DaiAndOh Posted June 28, 2009 Posted June 28, 2009 Ok guys, we got a matchup thread and we got a video thread, and it looks like we're getting a an influx of players thanks to the FRKZ theme. But there's more to Bang than that, and to tell 'em how it's done, or for experienced Bangs to freshen up or learn something new we will have the guide. Why is this a community guide though? Because I do not feel like I'm a good enough Bang player to have my word being taken as absolute of some of the other guide makers, and even if I was, it's better to have input from lots of good sources than one. Table of Contents: I:Who is Bang Shishigami? II: Should I play Bang? III: Bang Terminology IV: Bang's moves and their general uses V: Combos VI: Pressure and Mixup VII: Okizeme VIII: Links IX: Closing I:Who is Bang Shishigami? Taken from the official site "Profile: Height: 192 cm Weight: 105 kg Birthday: January 1 Blood Type: B Race: Human Hobbies: Training, thinking of names for his special moves Values: The 6-foot nail (memento of his master) Likes: Justice Dislikes: Evil Personality: A real man, who never compromises in either his duty or his desires. He’s very impulsive, although whether that’s a good trait or a bad one is open to interpretation. As he a ninja, he takes good care of his henchmen and subordinates. Backstory: After losing their home in the Ikaruga Civil War, Bang and his clan of ninjas fled to Kagutsuchi to regroup and wait for a chance to restore their homeland to its former glory. While in Kagutsuchi, Bang decides to make his debut as a “Vigilante of Justice”. When he learns that Ragna the Bloodedge has come to Kagutsuchi, he decides to bring the legendary criminal to justice!" II: Should I play Bang? That is a question you need to answer yourself, I can only guide you there. First some pros and cons Pros: Good mobility with bumpers, decent running speed, 2 airdashes, autoguard teleports, and of course FuuRinKaZan. A strong mixup and oki game with highs, lows, throws, crossups, and feints that gets stronger in FuuRinKaZan's dash-cancelled normal game. Can get solid pressure strings Has above average HP. Manly and gets lots of hype. Cons: Does not have strong damage output without distortion drives, rapid cancels, or throws in this combos, and even then can be questionable. Short range attacks/pokes. Most moves lack priority. Has no reversal or solid anti-air Long pressure strings rely on nails Only has 12 nails each round. Or, you can ask yourself these questions (these answers are Bang favored): Do I need to play a high tier characters that have better chances at winning? (no) Do I want characters that rely on mixups and pressure to win? (Yes) Do I need my characters to do big damage? (No) Do I prefer offensive type rushdown to ranged/poking based characters? (Yes) Do I want to put up with working hard for my wins and doing whatever it takes? (Yes) Do I feel the need to be more manly? (YES!!!) III: Bang terminology Bang's moves have long and awesome names, but they are not good for guide writers! A/B/C/D Nails - Bang's air 236 A/B/C/D. The button used is referenced. Bumper - Bang's 214 A/B/C/D. Maybe used with A/B/C/D first to refer to specific ones. Command grab (may refer to air or TK versions if said) - Bang's 623C, a command grab! FRKZ/Bang Install - FuuRinKaZan 214214D with 4 symbols. Bang's powerup super! Autoguard - During Bang's 5D, j.D, 2D, and 6D he has certain frames that have him automatically block certain attacks, and continue the move. The game will look like it paused for a moment with the opponent's move striking Bang mid move. Even still, I will refer to most moves by their command! IV: Bang's moves and their general uses Basic frame data now listed. FAB = Frame advantage on block. 5A - Bang throws a quick jab A basic 5A poke. Takes 5 frames to come out, and has -3 on block. On block, go into pressure, on hit, go into a bread n' butter combo. Startup: 5, FAB: -3, Damage 195 5B - Bang throws a straight punch. More range and damage than 5B as a slower overall move. Occasional poke and combo filler Startup: 8, FAB: -6, Damage: 640 5C - Bang slams his hands down An 18 frame overhead. On hit, go into the rest of a bnb combo, otherwise you can mixup into a 6A, 6B, 2C, or jump cancel. If it hits in the air, it slams the opponent into the ground, which you can 2C usually, and go from there. Startup: 18, FAB: -10, Damage: 860 5D - Bang's gauntlets glow, then he lunges with an uppercut. Fully body autoguard from frames 4-15. Probably the least used overall autoguard move though, as 2D generally puts them in a better situation for you. Gives 1 symbol in hit. Startup: 28, FAB: -16, Damage: 980 6A - Bang delivers a vertical kick to the shin. Hits low but looks like an overhead, but anyone with 2 minutes of Bang experience knows this. Mainly used in some otg combo filler, becomes a good pressure tool in FRKZ. On mixup hit, go into a 2C and finish your combo, counterhit can lead to BnB. Startup: 22, FAB: -1, Damage: 720 6B - Bang does a forward flip hitting his opponent with his leg Overhead. Need to RC to get any combo out of it, but knocks the opponent down in untechable state. Startup: 20, FAB: -16, Damage: 880 6C - Bang leaps forward with a heel kick Never use outside of combos. Won't hit most character's standing, and none crouching. On hit, jump cancel into j.D or j.C Startup: 15, FAB: -28, Damage: 960 6D - Bang turns around a bit and delivers a low fire kick. Frames 1-12 High and low guard point! But the move has a small hitbox close to the ground, so it's mostly used in combos. Grants a symbol on hit. Startup: 32, FAB: -18, Damage: 1050 2A - Bang delivers a quick poke to the feet 8 frame low, gimme a break! Prorates quite a bit, use in mixup/pressure and go from there to either a combo or pressure string. Fastest option to knock people up for OTG re-launch combos. Startup: 8, FAB: -2, Damage: 150 2B - Bang lunges forward with an elbow strike Mostly combo filler, otgs well into a 6C or 623B. The latest move in a non-mixup based pressure string that you can jump cancel on block, so be aware of that! Very good range for Bang. Startup: 13, FAB: -13, Damage: 620 2C - Bang does sweep kick Combo filler move. Generally will go into 6D or 2363214C. Hits low obviously. Startup: 13, FAB: -13, Damage: 920 2D - Bang gathers energy into his hands, and delivers a crouching upper Move of choice for general autoguard defense. Puts the opponent nice and right above you to start an awesome combo, especially on counterhit. Autoguard is 6-16 on highs and mids. Grants a symbol on hit. Startup: 27, FAB: -11, Damage: 1050 j.A - Bang delivers a quick air punch. Pressing again afterward will have him do it again with the other hand. Air combo starter. Fast air poke. That's about it. Startup: 7 (follow up is 2), FAB: n/a, Damage: 560 J.C - Bang sends out a kick downward. Air to ground and sometimes air to air. If hits opponent in air, sends them to the ground. 236A is possible after hitting them in air. If hit on ground, land do a bnb combo or potential mixup. Solid move. Startup: 12, FAB: n/a, Damage: 980 3C - Bang does a slide kick similar to Dictator Very unsafe on block, but good range low and can otg combo to catch some people off guard, for sure on counter hit though. Startup: 15, FAB: -16, Damage: 880 j. 4C - Bang kicks the opposite of the direction he's facing Basically j.C that hits the other way. Nice mixup and crossup tool. Hit sends them towards you! Startup: 11, FAB: n/a, Damage: 1200 Airthrow j.BC - Bang grabs the opponent and teleports behind them with an airkick Pretty much can't get anything else out of this. Shame really... Startup: 7, FAB: n/a, Damage: 2095 Air command throw (j.623) - Bang grabs the opponent sending them upwards, then down in the ground before punching them upward again. Also fairly strong, can be used to add a lot of damage to air combos the risk of a throw tech, or to catch air techs or people who try to jump out of pressure with a tk version of the move. Rapid cancel at the right time before the last hit to combo out of. Startup: 7, FAB: n/a, Damage: 300 B nails I feel are a bit underrated. Used in surprise mixup/oki situations, and hopefully creating frame advantage that Bang lacks, and a small explosion to cover you. Startup: 16, FAB: n/a, Damage: 300 D nails are amazing. Covers a HUGE amount of space, comes out and recovers fast, 3 projectiles over 1. Used to close gaps, a staple to reset pressure strings, cover yourself, run away, and probably more! Startup: 9, FAB: n/a?, FAB: [finput][/finput], Damage: 220 each. FuuRinKaZan aka the most awesome thing ever (214214 D) - Bang gathers his energy followed by a hot-blooded cut-in (see: my avatar). He then leaps in passion and shouts the name of the attack as the symbols erupt onto the screen. If on the console version, Bang's raw manliness goes off in music form as a special Hironobu Kageyama theme for the rest of the round. Power up move. Attack Damage x 1.2, guard crush value x 0.5, recovers 2F faster than opponent. From Tager and general BB expert Mike Z: "Bang enters a powered-up state where he becomes extremely fast. He loses his normal movement but gains a new 8-way-dash. This dash can make Bang pass through the opponent. While you can still attack during the dash, the input has to be A/B/C + →, any D or a throw. The air dashes can be interrupted by A/B/C/D + ↓ or, very early after the dash, with A/B/C/D + Neutral. you can also dash cancel all normals, which enables some new pressure strings and combos. Since the dash counts as a special move, you can even interrupt the command throw with it. Bang cannot block while in bang install, however, you can still shield-block IF you input the block during the recovery of anything (normal, special move). bang has to be neutral for this to work, he can't shield-block while dashing." To explain everything regarding this move probably should get it's own section or even thread, and it has plenty of videos! For now, play aggressive, use your speed and even greater mixup potential to scare the crap out of your opponent, and take advantage of some new found comboability. Or you can do this vs. Hakumen and Tager - http://www.youtube.com/watch?v=0D2k2pz7BpE The moves instant frame advantage combined with instant dash can be used to punish forseeable moves. For instance, if you see someone pressuring you on wakeup, use this, evade/outspeed their move -> punish! This move has it's place in certain matchups, as I will list my opinions for now (feedback please!): Very Useful: Tager, Hakumen Pretty Useful: Carl Can be useful: Rest of the cast Situational: Arakune, Rachel Barely: Nu-13. Startup: 1, FAB: +2, Damage: Godly. V: Combos As of now, for new players, start out with these combos. Later on, you can get to advanced longer combos, RC combos, and character specifics, which will be in a later combo thread. 5A/2A, 5B, 2b, 2c, 6d, 9623b - bnb, the secret to this combo is to jump cancel 6d then RIGHT AWAY do the fire punch, so the jump itself gets cancelled with the special move. Can also be done with 6239b. For more info, check out the execution thread! 2D, j.d, 2B, 6C, dj, j.C - 2d bnb. More advanced versions possible, but again basics here. Can add 236a after j.C for little more damage and poison at cost of a nail. 5A/2A, 5b, 2b (2363214C), 2C, 2363214C. - Bnb combo into super. If in the middle of the bnb and they burst, super right away! For this reason preferable to be done when opponent is at lower life, but if you need the damage....2C into super does not work on Noel and Carl, 2b into super only works on crouching opponents. 5c (2363214c), 2c (2363214c), 6d, 9623B - Bnb from overhead. Same secret applies for 623B, after 5c and 2c are combos that start from an overhead to super! 2C into super does not work on Noel and Carl. On a j.c or j.4c on grounded opponent, go into the bnb starting with either 5a or 5b. VI: Pressure and mixup Bang's pressure is pretty good, and filled with mixup potential. The problem is that it needs nails from your ever short supply. Your basic pressure sequence is 5a,2a,5b,2b,2369d, and reset from there. On the reset you can do it again. On hit go into a bnb. These are your mixup options: Adding in a 6a, 6b, 5c for an overhead/low mixup after nails or in the middle of the sequence. From there go into appropriate combos or oki sequence. Jump cancelling into a j.c or airdash into j.4c. Hitting high and crossing up, and goes into bnb. You can also double jump into another j.c if blocked. Also on block, reset your pressure. D moves: 2D/5D/j.D (not 6D, starts up too long) - Can be used to possibly catch people on the if you think they will attack on a pauseautoguard, or just to extend pressure, also these are jump cancellable! Throw and command throw - Use after 2369d,5a, 2a, 6a, j.c or j.4c (these give most frame advantage, but your a moves all put you at a negative frame advantage). In addition, if you have a good hunch your opponent will attempt to jump out, tk command throw (9623C) will catch them! If its a player that enjoys mashing out of pressure, 5a first, or you have the option to do another nail pressure rep. If its a hesitant player, straight run command throw works. If it's someone who reacts to the command throw and beats it out with a regular throw, run up 6b for a free knockdown/reset. Bumpers - Use these to add to the confusion while your opponent is pressured. Mixup how you use them as well to keep them guessing! For instance as Tataki pointed out, with a bumper near the and opponent in it, Dora likes to J.c cancels into "bumper dash" forward into another J.c (or just land and low after the 1st J.c) Other nails - Let's face it, D nails are sooo good but we only get them 4 times a match. Using another nail (I've seen Dora use B and C, so maybe A does not apply here, though it starts up almost as fast as D nails, but has much more lag...) while it won't be as advantageous, can still be acceptable because of what the opponent thinks is coming. And if a c nail connects, you can go into a combo! VII: Okizeme Okizeme is how you plan to follow up after a knockdown or a neutral tech near the ground. You have a lot of your mixup options from the pressure section (high/low/throw, attack into throw, bumper tricks, j.4c crossup). After a bnb, the opponent techs neutral, measure the distance, know your options, and go from there! From the ground, be aware where your opponent can tech, and either gamble on where they go, or react to their direction. Also beware of your opponents with dragon punches (Ragna, Jin, and Litchi with the staff), and throw in potential bait, including: j.4c crossovers, safe jumps, fast recovery moves that will leave you safe, etc. For higher air tech oki, the jumping command throw is a great way to punish predictable air techs. Imagine adding almost another's super damage worth at the end of the autocombo super->a! VIII: Links Extra links to help polish your Bang and BB game. http://s1.zetaboards.com/blazblue/pages/index/ - list of gameplay mechanics with explanations http://s1.zetaboards.com/blazblue/pages/bang_data/ - frame data http://s1.zetaboards.com/blazblue/pages/bangcombolist/ - big list of potential combos http://s1.zetaboards.com/blazblue/pages/bang_revolver/ - revolver action table (shows what moves cancel into what) IX: Closing Thank you for reading this guide. I hope it has helped you with Bang and Blazblue in anyway possible. For further info as of now, check out the Bang matchup thread and the Bang video thread. Good luck in playing this awesome character! Comments, criticism, contributions, corrections, and questions always wanted! This guide is always under construction!
AtTheGates Posted June 28, 2009 Posted June 28, 2009 why exactly did you open up another thread? maybe it's better to wait until everybody has the game and we have 1-2 bang mods. i'm sure they will clean up the other thread etc.
TornAparT Posted June 28, 2009 Posted June 28, 2009 5A/2A, 5b, 2b (2363214C), 2C, 2363214C regarding this combo. i think this shouldonly be done if the opponent is low on life so incase they burst you can super it. Cause doing the super after that combo nerfs the dmg of the super. (Bang needs all the dmg he can get). Also im pretty sure that 5A/2A, 5B, 2B, 2363214C will only work if the opponent is crouching. Overall really good job DaiAndOh! Educate the masses on the ways of Bang:eng101:
DaiAndOh Posted June 28, 2009 Author Posted June 28, 2009 why exactly did you open up another thread? maybe it's better to wait until everybody has the game and we have 1-2 bang mods. i'm sure they will clean up the other thread etc. I guess a combination of not much else to do and wanting to contribute. In addition, I started the SRK Bang thread and I'm a mod of the Bang section here http://s1.zetaboards.com/blazblue/site/ where this is also posted. And seeing as we don't have mods at the moment and a majority of the character boards have guides up, I thought it would be fine. 5A/2A, 5b, 2b (2363214C), 2C, 2363214C regarding this combo. i think this shouldonly be done if the opponent is low on life so incase they burst you can super it. Cause doing the super after that combo nerfs the dmg of the super. (Bang needs all the dmg he can get). Also im pretty sure that 5A/2A, 5B, 2B, 2363214C will only work if the opponent is crouching. Overall really good job DaiAndOh! Educate the masses on the ways of Bang:eng101: It's like you said, Bang needs all the damage, and this is guaranteed to land in the combo, where as you may not land the super otherwise if you don't react/opponent is careful. But I'll give the extra mention to it as well. Thanks for compliment!
All-around Poke Posted June 29, 2009 Posted June 29, 2009 Thanks for taking the time to make this thread. I got the first combo down involving my inquiry. Just gonna get the basics down and the feel for Bang. Hopefully I'll be able to contribute here, but me being bad in all fighting games that looks far off. So keep 'em coming.
TornAparT Posted June 29, 2009 Posted June 29, 2009 i dont see the problem with this guide. Make's it easier for new players to learn. They dont have to look through a bunch of pages to find info on one move. Goryus's wikia hasnt been updated in forever (though it still is pretty good, i think it would be easier to have all the info on DL). This has more in depth/up to date info as well. Also, DaiAndOh, consider putting of the frame data for each move as well.
Nihzlet Posted June 30, 2009 Posted June 30, 2009 Having all this collected in one place is quite useful, so thanks DaiAndOh for putting the work in.
Nerok Posted June 30, 2009 Posted June 30, 2009 This is easy access for training, I wouldnt mind it staying at all, it does more good then bad.
[Leonhart] Posted July 1, 2009 Posted July 1, 2009 "How to be a hero"? haha funny, I thought you were automatically hero if u decide to main bang:toot:
Reioumu Posted July 1, 2009 Posted July 1, 2009 We need people who can translate moonspeak. I can't translate enough of it to make a good data chart, but the Japanese wiki is a goldmine for information for this guide. http://www14.atwiki.jp/sisigamibangu/pages/1.html There is some matchup information as well as combo list, damages, etc. which is where most of the info from blazblue.co.nr come from anyway. If we can get a decent enough translation of this site, it would definitely help in this already amazing guide. Heroes ftw.
DaiAndOh Posted July 1, 2009 Author Posted July 1, 2009 2C 2363214C doesnt work on Noel and Carl I just found out the hard way it don't work on Noel. I'll be updating in a few days. Probably on the weekend adding some more advanced combos, fixes, actually saying something about the airthrow, and a couple of more strats. And heroes that know moonspeak would be appreciated and loved for jap wiki translations!
Nerok Posted July 1, 2009 Posted July 1, 2009 Just to let everyone know, Bang feels extremely comfortable on a regular controller. I've been using both sticks and controller and its so sexy.
TornAparT Posted July 1, 2009 Posted July 1, 2009 Bang's Astral Finish can be comboed into! Off of either 2D(CH) or 5D(CH)(corner only)! Also the Astral Heat is unblockable and doesnt move foreward at all.
DaiAndOh Posted July 1, 2009 Author Posted July 1, 2009 Bang's Astral Finish can be comboed into! Off of either 2D(CH) or 5D(CH)(corner only)! Also the Astral Heat is unblockable and doesnt move foreward at all. While it's cool, I think the standard is arcade mode, without the astral finish. Nevertheless, if they get added in the patch, it could actually be useful on rare rare occasion.
mrpibbs23 Posted July 1, 2009 Posted July 1, 2009 Is it just me, or does Bang seem to be slower in FRKZ on console?
Kirbeh Posted July 1, 2009 Posted July 1, 2009 I would not mind translating it a bit, as long as it is short and some what specific parts right now. I am a bit busy to translate it all right now...
DaiAndOh Posted July 2, 2009 Author Posted July 2, 2009 I would not mind translating it a bit, as long as it is short and some what specific parts right now. I am a bit busy to translate it all right now... Take your time, a work in progress to be sure, but of course I think we'd like to see it all eventually. Your willingness to do such things is much appreciated.
Sdct Posted July 2, 2009 Posted July 2, 2009 Um...im really scrubby at this game...but..how do you do Bangs astral finish? O_o ive been trying since I got the game...and lol well im horrible haha.
Cynicalz_SRK Posted July 2, 2009 Posted July 2, 2009 Does anybody know how to do Bangs warp attack? (Where he gets hit then warps behind opponent for a counter attack) I don't know this terminology real well. EX. Command Throw (623C) < - - - No idea what that ends up being on my controller. So would anyone take the time to help a noob out?
Eji1700 Posted July 2, 2009 Posted July 2, 2009 I'll help you out, but i know for a fact a lot of this is posted elsewhere on the forums and someone who knows where it is should direct you to that. That said: 1. bangs ward attack is a function of his drive moves(flaming hits that give symbols). All those moves can auto guard certain areas when they start. So basically if you do the normal one and they hit you you'll block the move and counter. While any of these moves is auto blocking for you if you hit A, B, or C, and maybe D you'll teleport a certain distance and attack. So you'll use A if they're up close to get to the other side of them, or use B/C/D on a projectile to show up next to them and light them on fire. 2. As for notation A/B/C/D are your attacks. the numbers are directions. Think of a numpad. 5C would mean neutral C, or just hit C. 6C would be forward C. Following along 4 is back 8 up and 2 down. 1379 are diagonals. j is jumping and....yeah that's probably enough to get you started. So your 623C is Forward, Down, Down Forward, C or the standard dragon punch motion C.
Ross Posted July 2, 2009 Posted July 2, 2009 Sooo Day 2 playing bang and this has all been very informative. And now onto random findings. First probably known but you can always get two seals (I don't think you can go into the 4 seal at least I couldn't on noel) without a counter hit you just do 2D,J.D asap. Easiest way Ive found to do this consistently is to do 2d and as it hits do u,d+D seems to work everytime. Best combo I could figure out with this against noel is 2D, J.D (land) 2B xx 623B, dash up, 2b,6c, dj.C xx poison shuriken. Does around 3700 damage and nets you two seals. (or you can do the first 2b xx 623B into the running super for like 4500) I also found out that there is a better throw follow up, and its accomplished by rc'ing the GRAB portion of the grab, sure it still takes meter but basically you do B+C, RC, and then go into the combo listed above or whatever other combo you feel like doing. Pretty sweet. If this is already known I apologize but I didn't see it before. Also I tested against Noel and while it only does about 3200 damage if you want to do say 2b, 2c super on her all you have to do is do 2b,2c,6D and then jump cancel into the super. Pretty easy though the damage gets scaled but it will connect. Finally random FurenKanzen note. You can actual jump cancel grounded D attacks into each themselves when you are activated, I found that out when messing with my double seal combo while activated. So like you do 2D, as it connects, u,d+2d and bang will do 2D canceled into 2D. I imagine it works for all of them. Also pretty cool, not that useful I imagine but cool.
Eji1700 Posted July 2, 2009 Posted July 2, 2009 Ok so i've been trying to test this, but i'm really not sure if it's impossible, impractical, or just my total lack of skill that's causing me trouble. Actually i'm pretty sure it's impractical but what the hell. Setup: Basically you need yourself roughly under a bumper. I'm not sure what height the bumper should be at, it's one of the things i've been experimenting with. Start of combo: 6C, 623C or Opponent jumping, j623C Either one does the air throw it's just that the 6C is easier to pull off without accidentally jumping and hitting the bumper and launching yourself into space. Part i can't do, or that maybe can't be done: I set the opponent to tech and the idea was to jump up immediately after the throw ends, hit the bumper, air dash straight up, and then follow up before the opponent can tech. From my testing I think it might actually be possible, but may either require the use of two bumpers with one directly above the other(as the tech becomes more and more absurd) or just really really tight timing that I lack. So is this possible? Anyone tried it? Anyone got any good results? On the plus if it works it seems like it could lead to slightly more use for both his airthrow and bumper(unlikely), or that it might at least be Combo Video filler. On the downside i might just be wasting my time to finally get the timing and watch as they tech away at the last second.
Timotee Posted July 2, 2009 Posted July 2, 2009 Sooo Day 2 playing bang and this has all been very informative. And now onto random findings. First probably known but you can always get two seals (I don't think you can go into the 4 seal at least I couldn't on noel) without a counter hit you just do 2D,J.D asap. Easiest way Ive found to do this consistently is to do 2d and as it hits do u,d+D seems to work everytime. Best combo I could figure out with this against noel is 2D, J.D (land) 2B xx 623B, dash up, 2b,6c, dj.C xx poison shuriken. Does around 3700 damage and nets you two seals. (or you can do the first 2b xx 623B into the running super for like 4500) I also found out that there is a better throw follow up, and its accomplished by rc'ing the GRAB portion of the grab, sure it still takes meter but basically you do B+C, RC, and then go into the combo listed above or whatever other combo you feel like doing. Pretty sweet. If this is already known I apologize but I didn't see it before. Also I tested against Noel and while it only does about 3200 damage if you want to do say 2b, 2c super on her all you have to do is do 2b,2c,6D and then jump cancel into the super. Pretty easy though the damage gets scaled but it will connect. Finally random FurenKanzen note. You can actual jump cancel grounded D attacks into each themselves when you are activated, I found that out when messing with my double seal combo while activated. So like you do 2D, as it connects, d,u+2d and bang will do 2D canceled into 2D. I imagine it works for all of them. Also pretty cool, not that useful I imagine but cool. Nice findings sir, actually some helpful stuff. One interesting thing I found, if you do the early RC of the throw, then do the running super, it does about 300 more damage than it normally would. Not really that useful since you can combo into the super with more damage, but interesting. Also, RCing a grab into a command grab is just hilarious. On a different note, has anyone tried replacing last hits of aerial combos with the command grab? I realize its fairly easy to react to once you're thinking about it, but the fact that throws don't prorate makes the damage amazing...
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