huey253 Posted April 28, 2015 Posted April 28, 2015 So, just as a starter, confirming standing or crouching is really important for Bang in order to maximize damage and corner carry. Also knowing whether a starter is short or long will help you learn how long you can extend your combo so you want to keep that in mind as well. As for seals, there's 4 of them, Fu, Rin, Ka and Zan which give different properties in overdrive or FRKZ. The most important or Fu, and Rin which come from 5D and 6D, so keep that in mind when getting seals for FRKZ combos. 5D = Fu - Gives 5 Airdashes in FRKZ 6D = Rin - Allows Bang to dash through characters in FRKZ and makes him invisible and leave a puff of smoke when he dashes j.D = Kaa - Gives better proration in combos 2D = Zan - Makes all Drives full guardpoint in FRKZ Also, the seals also give him his command grab super which can be helpful sometimes. xxx in notation refers to filler before hand. Generally with gatlings from 5A, 2A, 5B, and 2B. Enders are, as it seems are ender to combos. You'll notice that you'll try to either corner carry, get hard knockdown, or end with damage. The ones listed hear are generally the pretty standard ones. Important Random Info : One basic thing to know about CPEX is that dependent on the starter of the move. For example, 5A is a short starter and 5B is a normal starter. What kind of combos you can do highly depends on what kind of starter you get, so keep that in mind when trying to make your own combos up and such. Filler for combos (xxx parts in notation) : Keep in mind that the combo starter determines what combos you can do and sometimes if your filler is too long, you won't be able to do the whole combo Note, this will only have the ground filler parts. All air normals are normal starters except for j.A which is a short starter. Short Starter (5A, 2A, j.A) 5A > 5B > 2B > - 5A > 2A > 5B > 2B > - Normal Starters (5B, j.B, j.C, j.2C, 6A, 5C) 5B > 2B > - 6A (ch) > 5B > 2B > - 2B > 5B > - 6B > rapid > j.B > 5B > 2B > - 6B > rapid > airdash > j.B > j.2C > 5B > 2B > - Enders: (Corner Carry) xxx > j.C > IAD > j.C > j.2C xxx > j.C > IAD > j.C > 623B (Knock Down) xxx > j.C > j.2C xxx > j.B > j.C > jc.C > j.2C xxx > j.A > j.B > j.C > jc.C > j.2C xxx > j.A > j.B > j.C > jc.2C (Meter) xxx > 5A > 5B > Ashura xxx > sj.A > j.B > j.C > j.236C > Ashura (May not work depending on starter) xxx > 2B > 5B > Ashura Midscreen: Standing Short Starters (5A, 2A) xxx > 6C > j.D > 5A > 5B > Ender xxx > 6C > IAD > j.C > j.2C > j.236A > 5A > 5B > Ender xxx > 6C > [delayed] IAD > j.C > [delayed] j.2C > 5A > 5B > Ender [seals] xxx > 6C > j.D > j.236C > 5C > 6D > 623B xxx > 2B > Daifunka Normal Starters (5B, 2B, j.B, j.C, j.2C, 6A, 5C) xxx > 6C > j.D > 5A > 5B > j.C > IAD > j.C > j.2C > j.236A > 5A > 5B > Ender xxx > 6C > [delayed] IAD > j.C > [delayed] j.2C > 5A > 5B > j.C > IAD > j.C > j.2C > j.236A > 5A > 5B > Ender xxx > 6C > j.D > j.236C > 5C > 6D > 623B xxx > 6C > [delayed] IAD > j.C > [delayed] j.2C > 5A > 2B > 5D > IAD > j.C > j.D > j.236C > 5C > 6D xxx > 6C > IAD > j.C > j.2C > j.236A > 5A > 2B > 5D > sj.D > j.236C > 5C > 6D > 623B xxx > 6C > j.22A > j.C > dash 5B > j.C > IAD > j.C > j.2C > j.236A > 5A > 5B > Ender Depending on how far you are from the corner and starter dash 2D > j.D > j.236C > 5C > 6D xxx > 2B > Daifunka Crouching xxx > 2C xxx > 2B > 5D xxx > 2b > 5D > 623B [seals] xxx > 2B > 5D > Rapid > dash 2D > j.D > j.236C > 5C > 6D Air to Air j.A > j.B > j.C > jc > j.C > j.D > j.236C > 5B > 2B > ender j.B > j.C > IAD > j.B > j.C > j.D > j.236C > 2B > 5B > ender Fatal 3C > 2A > 5B > j.B > j.C > IAD > j.B > j.C > j.D > j.236C > d.5C > 6D > 623B > 2B > 6C > j.C > j.2C || 3316 damageDamage, 33 Heat] 5C > 6A > 5A > 5B > 5D > 5A > 2B > 6C > j.22A > dash 5B > j.C > j.22A > j.C > j.623B > 5A > 5B > Ender Grab > airdash > j.B > j.C > 6C > jc > j.D > j.236C > 5C > 6D [j.D, 6D] Air Grab > 2B > 6C > jc > j.D > j.236C > 5C > 6D > 623B [j.D, 6D] 623C(3 hits) > RC > j.C > 5C > 2B > 6C > j.D > j.236C > 6D > 623B Near Corner: Standing Normal Starters (5B, 2B, j.B, j.C, j.2C, 6A, 5C) xxx > 6C > j.22A > Dash 5B > JC > j.22A > j.C > j.623B > Dash 5B > 623B > Dash 2B > 5B > Ender In Corner: Standing Short Starters (5A, 2A) xxx > 6C > j.D > 5A > 5B > Ender xxx > 6C > j.22A > [delayed] j.C > j.623B > 5A > 5B > Ender Normal Starters (5B, 2B, j.B, j.C, j.2C, 6A, 5C) xxx > 6C > j.22A > [delayed] j.C > j.623B > 5B > 2B > j.C > j.22A > j.2C > j.236A > 5A > 5B > 623B > 2B > 5B > Ender xxx > 6C > J.22A > J.C > J.623B > 5B > 2B > 5D > dash under 6C > J.D > j.623B > 2B > 6C > J.C > J.2C [5D, j.D] xxx > 6C > J.22A > J.C > J.623B > 5B > 2B > 5D > dash under 6C > J.D > (j.236C > 5C > 6D > 623B > 2C [5D, j.D, 6D]) or (236C > 2D > J.B > J.C > DJ.C > DJ.2C[5D, j.D, 2D]) or (6D > j.236C > 2D > jC > j2C [All 4 seals]) xxx > 6C > Delayed j.22A > j.C > j.623B > 5B > 6C > jc > j.D > j.236C > 5C > 6D > 623B > Ender [j.D, 6D] xxx > 6C > j.22A > j.C > j.623B > 5B > 2B > 5D > 9 > j.22A > j.4B > 5B > 2B > Ender Crouching Keep in mind, if you're too far away from the corner for some of these combos to pick up with dash 2B, you can rapid 623B so you can run right away. Short Starters (5A, 2A) xxx > 2C > 623B > dash 2B > 5B > Ender xxx > 2C > 623B > dash 2B > j.623B > 5A > 5B > Ender 6D > 623 B > 2B > 5D > j.D > 236C > 2D > Ender Normal Starters (5B, 2B, j.B, j.C, j.2C, 6A, 5C) xxx > 2C > 623B > dash 2B > j.623B > 5B > 2B > j.C > j.22A > j.2C > j.236A > 5A > 5B > Ender xxx > 2C > 623B > dash 2B > 5D > 5B > 2B > j.623B > 5B > 2B > Ender xxx > 2C > 623B > dash 2B > 5D > IAD > delay j.C > j.236C > 2D > j.D > j.236C > 5C >6D xxx > 2C > 623B > dash 2B > 5D > j.236C > 2D > j.D > j.236C > 5C > 6D xxx > 2C > 623B > dash 2B > 5B > IAD j.C > j.2C > j.236A > 5A > 5B > Ender xxx > 2C > 623B > dash 2B > 5A > 2B > j.C > j.22A > j.2C > j.236A > 5A 5B > Ender xxx (if only one move beforehand) > 2C > 623B > dash 2B > j.623B > 5B > 2B > j.C > j.22A > j.2C > j.236A > 5A > 5B > 6C > j.D > j.236C > 5C > 6D Fatal 3C > 2B > (TK)j.623B > 5B > 5C > CT > 2B > 5B > j.C > j.22A > j.2C > j.236A > 5A > 5B > sj.A > j.B > j.C > j.236C > Ashura 3C > 2B > 5B > j.623B > 5B > 5C > 6D > 623B > 2B > 5D > 6C > j.D > j.236C > 2D > j.C > j.2C [All 4 Seals] 3C > 2B > 6B > 5B > 2B > 6B > 5B > 2B > j.C > IAD > j.C > J.2C > 236A > 5A > 5B > 623B > 2B > 6C > j.C > j.2C 5C > 2C > 623B > 2B > 6B > 5B > 2B > j.C > IAD > j.C > j.2C > j.236A > 5A > 5B > 6C > j.D > j.236C > 5C > 6D 5C > CT > 5B > 6C > IAD > j.C > j.2C > j.236A > 5A > 2B > 5D > IAD > j.C > j.D > j.236C > 6C > 6D Grab > airdash > j.B > j.C > 5C > CT > 5B > 2B > Ender Grab > airdash > j.B > j.C > 5C > 6D > 623B Grab > j.22A > j.C > (wait) 5B > 2B > j.623B > 5A > 5B > Ender Grab > j.236A > 5A > 5B > 623B > dash 5C > 6A > 6C > j.B > j.C > j.623B Grab > j.236A > 5A > 2B > j.623B > 5B > 6C > j.D > j.236C > 5C > 6D > 623B Airthrow > 5C > 6D > 623B > 2B > 6C > Ender 623C (3hits) > RC > j.C > 5C > 6D > 623B > 2B > 6C > j.C > j.2C || 3486damage ALL THE METER: Ashura > RC > j.4B > 2B > j.C > IAD > j.C > j.2C > j.236A > 5A > 5B > Ender FRKZ (Overdrive) Combos: Videos https://www.youtube.com/playlist?list=PL5rnHuBLVzfdBx-uVAS0o6RH9kV1Th-LC Corner Thanks to GreekAngel for these! FRKZ combo start: 5B > 2B > 2C > 5D > 2D > XXX This is one of the standard routes of the FRKZ corner combo. If you have the 6D seal, then 2D will put YOU in the corner. Remember your positioning. 5B > 2B > 2C > 5D > CT > XXX Another route that makes use of the crush trigger in the corner. Its pretty cool, but still keeps your opponent in the corner so follow ups are limited. 5B > 2B > 2C > 5D > 6D > XXX This is a bizarre combo route. As soon as you land 6D, which isn't immediate, so its the slightest delays, the opponent will land on the other side of you. You have to 4Dash in order to return to in front of your opponent. This also lets you use 623B and J623B outside of the corner. Its also the most awesome looking, so do this to friends and be loved forever. Full Life OD Cancel: 5B > 2B > OD cancel 5B > 2C > 5D > 2D > JD (OD runs out here) > C nail > 5C > 6D Does 3662 Damage with 4 seals, 2563 Damage with no seals. Note: Its extremely standard and can set up oki. A C seal or 623B can be enough for you, if its your preference. 5B > 2B > OD cancel 5B > 2C > 5D > (OD runs out here) CT > 6C > JD > 623B > (66) 2B > 5B > Air ender Does 4429 Damage with 4 seals and 25 heat, and does 3534 Damage with 25 heat seal-less. Note: You can easily preform this combo in full life OD, so there is nothing too special. Only nets you 2 seals though, but it gets you great mileage and its decent. Full Life OD, 70% Life OD cancel: XXX > 5D > 2D > JD > 2Dash (OD runs out) 6D > 623B > 662B > 5B > Air Ender Does 2868 Damage with no seals, does 4497 Damage with 4 seals. Gains 32 heat with 4 seals, gains 20 heat with no seals. Note: Just do the basic air combo ender after you do the microdash 2B. You still have combo time to perform it. 70% Life OD, Half Life OD Cancel: XXX > 5D > CT > 6C > JD > 6D > 2C > (OD runs out here) Daifunka Does 4293 Damage with no seals and 50 heat, does 5799 Damage with 4 seals and 50 heat. Note: This is a simple 5D > CT combo route. Nothing TOO wrong with it, but its not a four seal route. Half Life OD: XXX > 5D > 2D > JD > 2Dash 6D > 623B > 5B > 2B > 9Dash jC > J623B > OD DAIFUNKA Does 4270 Damage with no seals and 50 heat, does 5921 Damage with 4 seals and 50 heat. Note: This combo only works if you start out in OD and hit with 5B, or if you land JC, omit 2B in the template starter above, although you will get less damage. Half Life OD, Almost Dead (20%) OD cancel: XXX > 5D > 2D > JD > 2Dash 6D > 623B > 5B > 2B > Ashura Does 3741 Damage with no seals and 50 heat, does 5392 Damage with 4 seals and 50 heat. Note: Getting Ashura out of 2B during FRKZ is hard as hell. Grind the input in training and hopefully you'll get it in a real match. XXX > 5D > CT > slight Delay 2B > 623B > 2B > 9Dash JC > 6Dash JC > 9Dash JC > 6Dash JC > J623B > 5C > 6D > OD DAIFUNKA Does 4415 Damage with no seals and 50 heat, does 6483 Damage with 4 seals and 50 heat. Note: One of, if not, the most difficult, but FUCKING AWESOME confirm in FRKZ. You have to time the 2B after crush trigger so that 623B can combo and the following 2B after. This combo brings your opponent along for a wild ride, all the way to one corner, but ending up in the next. XXX> 5D > 6D > 4Dash 2D > 9Dash JD > 2Dash 2B > 9Dash JC > 6Dash JC > 9Dash JC > 6Dash JC > J623B > (This part is the hardest to time) 623B > DAIFUNKA Does 4401 Damage with no seals and 50 heat, does 6197 with 4 seals and 50 heat. Note: This is probably THE most bizarre FRKZ route you will ever do, since doing 6D after 5D takes your opponent out of the corner. Also, as said in the combo, the hardest part is the 623B right after, so just omit that if you cannot do it and you will combo into OD Daifunka just fine. Combo Tips: How do I consistently dash 2B after 2C > 623B in corner? Here's a very small trick that might help timing the microdash 2B after 2C supah crash in the corner. As Bang slides away after the 623B, look for the moment he stops sliding. That is when he can dash again. Look at his feet to see when his momentum slows to a stop and 663B. Do the input as fast as possible. Another visual cue that some people might prefer: there is a subtle yet clear stage shake effect when an opponent hits the ground after super crash. Look for the stage shake to dash in. (Thanks Kaeru) Another thing to keep in mind is that you have to be pretty close to the corner to be able to get this combo in the first place so that's something else to keep in mind. I can't get - 6C > delayed IAD > j.C > Delayed j.2C (or similar combo) on X Character These kind of combos are often character dependent in timing. You generally want to be below your opponent on the last j.2C and doing the j.2C as late as possible so that you'll land right afterwards and you can press 5A. I'm having trouble with 6C > j.D > j.236C It's alot weirder now since you have to actually jump cancel it. I find it easier to hold 9 before j.D connects and then do the 236C motion after j.D actually connects. If you're high enough in the air when you do the j.D, you can straight special cancel it into j.236C
DLM UNDEAD Posted May 1, 2015 Posted May 1, 2015 Here's a random corner combo. 5B > 2B > 6C > J.22A > J.C > J.623B > 5B > 2B > J.C > J.22A > J.2C > J.236A > 5A > 5B > 623B > d.5C > 6D > OD > 2C > 6 dash > 2C > 6 dash > 2C > Daifunka. 5856 Damage 6656 w/ poison added.
superscience890 Posted May 3, 2015 Posted May 3, 2015 Well, since there's a new version of the game out, it makes sense to make a new thread for this kinda thing! I know Rei has a spreadsheet of alot of the new Bang stuff, so I'm going to wait for him to throw that out there and append it to this thread :> EDIT: My bad huey didn't realize you already made a thread orz Time to merge the two together
NeoHakusan Posted May 6, 2015 Posted May 6, 2015 Hello, guys 0/ I'm a new member and wish to lend a helping hand here. I was trying to figure a Opitmal Midscreen combo and I ended up creating this.https://www.youtube.com/watch?v=LkggiueU3xY 5B, 2B, 6C, IAD, J.B, J.C, J.D, 5B, 2B, 5D, (Delay) IAD, J.B, Delay J.C, Dash 5C, 6D, 623B, Dash 2B, 6C, J.C, J.623B. (of course J.2C ender is the best option cause the knockdown) ,
RichyGaming Posted May 9, 2015 Posted May 9, 2015 Yeah I thought of a combo along those lines. I always did 5b 2b 6c IAD jb jc jd 5b 2b jump cancel jc IAD jc j2c j236a. I'm probably not the only one who knows this but fatal 3c 2b 6b 5b 2b 6b 2b 6b 5b 2b 5d > optional Its pretty cool to end the combo with daifunka but it doesn't really benefit you unless its gonna kill the enemy.
superscience890 Posted May 10, 2015 Posted May 10, 2015 Updated the thread based on the CP thread bang combos and the combos along with contirbution from rei
rei-Scarred Posted May 11, 2015 Posted May 11, 2015 Thanks, Brandon! edit: midscreen command grab combo is missing a 5C. Random typo that caught my eye.
superscience890 Posted May 14, 2015 Posted May 14, 2015 Updated thread with fixed combos and also added GreekAngel's 2.0 video playlist
huey253 Posted May 28, 2015 Author Posted May 28, 2015 4 Seal Combos (Easy Universal combos) Midscreen 5B 2B 6C slightly delay IAD jC j2C j236A 5A 2B 5D dash 2D jD j236C 5C 6D 623B (spacing specific, if they hit the wall then dash 2D is PROBABLY possible) 5B 2B 6C IAD delay jB jC dash 5C 5D delay IAD jB jC 5C j236C dash 2D jD j236C 5C 6D 623B (SUPER HARD and NOT UNIVERSAL) Near Corner Short Starter (5A/2A) Standing: 5A 5B 2B 6C jD j236C 5D delay 7 j236C 6D j236C 2D j2C Normal Starter Near Corner Standing: 5B 2B 6C j22A jC j623B 5B 2B 6C jc jD j236C 5D delay 7 j236C 2D j2C Crouching 5B 2B 2C 623B dash 2B 5B 6C jc jD j236C 5D delay 7 j236C 2D j2C
Dreiko Posted May 28, 2015 Posted May 28, 2015 You can do the impractical midscreen one off of short starters too. It's something like: 5A>5B>6C>IAD JB>JC>665C> 2369C>662D>JD>J236C>665D>*wallbounce*>665C>6D>623B You have to skip the 2B in the hitconfirm to make the IAD stuff work though, which makes it extra weird to hitconfirm.
rei-Scarred Posted June 9, 2015 Posted June 9, 2015 A fun little thing we've been working on in the skype chat. https://www.youtube.com/watch?v=mTFgGyawoy4
Dreiko Posted September 19, 2015 Posted September 19, 2015 (edited) You can do it in many ways, I do it as 923B. On stick I hear 6321473B is good. Edited September 19, 2015 by Dreiko
StylisH Posted September 20, 2015 Posted September 20, 2015 You can do it in many ways, I do it as 923B. On stick I hear 6321473B is good.Have to try that out thanks a bunch
strawhatter Posted July 3, 2016 Posted July 3, 2016 Didn't see this in the thread but I think it's a good alt to no nail corner-to-corner combos. 5B > 2B > 6C > j.D > 5A > 2B > 5D > iad > j.C > 2B > j.B > j.C > iad > j.B > j.C > 623B [3541/25meter] - no seals [3809/29meter] - 4 seals. Corner-to-corner, requires no nails. I think it's really good since it's easier for those of us with bad execution and more importantly, good alternative to no nails. It's basically ReiScarred's poison combo but without the poison and replaces it with j.D. No poison though so it's ultra lame but whateverrrr.
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