Rhyllis Posted August 17, 2009 Posted August 17, 2009 Ah, thank you. I knew it was something simple but I couldn't figure it out. Thanks for all the help everyone!
WUT Posted August 17, 2009 Posted August 17, 2009 While the nezu bumper loop looks quite cool, it's just too impractical for what little damage you get. Using atg's starter (j.c, v, d.5a, 5b, 2b, loop x3, super) deals 4118 damage. If you omit the loop and go right into super you'll do 4279 damage. If you aren't using super the loop is little more worthwhile. The standard corner bnb (j.c, v, d.5a, 5b, 2b, 2c, 2d, j.d, v, 2c) deals 2924 damage. If you do the loop, but end with 2c, 6d, 6239b, you'll get 3198 damage. Even just one bounce off the bumper into 5a, 5b, 2b, 2c, 6d, 6239b deals more damage (3025). You're giving up a seal, but damage is damage.
AtTheGates Posted August 18, 2009 Posted August 18, 2009 imo the merits of the nezu loop (and bumpers in general) are: - the extended rushdown (2B on block, jump cancel, free 50/50) - and especially the resets (during combo, jump cancel, 3-dash, \/, 2A, or after jump cancel 6-dash, j.C and so on).
sergetrigger Posted August 19, 2009 Posted August 19, 2009 I was wondering, do you guys use B nails at all? I find myself using them in the corner a lot since it will block any attempt of them leaving the corner with a jump dash or aerial.
ShoMeYaMoves Posted August 19, 2009 Posted August 19, 2009 I was wondering, do you guys use B nails at all? I find myself using them in the corner a lot since it will block any attempt of them leaving the corner with a jump dash or aerial. Sometimes I use a TN B nail after a 2B in a block string instead of D nails to be a tricky bastard against people who like jumping out of pressure. On a related note, does anyone actually use the B nail RC for anything useful?
faultydefense Posted August 19, 2009 Posted August 19, 2009 if you get end a combo with j.C a B nail will hit them on neutral tech and explode above them, they'll have to block the nail and then if they jump they'll have to block immediately (unless they ib would pretty much put them back on the ground) basically forcing them to either use a reversal or eat more pressure. if they delay their wake-up its just giving you time to chase them down for other pressure
superclack Posted August 20, 2009 Posted August 20, 2009 What is this I hear about 2a being an anti-air?
sergetrigger Posted August 21, 2009 Posted August 21, 2009 There was something I've been wondering ever since I played against this Jin... Does Bang have any resets after his bnb's or combos?
dgowen Posted August 23, 2009 Posted August 23, 2009 How strict is the timing for (2/5)A, 5B, 2B... What I'm trying to get at here is, when doing the BNB combo, sometimes I will catch people trying to jump (or backdash) away and send them into the air with 5A, 5B, but because I try and get the whole combo out so fast, I have already hit 2B Are you able to hit confirm the 5B into the 2B, so that way you know, if you hit them into the air, you can rise up with an aircombo rather then just knocking them away with a 2B and potentially being dumb enough to continue on with a 2C that hits nothing but air?
AtTheGates Posted August 23, 2009 Posted August 23, 2009 you can definitely hit confirm 2A or 5A, 5B, it's slightly harder online, of course.
Browncoat3 Posted August 23, 2009 Posted August 23, 2009 Wasn't sure if anyone knew this or not, but figure I'd post it anyway. I think jumping command throw > anyone else's jumping throw. Was playing a Litchi the other day who always start off with IAD throw, so I did IAD command throw and Bang won out. Not sure if it might have been a matter of timing or priority, but I'm pretty sure air command throw is just good.
10stars Posted August 23, 2009 Posted August 23, 2009 I would assume that air throws beat air command throws, since ground throws beat ground command throws. Most likely just a timing difference that got you the throw win.
Stray Inu Posted August 23, 2009 Posted August 23, 2009 Now mind you I don't know if blazblue.co.nr is correct on this one, but they have j.623C being just as fast as Bang's own air throw (7 frames to execute and active for 3). Hopefully j.623C is just too good.
ShoMeYaMoves Posted August 24, 2009 Posted August 24, 2009 Now mind you I don't know if blazblue.co.nr is correct on this one, but they have j.623C being just as fast as Bang's own air throw (7 frames to execute and active for 3). Hopefully j.623C is just too good. Most of the cast has 7 frame startup for airgrabs. Air 623C also has 7 frame startup, which is awesome. Two things to watch out for: Noel's airthrow has 4 frame startup. (jesus!) Tager's airthrow has 6 frame startup. So, against everyone else it seems pretty safe to IAD command grab them even if you think they might airgrab so long as you're a tiny bit quicker on the input.
KowtowRobinson Posted August 30, 2009 Posted August 30, 2009 What is this I hear about 2a being an anti-air? Maybe Tao's 2a, lol. Bang's 2a doesn't supercrouch under everything, so I can't see it being a good anti air.
HurricaneDennis Posted August 31, 2009 Posted August 31, 2009 I got the Bangarang trophy last night and it was great. It was funny though cause there was no lag for the whole match, but once we both did FRKZ, there was all kinds of slowdown, like the Internet can't take that much awesomeness. I wound up winning, but usually by the time I have 4 seals (especially vs Bang), they are just a throw's worth of damage to defeat anyway. It was a good match. Actually I played some good bangs this weekend online. I mean more than normal. I'm probably not the best judge though since I have just over a 50% win rate. I've been playing some people and they say they don't see a lot of good Bangs online (I don't even really consider myself good...), so I'm glad more people are using him. Also, I think I fought Kicks from here (is your PSN name Kicks then some numbers?). He really laid the pressure on. I never fought a Bang as good as his, so I was a little lost. Great match. I hope I don't embarrass myself if we meet again.
Salocin Katze Posted September 2, 2009 Posted September 2, 2009 Hi everyone. I'm a newer bang player and really have come to love playing him. The only problem I seem to have is dealing with waking up while an opponent is hovering over me. None of Bangs move seem fast enough to interrupt anything they throw at me. A lot of the time I get guard crushed because I can't find anything better to do that wake up and guard...please help me. Also, is this a universal FuRinKaZan Combo? 9-Dash, j.C, 3-Dash, land, 5A, 5B, 2B, 2C, tap 6, hold D, j.D, 3-Dash j.D, land, 2C
Reioumu Posted September 3, 2009 Posted September 3, 2009 Hi everyone. I'm a newer bang player and really have come to love playing him. The only problem I seem to have is dealing with waking up while an opponent is hovering over me. None of Bangs move seem fast enough to interrupt anything they throw at me. A lot of the time I get guard crushed because I can't find anything better to do that wake up and guard...please help me. Also, is this a universal FuRinKaZan Combo? 9-Dash, j.C, 3-Dash, land, 5A, 5B, 2B, 2C, tap 6, hold D, j.D, 3-Dash j.D, land, 2C Block and hold A+B for barrier guard to get them off of you. Of if you're being pressured too much and you have 50 Heat, you can hit 6A+B after blocking to perform a counter assault which knocks them to the other side of the screen. That's the thing about a ton of players, they want to just attack and attack, but they don't know how to guard :/. You need to be more patient and guard, then wait for an opportunity to attack. Bang's 5A is his fastest move, though 6D has autoguard starting frame 1, and you can teleport from it. Bang has options to get out of pressure, though it's one of those high risk / high reward situations. Wake up guard is the safest option unless you think they're going to command throw you (Tager or Bang). Back-dash CAN be an option, but Bang doesn't have too many invincibility frames. Jump block is an option too, but is risky and you're going to have barrier guard while doing it so you don't get hit by air-unblockables. Though overall the safest thing to do is block in Bang's case. As for FRKZ combos, please check the Furinkazan topic supplied by 10stars and me. http://www.dustloop.com/forums/showthread.php?t=6766
Justice7541 Posted September 3, 2009 Posted September 3, 2009 I would assume that air throws beat air command throws, since ground throws beat ground command throws. Most likely just a timing difference that got you the throw win. I would actually think it would just be whatever comes out first, the command throw or the regular throw. I guess if they both hit on the exact same frame the regular throw would probably win, though.
Rhyllis Posted September 3, 2009 Posted September 3, 2009 Recently I've only been using 5D and 2D with Bang. I use his other two in combos of course, but the other two seem more useful as counters. I only realized recently that 6D has a 1 frame start up for guard point so it has it's obvious uses, but is his j.D any good? I notice that you can do a lot of damage off of it with the right combos, but for whatever reason the few times I try to land it as the starter I get bad results, so maybe I've got the wrong impression from it or simply don't know how to use it well. Is his jumping drive more useful than I think? Or is it mostly used to fill in combos? It doesn't seem to have a lot of guard frames before the attack comes out, which is probably why I don't like it, but I see some players throw it out a lot, and if they land it they can do like 4000 damage without any heat. Considering Bang's usual low damage, I'm very interested, haha.
rei-Scarred Posted September 3, 2009 Posted September 3, 2009 Quick question, I notice a lot of Bang's will teleport with a drive from point blank is this a force of habit or is there some practical use? I understand it can be used to close the distance on fighters like nu and arakune, but whats the point of going behind them point blank if you already got their move countered? (i may be about to answer my own question, but is the teleport immediate? that would prevent dumb 2 hit combos that hit 1 gets blocked and hit 2 does not)
AtTheGates Posted September 3, 2009 Posted September 3, 2009 against certain chains, it's safer to teleport, simply because you would eat a low- or even a normal hit otherwise. of course, this isn't guaranteed, depending on timing, your opponent could turn in time and hit you anyway. it's rather random.
Rhyllis Posted September 3, 2009 Posted September 3, 2009 The counters aren't a definite hit. Even if you guard some of their attacks with Bang's drive attacks, they could still, say, rapid cancel to block the follow up attack. That's just one instance of when using the teleport to go behind them (and thus attempt to catch them blocking the wrong way, crossing them up) is useful. I don't think Bang's drive attacks should really be called counters. Hakumen's are counters in that if you hit him and he catches you in Zanshin, you are without a doubt countered with no escape. Bang's are attacks that guard specific areas before launching a follow up attack, so anything you could normally do, like rapid cancel, burst, or spamming jabs in hopes of saving yourself (which does work sometimes) is all okay. People could probably explain it better than I can, though!
WUT Posted September 3, 2009 Posted September 3, 2009 That's pretty much it. Using teleport can either allow the d move to hit on the other side (confusing to block) or to avoid the rest of their offense. As an example, you can 5d between ragna's 5c, 5d Gatling. However, you'll get hit out of 5d by the second hit of ragna's own 5d. If you use a teleport at the proper moment you'll avoid the second hit and get a ch. As was stated though, tracking is silly and most of the time they'll simply turn around and hit you if you teleport too early.
Justice7541 Posted September 4, 2009 Posted September 4, 2009 The counters aren't a definite hit. Even if you guard some of their attacks with Bang's drive attacks, they could still, say, rapid cancel to block the follow up attack. That's just one instance of when using the teleport to go behind them (and thus attempt to catch them blocking the wrong way, crossing them up) is useful. I don't think Bang's drive attacks should really be called counters. Hakumen's are counters in that if you hit him and he catches you in Zanshin, you are without a doubt countered with no escape. Bang's are attacks that guard specific areas before launching a follow up attack, so anything you could normally do, like rapid cancel, burst, or spamming jabs in hopes of saving yourself (which does work sometimes) is all okay. People could probably explain it better than I can, though! Actually, for pretty much any guardpoint, if you guardpoint a normal or any low-recovery special (like icecar), most characters can just stop and block without having to do anything special; no RCs or anything.
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