10stars Posted July 13, 2009 Posted July 13, 2009 @10Stars: I'll try that some more. I too often jump in with j.C, which I know gets very old, and obvious. But do j.A and j.B really go into an aerial combo themselves? Or just a simple combo like: j.A > j.B > dj.C? If so, it's better than nothing. Relating to the above still, how often should I, if ever, j.D? Its range might not be worth it sometimes? @SolidShake: I'll try and do IBs like that then. The way you're telling me sounds much safer than how I thought you'd IB the first hit. if you hit j.a it goes into j.b > j.c, jb goes into j.c if it connects. Depending on the height you can get j.a > j.b > dj.b > dj.c But yeah, generally any hit in the air leads into the heavier moves. I use j.D when i'm low to the ground and think my opponent is going to anti air. Very risky, but if it hits it's worth the damage. And range doesn't matter much, because you can A teleport it behind them. Alot of bang players aren't used to teleporting with his air drive, but it's useful.
RPGsFTW Posted July 13, 2009 Posted July 13, 2009 if you hit j.a it goes into j.b > j.c, jb goes into j.c if it connects. Depending on the height you can get j.a > j.b > dj.b > dj.c But yeah, generally any hit in the air leads into the heavier moves. I use j.D when i'm low to the ground and think my opponent is going to anti air. Very risky, but if it hits it's worth the damage. And range doesn't matter much, because you can A teleport it behind them. Alot of bang players aren't used to teleporting with his air drive, but it's useful. Alrighty, cool. I've normally done the j.A > j.B > dj.B > dj.C before, but only after I hit with something like Bang's 5D. However, I'll definitely try j.A/j.B-ing more. I do try to teleport with the shorter ranged drive attacks of his, but I don't use to too often, beside the 6D after a 2C, but that's only sometimes. I was wondering, but is attempting a combo, not combo really?, like 5A > 5B > 2B > 5D really possible? I'd think that it's mostly like a mindgame into an air combo if it hits. And at the least if it's blocked, you can jump cancel into a j.D. Should I avoid throwing in drives after combos like that? Thank you very much for the input so far. I'll try to put this to good use.
10stars Posted July 13, 2009 Posted July 13, 2009 Alrighty, cool. I've normally done the j.A > j.B > dj.B > dj.C before, but only after I hit with something like Bang's 5D. However, I'll definitely try j.A/j.B-ing more. I do try to teleport with the shorter ranged drive attacks of his, but I don't use to too often, beside the 6D after a 2C, but that's only sometimes. I was wondering, but is attempting a combo, not combo really?, like 5A > 5B > 2B > 5D really possible? I'd think that it's mostly like a mindgame into an air combo if it hits. And at the least if it's blocked, you can jump cancel into a j.D. Should I avoid throwing in drives after combos like that? Thank you very much for the input so far. I'll try to put this to good use. An experienced player will poke you out of 5d, or jump over you and punish it if you use it frequently. However, as long as you use it randomly and don't make a pattern, it's decent pressure. It's all mind games though. Examples of pressure: 5a>5b>2b> jump cancel > drive nails > land 5a > 5b > 2b > allow 2b to recover > 5a > 5b > 2b > jump cancel > j.c > land > 5a > 5b > 2b > 5d > empty jump cancel > land > 5a > dash > 5a > 5b > 2b > 6d etc etc. Since it's random it makes it so your opponent has to react to it instead of them saying "hes going to do X attack with his drive, which leaves a huge opening that I can jump out of" Take their confidence in reading you away from them, and you have more options. Then when they get hit with random nail pressure, random 5a pressure, or recovery pressure, they'll hesitate when they see the 5d. In most players heads they see it and say "I can jump" Then they hesitate and say "It was too late to jump". Another good thing to do is after putting command throws into your mixup, you'll make your opponent want to jump more out of bangs pressure because they don't want to risk blocking, leave gaps on purpose that you can jump and punish an attempt to jump out with. Example: The bang player starts putting pressure on: 5a > 5b > 2b > drive nails > land > dash command throw For oki the next time you delay a run in, 5a > command throw off of the recovery. They realized there was a second or so where they were just holding block waiting for pressure, and looking back they could have jumped out of it. The third time they think you'll leave the same gap and try to 5a or command throw again, so they jump. Your option? IAD command throw. High risk, but you can train your opponent to jump. Don't want to take the command throw whiff risk? IAD j.a or j.b. Then after that, take the gap out of the pressure, and 5a/2a right as they wake up. If they were attempting to jump by holding up while waking up, then they get hit during the startup frames of the jump. If they were just blocking, then you have them scared, and they dont want to risk taking more damage from guessing their way out of bangs pressure. That's when you can safely mix in overheads like 5c and 6b. When they start seeing the 5c and blocking it, start chaining 6b from the 5c, so you have a double overhead. Once you really have them threatened like this, you can start doing somewhat unsafe things to continue pressure, like in the corner if you 5a>5b>2b, instead of letting it recover, throw a 214C bumper, and bam, you have more options to scare your opponent with jump cancels into bumper dashes. Bang is a freestyle character, which means he can be like onslaught and convince you that no where you go is safe, even if there is a gap. Edit: I just realized I go really in depth with certain stuff that I have interest in. TL;DR - use drives in blockstrings sparingly.
WUT Posted July 13, 2009 Posted July 13, 2009 I just realized that if you do a 3-dash off of either a C or A bumper you can actually hit with a j.B right before you land. 50/50 off of a bumper. Man bumpers are hot.
10stars Posted July 13, 2009 Posted July 13, 2009 I just realized that if you do a 3-dash off of either a C or A bumper you can actually hit with a j.B right before you land. 50/50 off of a bumper. Man bumpers are hot. I'm only getting ground canceled j.bs for some reason, tried it for a few minutes.
RPGsFTW Posted July 13, 2009 Posted July 13, 2009 @10Stars: That is all very good to hear. I've had some bad feeling for a while that I just couldn't get past some stupid combo that I get hit by and that I'm left feeling almost completely lost in a match. However, I've always tried really hard to win it back. I'll be sure to try all the stuff you told me. Thanks much for all the help. Also, I love reading all your posts. Especially your character guides. They're very informative =) Last thing though. I have a question. What do you guys mean by 50/50? Do you mean that the next attack/set-up/etc is decided by whichever player makes a better decision at the time?
WUT Posted July 13, 2009 Posted July 13, 2009 A 50/50 in this instance refers to a high/low situation, where the person guarding literally has a 50% chance of guarding the right way. The situation in question isn't REALLY a 50/50 (you do have to land, crouch, and 2A to successfully follow through with a low option, meaning they can guard high til you land, then guard crouching), but such a quick change in blocking lends itself to being a strong mix-up. Of course, you can always land and command throw, lol.
10stars Posted July 13, 2009 Posted July 13, 2009 @10Stars: That is all very good to hear. I've had some bad feeling for a while that I just couldn't get past some stupid combo that I get hit by and that I'm left feeling almost completely lost in a match. However, I've always tried really hard to win it back. I'll be sure to try all the stuff you told me. Thanks much for all the help. Also, I love reading all your posts. Especially your character guides. They're very informative =) Last thing though. I have a question. What do you guys mean by 50/50? Do you mean that the next attack/set-up/etc is decided by whichever player makes a better decision at the time? 50/50 just means mixup really, when WUT said 50/50 off of the bumper mixup for example; he means that you can either get a high off really fast from the bumper dash, or you can get a low off from the bumper dash, just as fast. 50/50 is pretty much a guessing game on the opponents behalf, they have a 50% chance of either being hit or blocking, depending on whether they blocked high or low. EDIT: WUT beat me to it.
RPGsFTW Posted July 13, 2009 Posted July 13, 2009 Thanks guys. That makes sense. I'll be sure to mix it up some more. More to the running super. I know I've asked a lot, but I have another question relating to it. Is there anything Bang can do to be safe when his opponent blocks the running super? Also, are there any combos afterwards, sorry for the repetitive question. I usually try to 5A and then jump grab, like 10Stars tech trap video, however the grab never works for me. I'm right in front of my opponent with my hands flailing.
10stars Posted July 13, 2009 Posted July 13, 2009 Thanks guys. That makes sense. I'll be sure to mix it up some more. More to the running super. I know I've asked a lot, but I have another question relating to it. Is there anything Bang can do to be safe when his opponent blocks the running super? Also, are there any combos afterwards, sorry for the repetitive question. I usually try to 5A and then jump grab, like 10Stars tech trap video, however the grab never works for me. I'm right in front of my opponent with my hands flailing. The only thing you can do to make it safe is rapid cancel it. You can make it throw safe by using advanced throw breaks. The tech throws work like this: If your opponent neutral techs, you have to IAD, pause for a frame, command throw. If your opponent forward techs, you have to jump straight up and command throw. If your opponent back techs, you have to jump once, then jump again and air dash command throw. What I do is allow the first tech and see where the opponent normally techs, the second time I attempt to connect the throw based off of what they did previously.
AtTheGates Posted July 14, 2009 Posted July 14, 2009 Is there anything Bang can do to be safe when his opponent blocks the running super? g. sort of. you can input a throw break if you expect a throw, but it has to be 11F within the timeframe, of course. i always input a throw break when the super gets blocked, but most people know and will punish you with normal hits.
10stars Posted July 14, 2009 Posted July 14, 2009 dunno if it's been posted or if i've posted it, but i was abusing it pretty well against the people i was playing today. The 5a>5b>2b>2c>6d>623b forces a neutral tech on the ground. However, if you remove the 623b, you can jump and low to the ground air dash, creating a high low 50/50 if your opponent recovers. Just thought it should be thrown out there for oki. off to sleep.
RPGsFTW Posted July 14, 2009 Posted July 14, 2009 dunno if it's been posted or if i've posted it, but i was abusing it pretty well against the people i was playing today. The 5a>5b>2b>2c>6d>623b forces a neutral tech on the ground. However, if you remove the 623b, you can jump and low to the ground air dash, creating a high low 50/50 if your opponent recovers. Just thought it should be thrown out there for oki. off to sleep. I like the way that sounds. The more options for Bang, the better. I'll try this out soon. ~~~~ If you don't mind, I'd like to request a section in this guide about the terms some people don't recognize. DP - Dragon Punch / Move with invincibility on start-up. Often times, you'll see shoryuken motion attacks that do this. Ex: Ragna's Inferno Div \/ - Land on the ground. CH - A counter hit. Usually gives you more time to follow-up with another attack when normally you couldn't. J.(Letter here) - Jumping. Ex: Bang's j.A means his jabs in the air. DJ - Double jump. Same as above. SJ - Super jump. Also same as above two. 50/50 - The chances you have of hitting your opponent with a high/low mix-up from a combo. TK, "Tiger Knee" - Usually an aerial motion that be done from the ground if you input a jump towards the end. Ex: 2368+D for close to the ground drive nails. IAD, Instant Air Dash - Air Dashing fast and close to the ground (?) by inputting a diagonal upwards command like 7 or 9 then doing the forward or backward command 4 or 6. Deep Jump - A deep jump / deep dash jump is when someone dashes pretty much right into their opponent, then jumps, keeping their forward momentum and using an attack to either whiff as a threat, or fend off any jumping attacks from the opponent. Numbers Motion Notations - Notation: *Borrowed text from other guide for correctness* - A, B, C, and D are used to represent those respective buttons. - The numbers represent joystick postions in the following manner: 7 8 9 4 5 6 1 2 3 With 2 being down, 5 being neutral, 6 being forward etc. Specials and supers can also be represented with this notation (i.e. 236A is quarter-circle forward A, standard fireball motion.)
10stars Posted July 14, 2009 Posted July 14, 2009 I like the way that sounds. The more options for Bang, the better. I'll try this out soon. ~~~~ If you don't mind, I'd like to request a section in this guide about the terms some people don't recognize. DP - Dragon Punch / Move with invincibility on start-up. Often times, you'll see shoryuken motion attacks that do this. Ex: Ragna's Inferno Div \/ - Land on the ground. CH - A counter hit. Usually gives you more time to follow-up with another attack when normally you couldn't. J.(Letter here) - Jumping. Ex: Bang's j.A means his jabs in the air. DJ - Double jump. Same as above. SJ - Super jump. Also same as above two. 50/50 - The chances you have of hitting your opponent with a high/low mix-up from a combo. TK, "Tiger Knee" - Usually an aerial motion that be done from the ground if you input a jump towards the end. Ex: 2368+D for close to the ground drive nails. IAD, Instant Air Dash - Air Dashing fast and close to the ground (?) by inputting a diagonal upwards command like 7 or 9 then doing the forward or backward command 4 or 6. Deep Jump - I don't know still Numbers Motion Notations - Notation: *Borrowed text from other guide for correctness* - A, B, C, and D are used to represent those respective buttons. - The numbers represent joystick postions in the following manner: 7 8 9 4 5 6 1 2 3 With 2 being down, 5 being neutral, 6 being forward etc. Specials and supers can also be represented with this notation (i.e. 236A is quarter-circle forward A, standard fireball motion.) A deep jump / deep dash jump is when someone dashes pretty much right into their opponent, then jumps, keeping their forward momentum and using an attack to either whiff as a threat, or fend off any jumping attacks from the opponent. Deep dash jumping against tager and hitting j.A will cause him to block it if he's standing, and will counter hit majority of his standing moves. You just dash deeper than you normally would when you're opening pressure.
RPGsFTW Posted July 14, 2009 Posted July 14, 2009 Edited my current list with 10Stars "Deep Jump" description. I think it'd be nice to have in the first post. Thanks again 10Stars. You're really helpful
10stars Posted July 14, 2009 Posted July 14, 2009 Edited my current list with 10Stars "Deep Jump" description. I think it'd be nice to have in the first post. Thanks again 10Stars. You're really helpful Just a part of having no life until 5 pm every day :D
ninjamasta Posted July 15, 2009 Posted July 15, 2009 How often should i be using his drive? Like im using it as my main attack over stuff like his double fist fire punch(623B) and his (623C), and that may be the reason im losing like crazy. Your opinions on this?
Elstraim Posted July 15, 2009 Posted July 15, 2009 I don't play online often due to the fact that I won't have my own internet connection until sometime next month, but I hardly ever do a full BnB combo into Bang's DD. It lowers the damage by quite a bit. But there are times when it's pretty useful to combo into it, such as when your opponen's on their last little bit of life and want to ensure victory. But if you're just looking to take off a good chunk of their energy, I usually do the first 3 hits of his standard BnB (5A, 5B, 2B), then 623B and go into the DD, connecting when they rebound from the wall. Or do the full standard BnB combo (5A, 5B, 2B, 2C, 6D), jump and input the spider nail projectile as soon as they begin to tech roll up. By the time they fully get up, Bang's idle time before firing the nail is gone and it's already hitting their face. By then, the combo counter's reset, they're frozen from the nail, and they're wide open for a full-powered wallplant (his DD, lol) as soon as you land.
10stars Posted July 15, 2009 Posted July 15, 2009 How often should i be using his drive? Like im using it as my main attack over stuff like his double fist fire punch(623B) and his (623C), and that may be the reason im losing like crazy. Your opinions on this? You should only use his drive when you know they're going to attack, or if you instant block a blockstring and know what's coming next. You shouldn't really just be throwing it, unless you're predicting a jump in. Attack with 5a and 2a or j.4c for your openers, you shouldn't be trying to open with anything else. I don't play online often due to the fact that I won't have my own internet connection until sometime next month, but I hardly ever do a full BnB combo into Bang's DD. It lowers the damage by quite a bit. But there are times when it's pretty useful to combo into it, such as when your opponen's on their last little bit of life and want to ensure victory. But if you're just looking to take off a good chunk of their energy, I usually do the first 3 hits of his standard BnB (5A, 5B, 2B), then 623B and go into the DD, connecting when they rebound from the wall. Or do the full standard BnB combo (5A, 5B, 2B, 2C, 6D), jump and input the spider nail projectile as soon as they begin to tech roll up. By the time they fully get up, Bang's idle time before firing the nail is gone and it's already hitting their face. By then, the combo counter's reset, they're frozen from the nail, and they're wide open for a full-powered wallplant (his DD, lol) as soon as you land. 5a>5b>2b>623b does not link into the distortion. The webnail setup is bad, they can block if they hold back, it isn't guaranteed.
solidshake Posted July 15, 2009 Posted July 15, 2009 what are the properties on his combo dd? i swung a couple of matches yesterday by throwing it to beat something obvious, and it almost looked like it autoguarded? there was a visible "click" when their hit connected.
WUT Posted July 15, 2009 Posted July 15, 2009 what are the properties on his combo dd? i swung a couple of matches yesterday by throwing it to beat something obvious, and it almost looked like it autoguarded? there was a visible "click" when their hit connected. Bang is invincible for 25F, so that "click" you've noticed is most likely just Bang hitting your opponent and then going into the distortion. He doesn't actually have a hittable box until well into the dashing part of the DD (which is why you can go completely through projectiles with it).
Timotee Posted July 16, 2009 Posted July 16, 2009 Also, if you connect the DD against Carl, Bang is invincible while beating the stuffing out of him. Was playing a friend's Carl and we did DDs at the same time. His sister beat on me futilely while I just kept punching.
GreasyGyro718 Posted July 16, 2009 Posted July 16, 2009 how useful is throw > (just before he does his dropkick) C nail into BnB. is it better then command throw? you get garunteed oki off of it. can command throw do this?
10stars Posted July 16, 2009 Posted July 16, 2009 how useful is throw > (just before he does his dropkick) C nail into BnB. is it better then command throw? you get garunteed oki off of it. can command throw do this? No, you can not do this with command throws. It's completely worth it to do so though. You get an extra 100 damage on the 5a-5b-2b-2c-6d bnb in comparison to throw > fire punch. However, I don't use regular throws anyway, because it's still more worth it to do the command throw. Even in the situation of wanting to use 50% heat, you can still rc the command throw and do 2d combos
DaiAndOh Posted July 16, 2009 Author Posted July 16, 2009 Regular throw starts up faster and has more range. Just sayin is all...
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