed" frameborder="0" allowfullscreen="true"></iframe></div></div><p>
</p><p>
Being in FRKZ at neutral can be tough. Being in a knockdown situation in FRKZ is even worse !! If you need to use a gold burst on wakeup or to make sure you get the opponent, follow up with this combo for guaranteed 5.6k that builds it's own heat.</p><p>
</p><p>
<strong>Tricks:</strong> This is very similar to the other BnBs, be sure to check out the tricks in those combos since they apply to this one as well. The 6DASH at the very beginning is unnecessary if the opponent is very close to you. Simply doing 5C as they come close to the ground will connect.</p><p>
</p><p>
<strong>Pitfalls</strong> Learning whether you need to do the 6DASH at the beginning or not is probably the hardest part, and its not very complicated. Learn the timing of landing the first 5C as they come down, you have alot of time to focus on it as they float back to the ground.</p><p>
</p><p>
</p><p>
<strong>Combo Into Gold Burst</strong> UPDATE 2.0</p><p>
</p><p>
<strong>J.C, 2DASH, 5B, 2C, 6DASH, GoldBurst, pause, 5C, 6D, 6DASH, 2D, pause, 6C, 8or9DASH, j.4C, 6CANCEL, j.D, 2DASH, land, pause, 2B, (9DASH, j.4C, 6DASH, j.4C, 6DASH, j.4C) x 4, 236236A (ASHURA)</strong> 7.4k Dmg 63 HEAT</p><p>
</p><p>
</p><p>
</p><div class="ipsEmbeddedVideo"><div><iframe width="459" height="344" src="https://www.youtube.com/embed/Pz00R4d7XRw?feature=oembed" frameborder="0" allowfullscreen="true"></iframe></div></div><p>
</p><p>
This is to turn a BnB into a must-kill combo. Take any BnB in the previous section that uses a 2C, and you can fit a gold burst in there easily. There's alot of time to decide to do it or not, and nothing gets changed in the BnB, so its not too difficult to pull off. Despite having lots of time to decide to do it, its still quite early in the combo, allowing the gold burst to fill the rest of the combo with good proration. Not only does the gold burst improve the damage of <strong>all the hits that come after it</strong>, the improved proration allows a whole <strong>extra cycle of the cross loop</strong> (add 1 cycle of the cross loop count to whichever BnB you're putting the gold burst into). The culmination of more damage per hit and extra cycle make this 6.8k combo turn into a 7.4k one. The same can be done to other BnBs with similar benefits.</p><p>
</p><p>
<strong>Tricks:</strong> Time the 5C as they get close to the ground to make this easier.</p><p>
</p><p>
<strong>Pitfalls</strong> The same as the BnB that you are using this gold burst with.</p><p>
</p><p>
</p><p>
<strong>Corner Combo</strong> UPDATE 1.1</p><p>
</p><p>
<strong>j.C, 5B, 2C, 6DASH, 5C, 6D, 2D, 6DASH, 5C, 4DASH, 2B, 6C, 8DASH, j.4C, 8DASH, j.4C, j.D, land, 2B, 623B, 6C, 8DASH, j.4C, 8DASH, j.4C, j.623B, land, 236236A (ASHURA)</strong> 7.2K, 61 HEAT</p><p>
</p><p>
</p><p>
</p><div class="ipsEmbeddedVideo"><div><iframe width="459" height="344" src="https://www.youtube.com/embed/_S8y59YTWHs?feature=oembed" frameborder="0" allowfullscreen="true"></iframe></div></div><p>
</p><p>
This is the Challenge10 combo from CS2. There are perhaps new better combos for the corner, i will replace this one when i discover it. I feel the guide needs one solid corner combo to be complete, and this one is powerful, easy, universal and builds more heat then it needs. Most importantly of all, it works with the blockstring in part 1.</p><p>
</p><p>
<strong>Tricks:</strong> this is the easiest combo in the guide, very straightforward. If it gives you trouble you need only keep practicing it. You have more time then you realize after the super crash to do the 6C. Make sure you take the time to do it right and it will come out without dashing forward.</p><p>
</p><p>
<strong>Pitfalls:</strong> The game has a strange way of interpreting inputs in FRKZ. Because all dashes count as "special" moves, we're often asking the game to interpret many moves at the same time when we input something like 623B. Normally it's clear what move we want, but in FRKZ there are alot of "special" moves that can be interpreted from the same input. In order to eliminate as much of the interpretation as possible, the 623B must be perfect. Even with a perfect 623 you can still get a forward dash instead of a super crash under certain circumstances. I find the most reliable way to make it work is to make SURE you return to NEUTRAL position after the 2B (just before the super crash). Try releasing the stick for a moment before inputting the 623. If you slide from the 2 to the 6 (to do 2B, 623B), there is a good chance the resulting 3 input will be interpreted as a dash, even if your 623 is PERFECT.</p><p>
</p><p>
</p><p>
<strong>5A Combo</strong> using my cross loop ! UPDATE 1.1</p><p>
</p><p>
<strong>5A, 5B, 2C, 6DASH, 5C, 6DASH, 2D, 8DASH, j.4C, j.D, 2DASH, land, pause, 2B, (9DASH, j.4C, 6DASH, j.4C, 6DASH, j.4C) x 3, 236236A (ASHURA)</strong> 5.3k Dmg 50 HEAT</p><p>
</p><p>
</p><p>
</p><div class="ipsEmbeddedVideo"><div><iframe width="459" height="344" src="https://www.youtube.com/embed/S2QoIkYXNTc?feature=oembed" frameborder="0" allowfullscreen="true"></iframe></div></div><p>
</p><p>
This is the one combo that doesn't tie in with any blockstrings. using 5A brings down the damage and can break combos completely. However sometimes 5A is the only move that will fit in a tight spot, or its the only way to hitconfirm strange situations. This combo will work with 5A as a starter, but also works if you hit with j.C or j.B before it, making it very versatile.</p><p>
</p><p>
<strong>Tricks:</strong> Easier to do then the j.C combo that we learned because it doesn't involve a 6CANCEL j.D. Otherwise the same tricks apply.</p><p>
</p><p>
<strong>Pitfalls:</strong> Make sure to wait long enough for the opponent to stop bouncing before hitting with 2B or it will not connect the j.4C afterward.</p><p>
</p><p>
</p><p>
<strong>Adapting a Combo for the Corner</strong> UPDATE 1.1</p><p>
</p><p>
replace part of your combo with <strong>2B, 623B, 6C, 8DASH, j.4C, 8DASH, j.4C, j.623B, land, 236236A</strong></p><p>
</p><p>
</p><p><a href="http://www.youtube.com/watch?v=0vH4hT82f2Y" rel="external nofollow">http://www.youtube.com/watch?v=0vH4hT82f2Y</a></p><p>
</p><p>
Here is a <strong>real match</strong> example of a FRKZ combo that became too close to the corner. Should this happen to you, use this as an example of how to modify the combo on the fly to accommodate the corner. In general it involves replacing the cross loop with a ground super crash, pickup with 6C into air super crash, followed by Ashura.</p><p>
</p><p>
<strong>Tips:</strong> Ashura needs to be inputted in reverse always, except vs Tager.</p><p>
</p><p>
<strong>Pitfalls:</strong> Keeping Oki is more important, don't go for a combo youre not sure about. You do not want an air tech situation unless you're setting up a frame trap. Bang is not strong at neutral in FRKZ.</p><p>
</p><p>
</p><p>
<strong>6C Combo</strong> using my cross loop ! UPDATE 1.1</p><p>
</p><p>
<strong>6C counter hit, 6DASH long, land, 5C, 6D, 6DASH, 2D, pause, 6C, 8DASH, j.4C, 6CANCEL, j.D, 2DASH, land, 2B, (9DASH, j.4C, 6DASH, j.4C, 6DASH, j.4C)x4, 236236A (ASHURA)</strong> 8.2k Dmg, 58 HEAT</p><p>
</p><p>
</p><p><a href="http://www.youtube.com/watch?v=sL1yTwf8XDk" rel="external nofollow">http://www.youtube.com/watch?v=sL1yTwf8XDk</a></p><p>
</p><p>
This is the ultimate punish combo. It's even EASIER to do if you get the opponent in an air counter hit because it takes them longer to fall to the ground. It does over 8k damage with no requirements other then a 6C counter hit.</p><p>
</p><p>
<strong>Tips:</strong> Make sure to do a very long 6DASH after the 6C. You can start inputting the 5C before bang actually touches the ground, in the same way you only need to be near the ground to refresh his dash count. After the 5C, it helps to do a mini dash before the 6D comes out. You can use the 2D, 6CANCEL, GRAB whiff, 6C trick to time the pause between 2D and 6C perfectly (Thank Huey for this trick!)</p><p>
</p><p>
<strong>Pitfalls:</strong> It's hard to hit confirm a 6C counter hit. You could possibly go into the airgrab combo instead without the need of counter hit and it would work regardless, and do alot of damage as well.</p><p>
</p><p>
</p><p>
</p><p>
<span style="text-decoration:underline;"><strong>4. NOTES</strong></span></p><p>
</p><p>
</p><p>
<strong>In UPDATE 2.0 all the Box loops are phased out for the easier cross loop for more damage and more heat gain</strong></p><p>
<strong>About Cross loop and Box loop</strong></p><p>
</p><p>
In a real fight sometimes we don't have the luxury of optimal combos. For those moments, this bit of info might be useful.</p><p>
</p><p>
If you're doing a combo that uses a Nezu box loop and the j.D in that combo hits them while they are not high enough in the air, you can be sure the following 5C will whiff. If you DO hit them high enough in the air, but your 6CANCEL into j.D was not good and it DID consume one of Bang's dashes, you will slowly float to the ground, unable to 2DASH. In both of these moments, land and go into my cross loop instead to finish the combo. The damage will only be a bit lower and it salvages the situation nicely. 3x the loop is a safe bet to go for. In other words: <strong>land, 2B, (9DASH, j.4C, 8DASH, j.4C, 8DASH, j.4C)x3, 236236A (ASHURA)</strong></p><p>
</p><p>
</p><p>
</p><p>
This guide is not an A to Z about FRKZ, there is A LOT of advanced pressure and more damaging "situational" combos available. This guide is really just to get someone started with a strong set of BnBs so they can perhaps build  their own combos or improvise them on the spot in tight situations.</p><p>
</p><p>
some information that might help you build FRKZ combos:</p><p>
</p><p>
</p><ol style="list-style-type:decimal;"><li>All 4 drives have same move proration but are otherwise excellent damage and good additions to any combo. Especially 6D and 2D, you want to try to include both of these in any FRKZ combo if possible.<br></li><li>2C is the keystone in a lot of combos in FRKZ. It sets up the pickup so you can air combo and do whatever you like. However it also has same move proration and can only be used once.<br></li><li>Super Crash, just like the seals, they are amazing additions to any combo, and you should always use them if you get close to the wall. They will almost always boost the final damage of your combo thanks to high damage themselves and good proration. However they ALSO have same move proration, and can only be used once each (ground super crash, air super crash)<br></li><li>5C and 6C, these 2 moves are some of the BEST moves to use during a FRKZ combo because of amazingly good proration. You will find most of my combos involve going out of the way to add an extra one of these where other moves would be easier to do. This is on purpose because of how much damage they add to the combo without taking anything away. <br></li><li>Air Grab, 6C, These are the best starters you can ask for, the damage you can make out of these can be insane. Make sure to dash cancel the last hit of the air grab as it has terrible proration. The ground grab has similar properties but must be rapid canceled as soon as possible and followed up with a 5C or 6C to truly capitalize on proration.<br></li></ol><p>
</p><p>
I will be editing this further if there are errors and for clarity. Please help me make the guide as clean as possible and point out any mistakes or ambiguities in the text. Thanks !</p>
]]></description><guid isPermaLink="false">4143</guid><pubDate>Tue, 27 Dec 2011 07:26:05 +0000</pubDate></item><item><title>[CSE] Bang vs. Rachel</title><link>https://www.forums.dustloop.com/forums/topic/4511-cse-bang-vs-rachel/</link><description><![CDATA[
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]]></description><guid isPermaLink="false">4511</guid><pubDate>Tue, 14 Feb 2012 06:25:35 +0000</pubDate></item><item><title>[CSE] Bang vs. Valkenhayn</title><link>https://www.forums.dustloop.com/forums/topic/4524-cse-bang-vs-valkenhayn/</link><description><![CDATA[
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]]></description><guid isPermaLink="false">4524</guid><pubDate>Tue, 14 Feb 2012 06:32:46 +0000</pubDate></item><item><title>[CSE] Bang vs. Makoto</title><link>https://www.forums.dustloop.com/forums/topic/4523-cse-bang-vs-makoto/</link><description><![CDATA[
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]]></description><guid isPermaLink="false">4523</guid><pubDate>Tue, 14 Feb 2012 06:31:13 +0000</pubDate></item><item><title>[CSE] Bang vs. Hazama</title><link>https://www.forums.dustloop.com/forums/topic/4521-cse-bang-vs-hazama/</link><description><![CDATA[
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]]></description><guid isPermaLink="false">4521</guid><pubDate>Tue, 14 Feb 2012 06:30:15 +0000</pubDate></item><item><title>[CSE] Bang vs. Bang</title><link>https://www.forums.dustloop.com/forums/topic/4516-cse-bang-vs-bang/</link><description><![CDATA[
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