JackG Posted July 2, 2009 Posted July 2, 2009 Bang Matchup Statistics Japanese Ranking: [finput][/finput] yet Personally: Punishes: Anti-airing: Zoning: Their game plan: Strategy: Char specific details:
Kumlekar Posted July 8, 2009 Posted July 8, 2009 Any hints for dealing with Bang's mixup? This match doesn't seem too hard theoretically, but my friend always activates that fu rin Alakazam shit and I screw up.
ryokoalways Posted July 8, 2009 Posted July 8, 2009 Well the faggot bang players can activate furinkazan and then just run away for the rest of the match. So for this one, you want to play neutral mostly till you have a good number of magatamas (3) to go on the offensive for a extended period. His mixup isn't that bad, I'd say you will need to use low air jc the most in this match up to prevent him from getting furinkazan all in one combo. I don't have too much experience, but Bang won't be too hard to deal with as long you are not overly aggressive. Feel free to take apart anything I said though as again, I'm not an expert at this one. Not enough experience.
qwerty Posted July 8, 2009 Posted July 8, 2009 just be cautious of his guard points (any decent bang player will try to bait these, especially if you're j.C happy as many hakumens on xbl are) and be prepared for his mixup on neutral techs. also, 6A and 6B are your friends. seriously.
Angrynord Posted July 8, 2009 Posted July 8, 2009 <3 6A and 6B. I've been using Hakumen's A and B attacks more and more frequently as pokes to get out of pressure. They actually stuff a surprising amount of attacks, and have found them to be rather effective against Bang, especially if you predict a low attack and use 6B. You get a nice floor bounce on counter hit. As for strategy...I play this one way more defensively than normal. I don't particularly fear Bang's damage or mixup...but FRKZ is a major problem. If he uses it and has life lead, he pretty much has the match if he's not an idiot. Since Bang can pick up all four symbols in one combo, I don't like to take much risk with him. Then again, I'm not too confident in my pressure yet, so that does play a part in my feelings on the matter.
Kumlekar Posted July 8, 2009 Posted July 8, 2009 I've been trying to counter his gard point moves, but more often than not I screw up at get hit.
Mykingbadguy Posted July 9, 2009 Posted July 9, 2009 I can never seem to get out of Bang's command throw when I wake up. I'm probably just teching out of down wrong, but I can't seem to throw counter it either.
ryokoalways Posted July 9, 2009 Posted July 9, 2009 A green command throw cannot be countered (tager's and bang's. Ragna's and noel's are just not counterable period). I'm pretty sure.
Kumlekar Posted July 9, 2009 Posted July 9, 2009 wait, command throws can be countered some of the time? I thought they could never be countered no matter the conditions.
qwerty Posted July 9, 2009 Posted July 9, 2009 wait, command throws can be countered some of the time? I thought they could never be countered no matter the conditions. the only times you can escape command grabs are when you're thrown during guardstun or when the throw is comboed into. when either of these happen you get the pink "!!".
Mykingbadguy Posted July 11, 2009 Posted July 11, 2009 the only times you can escape command grabs are when you're thrown during guardstun or when the throw is comboed into. when either of these happen you get the pink "!!". So does that mean I'm effectively screwed on wake up against this if I don't have enough for renka on wake up? (the only thing I've found to counter this)
Kumlekar Posted July 11, 2009 Posted July 11, 2009 So does that mean I'm effectively screwed on wake up against this if I don't have enough for renka on wake up? (the only thing I've found to counter this) Not if you roll. Bang's command throw has signfiicantly less range than his normal throw.
Blade Posted July 11, 2009 Posted July 11, 2009 I get caught on Bang's D nail shurikens on floor bounce, any ideas on how to escape those?
Kumlekar Posted July 11, 2009 Posted July 11, 2009 Block or counter, I don't think theres much else you can do. You can sometimes jump over them if you time it right, but it seems pretty hard to do. Maybe a 5C if you're on the other side of the bounces of all three nails.
qwerty Posted July 13, 2009 Posted July 13, 2009 I get caught on Bang's D nail shurikens on floor bounce, any ideas on how to escape those? j.C usually autoguards all of them and lands a CH on bang, at least in my experience.
Kumlekar Posted July 13, 2009 Posted July 13, 2009 j.C usually autoguards all of them and lands a CH on bang, at least in my experience. That is if your close enough to hit bang.
10stars Posted July 16, 2009 Posted July 16, 2009 So does that mean I'm effectively screwed on wake up against this if I don't have enough for renka on wake up? (the only thing I've found to counter this) Regular throws beat out command throws in this game. Backdashing on wakeup will also make it so you avoid them. If you see it coming, you can tk 214b, or simply jump. There's tons of options, you simply have to read your opponent. Rolling isn't going to be helping you, the bang players that know what they're doing on oki will simply follow you.
faultydefense Posted July 23, 2009 Posted July 23, 2009 VS BANG can you block bang's 5C on reaction? If so his mix-up becomes little more than command grab > low if you can keep moving enough to not let him have free cross-ups. Bang doesn't have any decen't anti-airs besides 2D so I tend to jump in with j.2C as if he didn't do it really early (in which case you should notice and just throw his ass) you'll have time to recover and turn your j.2C into a j.D for an easy counter. If you go in with a j.C be ready to cancel into either 6D or 623A upon landing (the 623A will go under his guard point and you can follow up with whatever you feel like...even 6H. The only time you're really at a disadvantage is when bang is directly above you. If you have stars to pop him out with a j.214B every now and then, you're gonna control almost the entire match unless he's abusing his shurikens. Once he runs out the match gets a lot easier. A good idea though is to 6D his shurikens. It shouldn't be hard, it gets you through all of them, its safe as long as you catch, and if bang's close enough he gets punished and you just took away more of his best pressure. On that note, while haku can knock the shurikens out of the air with his C attacks, don't extend yourself as bang has free movement after throwing them and probably won't be far behind them and on the attack. You can hit him with the shurikens, but that's only going to work for so long, and its also rather hard to catch his triple shuriken attack with haku's slow ass swings. His only jump in of note is j.D as it can really throw of your timing. That coupled with shurikens really can make anti-airing bang a chore. 2C works a lot better on the tricky bangs than 6A will at anything other than point-blank range. It catches his shurikens and if you're going to eat a j.D you can cancel into 623A again to get away. If he's right on top of you when you anti-air him though, 6A works as it'll trade with shurikens and beat any of his jump-in's, I've actually managed to guard a j.D after hitting against it with a 6A as I recover so fast. Again 623A is always a get out of jail free card against a jumping bang, worst you're going to eat are some shurikens, odds are the move will put you out of range of further punishment. And you play haku-men so you're going to have to block sometimes anyways, get used to it. Bang has some of the worst ground strings against hakumen as a lot of his motions are really telegraphed. 5B is almost always followed by a 2B, and if he ends a string in drive, block it, jump and throw him as its the only way he's safe afterwards. One air throw following a bang's 6D and all of a sudden bang isn't so quick to pressure. on the offensive, haku-men's shitty frame-traps finally become really useful as its incredibly easy to bait a guard point from bang. If he starts throwing em in your strings 623A~A his ass if its close enough to hit you, if not just wait it out and punish with 6C/5C, if it gets really bad just go throw crazy on him. Also remember if you have the stars you can cancel into 236236D just for the mindfuck...counter his counter 6D shuriken, air throw the end of his blockstring, and counter his counter and you'll have a bang player that doesn't want to play you anymore it does make it sound easy, but as mentioned before, if he gets a lifelead and 4 seals, that could potentially be game over at any point in the match
JackG Posted July 23, 2009 Author Posted July 23, 2009 Something important to note: Since Bang's only real anti air is 2D, you can jump in with j.B. If he gets hit, it's gravy. If it's autoguarded, double jump to safety. Also, 5B can lead to jump in j.C, airdash j.4C crossup, or tk j.214D shurikens. Guessing counters isn't a great option to go unless you really have a decent health lead/he's really predictable. One wrong guess and you eat a big 2B 6C j.D xN combo since it works on Hakumen.
pulsr Posted July 26, 2009 Posted July 26, 2009 iirc you can IB his 2a and mash 2d counter... pretty much grabs everything that isn't the overhead and command grab
WUT Posted July 26, 2009 Posted July 26, 2009 iirc you can IB his 2a and mash 2d counter... pretty much grabs everything that isn't the overhead and command grab You jerk I knew you were mashing.
pulsr Posted July 29, 2009 Posted July 29, 2009 You jerk I knew you were mashing. shush you it lags, Its hard to IB
BladeOfJustice7 Posted July 30, 2009 Posted July 30, 2009 Is it possible to pull off a counter 90% of the time as Bang's d's are coming and you hit him during the auto block. I have been able to occasionally been able to pull a counter before the "calligraphy" hit comes, including in the air after the jD auto guards against a j2C.
Blade Posted August 12, 2009 Posted August 12, 2009 I just got done with fighting Boss (aka Poshib), and I've come to conclude Bang's okizeme pressure is rediculously good in this matchup. He has an answer for most wakeups and can counter techs very well, god help you if you're in the corner...need help with this one.
Blade Posted August 28, 2009 Posted August 28, 2009 Really and Truly I hate Bang pressure strings, I can't tell what's high, mid, or low...Bang experts please help!!!
Recommended Posts