Jump to content
Dustloop Forums

Recommended Posts

Posted

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.

>ice car

>low recovery

lol :v:

However, your point still stands. Or worse, if you're 2Ding or something they can gattle into a low and CH you out of it anyway (which is why teleing is nice sometimes even if you whiff with it, since you'll escape CH -> pain.)

  • Replies 366
  • Created
  • Last Reply

Top Posters In This Topic

Posted

Why are bumpers so sweet yet useless? Bb's lack of legit oki kills every viable setup. I was messing around with a hot 6d, d bumper one when I stopped and said, "dammit, this only works if they quick recover/emergency tech". It's such a waste of a cool concept.

Posted

don't be so pessimistic =( even if your opponent guesses right and techs differently, the bumper will stay right there for the rest of the round. you can never know when you end up right under it again for a nice setup.

Posted

But there's the problem: they don't have to tech. It's not a matter of guessing correctly; they can simply delay their tech or not tech at all. Bang has nothing threatening to otg with to force a tech without 1 nail and 50% heat, and even then it just bumps your damage up to every other character's standard. As far as the residual benefits of placing a bumper, you could very well go the whole round without being in a position to utilize it again as well. Throwing a bumper has no guarantee that it will be effective, when you can just as easily get guaranteed results by throwing nails instead. Tl;dr: I use bumpers to control space. Throwing a bumper = "oh man I don't want to be near that, I'd better try to run away".

Posted

Hmmm, lately I've been having troubles catching people with his j.D. How do you guys usually do that? I would like to use the combos off of it a whole lot more

Posted

Yo, rather new Bang player here, well I've always played him but I've just started Blazblue lol. Anyway, I was messing around in training mode, trying to get the tk 623b at the end of his bnb, but I took a break and was doing some other stuff, and I discovered something I personally think is awesome, but maybe I'm just noob, hope you guys can tell me. Bangs normal throw is completely special cancelable, Nails, bumpers, firepunch, even the air command throw I think (though I don't know why you'd cancel into that...). After he teleports, it's free game to cancel into any air special. Now I figured you might be able to get a combo off it with the firepunch, I dunno I'm no pro, but the biggest use I've seen with this is using a poison nail. It's incredible, depending on where you cancel it you can either hit with the throw or just the nail, but your options are completely open. Most people I've used it on just go "wtf" and I get a free combo, but I'm not sure if you can link into one normally. Anyway, could I get feedback? Does this seem useful or gimmicky...

Posted

hi, known since ages. best combos after throw are either: a.) BEFORE the hit: j.236C, land, combo b.) after the hit: j.623B, RC, air dash j.D, land, relaunch.

Posted

Ah, well thanks. Didn't see a mention of it like, anywhere else, so I figured I might as well put it up.

That's because you should check out the combo thread where it clearly states

*

* Throw, on Hit 623B, RC, air dash, j.D,\/, 2B,6C, j.B,j.C, optional A Shuri: [50% Heat, 0-1 Shuri, not against Carl]

2837 Damage

Taken from the Dora section. BnB off of a throw - since it's better to use the command throw in an offensive situation, you will probably only use this combo if you throw by accident when trying to tech.

You can add a j.623B at the end against Arakune (anywhere) and Tager (corner only) for 3031 damage.

Posted

I saw that combo, but I must have read it wrong or something, as I had never seen any specific mention of the throw being special cancelable. My apologies.

Posted

posting this here cause its not a combo. if you poke with 5A (hit with just the tip) against tager only (i think) after the 2B in the basic BnB you can 2369B then d.6C the nail will still hit so they cant go for a counter attack (except maybe sledge) and then the explosion will be right at tager's head and will hit at the exact same time as the d.6C. so if they drop their guard you can get a pretty nice combo off of 6C (j.D 2B 6C j.B j.C). eh just try it out i cant really explain it. looks promising for mixups

Posted

I'm randomly landing 2c,3cs and D and C nails on wake ups in casual matches to the point where I'll automatically win with one knockdown with friends. Bang is now officially cheap. It's super simple to get out of I just don't have to words to explain. Anyone got a good quote or words of wisdom.

Posted

Dunno if this is well known or not, but if you do a super jump and, right at the apex of the jump, perform a nail glide you will actually be able to recover in time to use your second airdash. This actually allows for a decent high/low mixup (use ad j.a, j.c) if they happen to guard the a nail.

Posted

IMO FAR better than RC 2D after a daifunka combo (unless the 2D is a guaranteed win) you can RC 6C 623C. At least in ranked matches you have a quite a good chance they wont tech it considering the circumstances and if they do imo it puts you in a safer position and 6C doesnt do that much less damage (maybe a difference of like 50-100). Or you could save your 50 heat but id rather get it done with as fast as possible :yaaay: 5A 5B 2B 6C jD 2B 623B daifunka RC 6C 623C does more than 7000 damage wtf :vbang:

Posted

They SHOULD tech all !! throw though. Not nearly reliable enough. If it was, Bang would have some good damage output. Probably about 3800-4500 on heatless bnbs.

Posted

I did not realize otg 5c had as much untechable time as it does. If you end the cat1 standing bnb with a 5c, b bumper you have all the time in the world for oki. You can do b bumper, iad 6-dash crossup and hit everything but a forward roll. Iad 3-dash, v 2a catches everything that isn't a back roll. Pretty solid as far as bumper oki is concerned.

Posted

I actually just adopted Bang as my main when I saw the extreme nerfs to nu. I'm not sure how you're supposed to play Bang but I play him as a rush-down character and I find it a bit awkward to dash up then neutral attack (since it seems most of his combos start like this) so I'm pretty much asking if there are any good combos that can come out of a forward attack. And I am good with Bang, I win a lot of matches and when I do lose it's normally to something stupid like an accidental barrier burst.

Posted

I actually just adopted Bang as my main when I saw the extreme nerfs to nu.

I'm not sure how you're supposed to play Bang but I play him as a rush-down character and I find it a bit awkward to dash up then neutral attack (since it seems most of his combos start like this) so I'm pretty much asking if there are any good combos that can come out of a forward attack.

And I am good with Bang, I win a lot of matches and when I do lose it's normally to something stupid like an accidental barrier burst.

run in attacks?

6A? no

6B ? no

6C? only if you KNOW they're gonna jump/backdash

otherwise learn to run into a 5A or 5B...very useful...something i see a lot of online bangs need to learn. Most bangs will waste nails when they dont need to or spam drive...You have to earn your damage

Posted

They SHOULD tech all !! throw though. Not nearly reliable enough.

If it was, Bang would have some good damage output. Probably about 3800-4500 on heatless bnbs.

If you use one per match you should be fine, after that people start to catch on. What's most important is to use it when its not expected, aka after daifunka, after j.C in a corner, and after 6D in a corner. I actually won about 5 matches today with this RC. Am I the only one who gets this throw out easy in ranked matches?

ps I almost never use it off of a 2D combo or 623B combo anymore. In the 3 spots I mentioned its canceled about 1/10 times max.

edit: oh and ive had similar results with either command grab RC air command grab :psyduck:

Posted

I actually just adopted Bang as my main when I saw the extreme nerfs to nu.

I'm not sure how you're supposed to play Bang but I play him as a rush-down character and I find it a bit awkward to dash up then neutral attack (since it seems most of his combos start like this) so I'm pretty much asking if there are any good combos that can come out of a forward attack.

And I am good with Bang, I win a lot of matches and when I do lose it's normally to something stupid like an accidental barrier burst.

congratulations on being the first bandwagon bang after continuum shift changes! :toot:

learn to do dashing neutral attacks, it's extremely important for bang.

also, butchering noobs != being good, = having half a brain, as opposed to no brain ^^

Posted

congratulations on being the first bandwagon bang after continuum shift changes! :toot:

learn to do dashing neutral attacks, it's extremely important for bang.

also, butchering noobs |= being good, = having half a brain, as opposed to no brain ^^

bwahahhahahaahah.

Guest
This topic is now closed to further replies.

  • Upcoming Events

    No upcoming events found
×
×
  • Create New...