Justice7541 Posted August 1, 2009 Posted August 1, 2009 Yes, the hitstop extends the guardpoint frames. The autoguard is only 10 frames, but you can viably see it last through an entire v-13 distortion, or even two of them if you time it right. Well, yeah, but in that case the move just "stops" until he stops guarding, at which point he continues like normal, while in this case Bang continues to do his 2D even through all the hits. Set the training dummy to spam 2A with Ragna or something and run up and guardpoint it, he slows down but continues to do the 2D, and eventually the firepunch animation will appear with him still blocking the 2A spam, until it finally hits Ragna. This is opposed to, say doing 5D, where he'll block a bunch of 2A hits until he finally gets out of the autoguard frames and then gets hit like usual.
DaiAndOh Posted August 2, 2009 Author Posted August 2, 2009 Yes, the hitstop extends the guardpoint frames. The autoguard is only 10 frames, but you can viably see it last through an entire v-13 distortion, or even two of them if you time it right. And a Tager distortion. I've done both ^_^. Double v-13 super made the guys jaw drop.
10stars Posted August 3, 2009 Posted August 3, 2009 http://www.youtube.com/watch?v=vJqW8bnOEhQ#t=2m13mm Just so everyone else knows, it's not just Bang Install that you can A nail glide with. To see it for yourself, super jump, dash forward and do an A nail immediately after the dash. You'll see bang quickly fall to the floor. As shown in the video above, it stops people from jumping out of your pressure, it also hits some characters backdashes.
WUT Posted August 3, 2009 Posted August 3, 2009 That reminds me, I wanted to see if you could nail glide (lol thx smash bros.) via a bumper, and it turns out you can. Quite a useful (albeit sorta' awkward to utilize) tool.
epicdamage4673 Posted August 5, 2009 Posted August 5, 2009 I know this is going sound like a really stupid question but....in what combos exactly can you tag a Daifunka on the end and have it combo legit? I know otg combos are great and that you can daifunka after 5c overhead, sweep and 2b on crouching but is that it...? Can i do a ground string+wallbounce then daifunka or no? And if so whats the timing on it cuz i cant seem to do it.
AtTheGates Posted August 5, 2009 Posted August 5, 2009 To see it for yourself, super jump, dash forward and do an A nail immediately after the dash. You'll see bang quickly fall to the floor. As shown in the video above, it stops people from jumping out of your pressure, it also hits some characters backdashes. hm, the problem is the low hit- and blockstun working together with the landing recovery on the A shuri - even if i hit my opponents with it, very often, they have another chance to escape immediately after, that's why i use it more for zoning than for rushes. I know this is going sound like a really stupid question but....in what combos exactly can you tag a Daifunka on the end and have it combo legit? I know otg combos are great and that you can daifunka after 5c overhead, sweep and 2b on crouching but is that it...? Can i do a ground string+wallbounce then daifunka or no? And if so whats the timing on it cuz i cant seem to do it. see here: http://www.dustloop.com/forums/showthread.php?t=5342
ninjamasta Posted August 5, 2009 Posted August 5, 2009 Hey any tips for getting this common combo right? 5a 5b 2b 2c 6d 623b I got everything up until the last step, i need help getting the double fire punch in, it just doesnt seem to get in fast enough and always misses =/
Kicks Posted August 11, 2009 Posted August 11, 2009 2C is such a scary move on block. I think many of us will go for a followup, but many times we get punished for it--before or after. And maybe this is common knowledge, but you can cancel that sucker SUPER late. If your opponent likes to attack after 2C, just wait a bit and 6D on reaction that way you'll be able to counter. This alone can make 2C safer. 6D and 2D are best depending on what they like to do. I forgot to check 623B though. I also found that doing 9~5 or 8~5 for a TK helps me a lot when using nails during a jump cancel. Instead of just 9236D or whatever.
10stars Posted August 11, 2009 Posted August 11, 2009 In alot of situations if you 2c, 623b tends to push them far enough away that you dont get punished as frequently.
WUT Posted August 11, 2009 Posted August 11, 2009 Wow I didn't realize 2c could be cancelled THAT late. That's crazy. Only helps against people that try to punish 2c however. If they try to escape you've just lost initiative. 623b only works if you don't delay it for very long, otherwise they can hit you out of it.
AtTheGates Posted August 11, 2009 Posted August 11, 2009 i find that my opponents frequently hold up after a blocked 2C, in case i do a blind 6D -> they land on my hand, combo of death. that's why you should never do 2C, 6D on block without confirming it ^^
Boss Posted August 12, 2009 Posted August 12, 2009 Well, i played Browncoat3 via PSN today. I gotta say, it was quite nice and refreshing to finally fight another Bang that knows what he's doing. Any other of my fellow heroes of justice that would like to fight BOSS BANG, hit me up sometime. GGs to Browncoat3
AtTheGates Posted August 12, 2009 Posted August 12, 2009 Some new info on TK Shuri pressure. allright, so you all are familiar with this string: 5A,5B,2B,TK Shuris, \/, d.5A, .... so - where are the gaps for our opponents? this is important to know for us, so we can react better to their blocking. blocking is key here: - if your opponent blocks at least 1 of those hits with barrier block, he can't escape after the shuris. - if your opponent blocks everything normally there's a tiny gap after the TK shuris, but it has to be < 4F - if your opponent blocks either 2B or the shuris with instant guard, the gap after the shuris is >= 4F. note: the 4F data comes from bang's 5D: 4F until the guard point is active. i programmed bang vs. bang. this is because of one simple fact: the further away you are from your opponent when you throw the shuriken, the later they will hit, thus, the earlier bang will recover in relation, giving you more time to dash in again. So how does that info help bang players? well, for example, if you see a jin or ragna always normal- or instant blocking your rush, expect a reversal before or after the shuris. Tagers might try a backdash or even 360A. Also, if the opponent is normal- or instant blocking, you have the option of doing 5A,5B,5C, since that works against normal block (not against barrier block). If they start shield blocking again, all the better, now the TK shuri rush is safe again.
Browncoat3 Posted August 12, 2009 Posted August 12, 2009 Well, i played Browncoat3 via PSN today. I gotta say, it was quite nice and refreshing to finally fight another Bang that knows what he's doing. Any other of my fellow heroes of justice that would like to fight BOSS BANG, hit me up sometime. GGs to Browncoat3 Thanks, you've got a really good Bang. Outclassed mine. By the way, what was that combo you used against Bang pretty often? I think it went 5A 5B 623B d.2b 6c j.B j.C? I remember it being kind of weird and doing good damage, I'd like to incorporate it into my own game.
ShoMeYaMoves Posted August 12, 2009 Posted August 12, 2009 Some new info on TK Shuri pressure. allright, so you all are familiar with this string: 5A,5B,2B,TK Shuris, \/, d.5A, .... so - where are the gaps for our opponents? this is important to know for us, so we can react better to their blocking. blocking is key here: - if your opponent blocks at least 1 of those hits with barrier block, he can't escape after the shuris. - if your opponent blocks everything normally there's a tiny gap after the TK shuris, but it has to be < 4F - if your opponent blocks either 2B or the shuris with instant guard, the gap after the shuris is >= 4F. note: the 4F data comes from bang's 5D: 4F until the guard point is active. i programmed bang vs. bang. this is because of one simple fact: the further away you are from your opponent when you throw the shuriken, the later they will hit, thus, the earlier bang will recover in relation, giving you more time to dash in again. So how does that info help bang players? well, for example, if you see a jin or ragna always normal- or instant blocking your rush, expect a reversal before or after the shuris. Tagers might try a backdash or even 360A. Also, if the opponent is normal- or instant blocking, you have the option of doing 5A,5B,5C, since that works against normal block (not against barrier block). If they start shield blocking again, all the better, now the TK shuri rush is safe again. Great info, thanks ATG.
WUT Posted August 12, 2009 Posted August 12, 2009 I'm starting to get rather disappointed with the 2b, tk shuri pressure reset. Not only is the resource requirement rather high with three nails, but your options off of said reset aren't very threatening, as bang gets most of his high damage from guard points, not mix up. Couple that with how easy it is to escape for various members of the cast (ragna, jin, litchi, bang, tager, hakumen to name a few), and the reset just looks very unappealing.
AtTheGates Posted August 12, 2009 Posted August 12, 2009 it's not a reset... just a block string ^^ but whatever, you are right, of course. conserving shuris is extremely important. i guess it depends on who you play against, and what else is happening (how much life left, how much meter, and so on). i personally still use the string a lot, but in some matchups, it should be the exception, not the rule, as you pointed out.
Boss Posted August 12, 2009 Posted August 12, 2009 Thanks, you've got a really good Bang. Outclassed mine. By the way, what was that combo you used against Bang pretty often? I think it went 5A 5B 623B d.2b 6c j.B j.C? I remember it being kind of weird and doing good damage, I'd like to incorporate it into my own game. Yeah, 5A, 5B, 2B, 623B, d. 2B, 6C, j.B, j.C is correct. Comboing off of 5A, 5B, 623B is worth the damage if your will to do the work. It hurts a lil(depends who your fighting) and looks cool to boot. Against most characters you'll be using 5B, 2B, 6C, j.C after the 623B. It's possible to hit everyone with it but it depends on timing.
Rhyllis Posted August 17, 2009 Posted August 17, 2009 Lately I've been trying to get Bang's 4 Seal combo under control, but despite all my practice I don't think I've made any real progress. Perhaps it's because I don't know the "trick", or what you're supposed to be trying to do that isn't quite so obvious, but necessary. Sometimes I can get it, sometimes it seems I'm too slow, etc etc. I'd appreciate any help I can get, since I think mastering the 4 seal combo will also open up some new combo possibilities for me. Getting that web shuriken under control seems really helpful.
Justice7541 Posted August 17, 2009 Posted August 17, 2009 Lately I've been trying to get Bang's 4 Seal combo under control, but despite all my practice I don't think I've made any real progress. Perhaps it's because I don't know the "trick", or what you're supposed to be trying to do that isn't quite so obvious, but necessary. Sometimes I can get it, sometimes it seems I'm too slow, etc etc. I'd appreciate any help I can get, since I think mastering the 4 seal combo will also open up some new combo possibilities for me. Getting that web shuriken under control seems really helpful. I would practice it on Ragna (or Litchi) first. I just recently managed to start doing it consistently on him and this is what I've found: Hit the nails as late as possible. It should pretty much only hit when they're lying flat on the ground, if it hits sooner than that you're doing it too early. I usually accomplish this with a CH 2D > back jump > j.D (not immediately, you should be about almost the same height as your opponent) > TK nail > land > immediate j.D > delay TK nail slightly > land > 5D. If you do it that way I've been able to squeeze in a third j.D against taller characters by doing a JC C nail instead of a TK C nail after the second j.D, although I haven't really found much use for this other than looking cool. Maybe in a non-CH combo off 5A, dunno.
Rhyllis Posted August 17, 2009 Posted August 17, 2009 I would practice it on Ragna (or Litchi) first. I just recently managed to start doing it consistently on him and this is what I've found: Hit the nails as late as possible. It should pretty much only hit when they're lying flat on the ground, if it hits sooner than that you're doing it too early. I usually accomplish this with a CH 2D > back jump > j.D (not immediately, you should be about almost the same height as your opponent) > TK nail > land > immediate j.D > delay TK nail slightly > land > 5D. If you do it that way I've been able to squeeze in a third j.D against taller characters by doing a JC C nail instead of a TK C nail after the second j.D, although I haven't really found much use for this other than looking cool. Maybe in a non-CH combo off 5A, dunno. The back jump is helping me quite a lot I must say, so big thanks for that. Seems to make a big difference, I guess because it makes it easier to land the shurikens the way I want to. I'm able to do the combo pretty frequently now, even on characters like Taokaka, but only if I set it to CH. If I don't set it to CH then the back jump doesn't get really get a chance to take effect. Is landing a CH the only reliable way to land the 4 seal combo or something? Or is it just very difficult without it?
WUT Posted August 17, 2009 Posted August 17, 2009 Doing it without a ch will usually require a sj.d to mimic the distance/height effect the ch provides. I normally just simplify the whole ordeal and always do a sj.d for my 4-seal combos.
Rhyllis Posted August 17, 2009 Posted August 17, 2009 What does sj.d mean? And just in case, how do you do it? Not quite used to all the terminology yet.
AtTheGates Posted August 17, 2009 Posted August 17, 2009 What does sj.d mean? And just in case, how do you do it? Not quite used to all the terminology yet. red letters.
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