BigLeafyTree Posted December 10, 2009 Posted December 10, 2009 Speaking of throw gimmicks, if you throw > A nail so that the kick doesn't even connect you'll be end up right beside them for some surprise mixup plus they're poisoned. Gimmicky though. Throw > A nail > 623C > RC > daifunka (about 4800 including poison) is hilarious and lasts long enough that they take almost the full damage of the poison.
Tsuuna Posted December 10, 2009 Posted December 10, 2009 Speaking of throw gimmicks, if you throw > A nail so that the kick doesn't even connect you'll be end up right beside them for some surprise mixup plus they're poisoned. Gimmicky though. Throw > A nail > 623C > RC > daifunka (about 5100 including poison) is hilarious and lasts long enough that they take almost the full damage of the poison. I'll have to try that sometime. Sounds hilarious enough to be worth making someone rageuquit.
Justice7541 Posted December 11, 2009 Posted December 11, 2009 Sounds like a good way to troll someone with A nail. Throw them at low health, cancel to A nail, run away until their HP reaches 1 then chip to death with C nail.
rei-Scarred Posted December 14, 2009 Posted December 14, 2009 finally incorporating 5C into my game (5A 5C is working wonders against neutral techs after daifunka!) now I just gotta work on those dash combos (must... unlearn.... 6D bnb....) anyway point of this post I came up with this random tech trap off of 5C cause I never hit confirm it that works AMAZINGLY. seriously I tried it 6-7 times against good players tonight and the only time it didnt work I threw a c nail on accident but they teched the right way 5C 2C 623B 5A 5B j.A (forward tech) dj.623C a big contributing factor is probably that they are in the corner everytime I end up pulling off a 5C but man EVERYONE forward teched and fell for this trap. weird
ShoMeYaMoves Posted December 14, 2009 Posted December 14, 2009 finally incorporating 5C into my game (5A 5C is working wonders against neutral techs after daifunka!)
Dacidbro Posted December 14, 2009 Posted December 14, 2009 Rei, I most commonly use 5C 623B d5B 2B jA jB 623B (5A or 5C tech trap) Great damage, and they tech in a place in the air that people are really uncomfortable with, and will nearly always at the very least end up blocking the 5C for free pressure or guard/barrier drain Also, if they don't block it, depending on the character, you can either repeat the above, or hit 5C 2C 623B.
ShoMeYaMoves Posted December 14, 2009 Posted December 14, 2009 Rei, I most commonly use 5C 623B d5B 2B jA jB 623B (5A or 5C tech trap) Great damage, and they tech in a place in the air that people are really uncomfortable with, and will nearly always at the very least end up blocking the 5C for free pressure or guard/barrier drain Also, if they don't block it, depending on the character, you can either repeat the above, or hit 5C 2C 623B. Or AA 5C>daifunka, 5C>D nails>daifunka on some chas. That's the same dash combo I do off 5C though, good call. No reason to do 5C>2C unless it's a corner combo for 5C>2C>2D>j.D>etc.
Dacidbro Posted December 14, 2009 Posted December 14, 2009 Yeah, but AA 5C > Daifunka relies on them not barrier-ing, certainly high risk. Wait, you can 5C > D nails > Daifunka on some chars?? o_o
rei-Scarred Posted December 14, 2009 Posted December 14, 2009 fuck hit confirming ;_; *goes to training*
BigLeafyTree Posted December 16, 2009 Posted December 16, 2009 With christmas break coming up I'm going to have a lot of time to work on my game and play with friends. I want to know what order these fundamentals are in terms of importance: - Hit Confirming - Oki (pressure after knockdown) - Mixup - Tech Traps - Abare (getting as much damage as possible off of random hits) - BNB's - Defense (teching throws, blocking mixup) - Instant Blocking - Bumpers - FRKZ - DP/Burst Punishes - Character Specific Combos - Movement & Spacing Which skills transfer over well to other characters in the cast? Which are good fundamentals for all fighting games? This is mainly aimed at ATG, WUT, 10stars and SMYM but everyone feel free to respond.
TornAparT Posted December 16, 2009 Posted December 16, 2009 With christmas break coming up I'm going to have a lot of time to work on my game and play with friends. I want to know what order these fundamentals are in terms of importance: - Hit Confirming - Oki (pressure after knockdown) - Mixup - Tech Traps - Abare (getting as much damage as possible off of random hits) - BNB's - Defense (teching throws, blocking mixup) - Instant Blocking - Bumpers - FRKZ - DP/Burst Punishes - Character Specific Combos - Movement & Spacing Which skills transfer over well to other characters in the cast? Which are good fundamentals for all fighting games? This is mainly aimed at ATG, WUT, 10stars and SMYM but everyone feel free to respond. those are all very important, especially the mechanics of the game itself. those would transfer over well to the other characters.
Skylos Posted January 2, 2010 Posted January 2, 2010 Hey dustloop community... i've been practicing bang for months now... and i don't know, but out of nowhere all my friends can grab me right out of the 5a,5b,2b,2c,6d,and double palm thrust combo any strategies to not get grabbed other than the grab break? :/.... i can barely combo my friends with anything anymore any advice? (other than keep trying and keep practicing). (when i start the combo I get grabbed) i sometimes miss the grab break though. any way to fix this problem i have during the combo? edit: also feels like i hit a glass ceiling... cant get any better with bang.. and i konw there's a lot more i could be doing with him
rei-Scarred Posted January 2, 2010 Posted January 2, 2010 Post this question in the "How to be a hero" thread and you should get help. I don't exactly understand the question though. If you are getting grabbed at the beginning then you are mistiming 5A. If you 5A someone on their wakeup if they're trying to grab you should be counter hitting them. If you are getting grabbed mid combo you are doing something extraordinarily wrong.
Dacidbro Posted January 2, 2010 Posted January 2, 2010 Hey dustloop community... i've been practicing bang for months now... and i don't know, but out of nowhere all my friends can grab me right out of the 5a,5b,2b,2c,6d,and double palm thrust combo any strategies to not get grabbed other than the grab break? :/.... i can barely combo my friends with anything anymore any advice? (other than keep trying and keep practicing). (when i start the combo I get grabbed) i sometimes miss the grab break though. any way to fix this problem i have during the combo? edit: also feels like i hit a glass ceiling... cant get any better with bang.. and i konw there's a lot more i could be doing with him That's a very odd question, considering all of those hits gatling, and they gatling very easily. All I can say is make sure that your timing is correct, watch videos to ensure that you have each rythm correct. The other possibility is that you actually mean block string, instead of combo? Also, if you feel like you hit a glass ceiling, make sure you're adding in tech traps, airunblockable traps, overhead/low mixup, command grabs in pressure and other tricks.
BigLeafyTree Posted January 2, 2010 Posted January 2, 2010 The only thing I can think of is if you mean 'blockstring' instead of 'combo'. If it's a blockstring then it's probably getting interrupted between 2C and 6D. Don't do the whole combo if the first hits don't connect, go up to 2B and then jump cancel or 2C into 623B. Look up Bang's gatling info and know what hits low and what hits high.
Ryudrake Posted March 6, 2010 Posted March 6, 2010 Anyone care to give out daifunka specs like what it can't or can do and invincible frames etc? Freezing it doesn't seem to work so I guess projectiles don't work? I'm pretty sure I saw rachel's pumpkin cancel it once tho...
toanenadiz Posted March 6, 2010 Posted March 6, 2010 http://s1.zetaboards.com/blazblue/pages/bang_data/ Look at the data for 2363214C (which is Daifunka) and note 35 for your info. Bang is invincible for 23 frames after the super flash, so unless you are really far away from him when he uses it, you should just block and punish it.
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