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[CT] Bang The Older Hero Threads MERGED: Use the search function!


Rate the Characters learning curve rating.  

92 members have voted

  1. 1. Rate the Characters learning curve rating.

    • 1- Easy
      0
    • 2
      1
    • 3
      4
    • 4
      4
    • 5
      12
    • 6
      14
    • 7
      29
    • 8
      21
    • 9
      5
    • 10- Very Hard
      2


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Posted

Don't forget Masutani made it as well.

Just watched your vid and that bumper set up made me :kitty:

10Stars: I need to play you dude, I feel the need to get raped up in Bang mirrors. :yaaay:

I don't have a system right now, so unless someone donates me a ps3 or an xbox, i wont be playing for probably another few weeks. Well not online at least, i still catch up with the locals for matches.

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Posted

From one of the vids I posted, even if they break an air grab, j.236A is perfect afterwards to still give you pressure even on break, I thought that was pretty funny.

Posted

hm. can they dash after an air throw break? if not that might add some new options for pressure and traps. Better question can bang dash after an air throw break? air dash a nail glide after a throw break makes for some pretty sick 50/50s.

Posted

hm. can they dash after an air throw break? if not that might add some new options for pressure and traps. Better question can bang dash after an air throw break? air dash a nail glide after a throw break makes for some pretty sick 50/50s.

I've been doing this for ages, though I usually blow drive nails so it's really safe and airdash in to continue pressure. The distance between the two characters after an air throw break is ideal for a nails>jump in pressure set up.

It's actually great since if you're about to finish a combo at low altitude and you throw in the air command throw instead of a fire punch or j.C, they either eat the throw (if they suck at throw breaks) or they break and you throw nails and jump in to continue pressure, usually for more long term damage than if you had finished the combo normally.

Don't try this on Taokaka though...lol

Posted

actually come to think of it, they can air dash after a throw tech. Making it not as useful midscreen. still, corner > combo > command throw > expected break > dash A nail > land > command throw is a nice gimmick.

Posted

I also rarely see Bangs airdash after the ground command throw, which can be good fun if they like rolling away and you airdash before landing into j.C or whatever.

Posted

There are plenty of characters that can punish you throwing nails after an air throw break. Anyone with decent air to air can do an air dash with their respective normal/special and hit you. Granted, you can take steps to avoid said punishmetnt, but the risk usually isn't worth it if your opponent knows they still have air options after the tech. I actually do see some use for air throw break resets in the corner though; after a ground string into 2c, 6d, Dora will do a command throw instead of a fire punch occasionally. If they break the throw they're instantly on the ground, allowing you to continue offense without baiting their ground tech.

Posted

There are plenty of characters that can punish you throwing nails after an air throw break. Anyone with decent air to air can do an air dash with their respective normal/special and hit you. Granted, you can take steps to avoid said punishmetnt, but the risk usually isn't worth it if your opponent knows they still have air options after the tech.

I actually do see some use for air throw break resets in the corner though; after a ground string into 2c, 6d, Dora will do a command throw instead of a fire punch occasionally. If they break the throw they're instantly on the ground, allowing you to continue offense without baiting their ground tech.

Although you can throw break after 6D I barely see anyone get out of it o.o is it awkward doing that?

Posted

You barely see it because online people don't break throws and no one expects a tk command throw after a 6d. Personally, I haven't messed with it too much. I usually opt for a higher damage combo in the corner, or more seals. After seeing the practicality of it however I may start throwing it in more.

Posted

You barely see it because online people don't break throws and no one expects a tk command throw after a 6d.

Personally, I haven't messed with it too much. I usually opt for a higher damage combo in the corner, or more seals. After seeing the practicality of it however I may start throwing it in more.

I did it once agaisnt you in one of are matches. I think it does a ton of damage O:

Posted

Both of my points are still valid, lol. After messing around with the set up some more I've noticed you can combo into a tk'd command throw from a 2c. This means that you can end your standard 2-seal corner combo (2d, j.d) with 2c, tk command throw and get this same forced corner tech, along with the extra seal and more damage. Pretty awesome.

Posted

Just finished part 1 of this rapid cancel encyclopedia I'm working on.

Next one will be some more character specifics and those kind of things. I hate that Tager specific that ends with d.5C, 5D, sj.C so I just did that cmd throw RC in the corner lol.

Also, it has more throw gimmicks than you'd ever want or need as ways to impress your friends that can't tech throws.

http://www.youtube.com/watch?v=u1uITuTaDRY

Posted

Just finished part 1 of this rapid cancel encyclopedia I'm working on.

Next one will be some more character specifics and those kind of things. I hate that Tager specific that ends with d.5C, 5D, sj.C so I just did that cmd throw RC in the corner lol.

Also, it has more throw gimmicks than you'd ever want or need as ways to impress your friends that can't tech throws.

http://www.youtube.com/watch?v=u1uITuTaDRY

The air command throw > rc > 2d > jd > webnail > daifunka isnt max damage and it costs a nail.

Do air command throw > rc second hit > land > 6a > 623b > daifunka, does around 5.3 off the top of my head, plus doesn't cost a nail.

Posted

The air command throw > rc > 2d > jd > webnail > daifunka isnt max damage and it costs a nail.

Do air command throw > rc second hit > land > 6a > 623b > daifunka, does around 5.3 off the top of my head, plus doesn't cost a nail.

Righto, I'll put that in part 2. Thanks bro.

Posted

Sorry for Double post, but I just uploaded 3 more Bang videos, two of them are NEW Dora videos from XBL against Nu.

Yuu0218 (NU) vs DORA BANG (BA)

Hanged cat (NU) vs DORA BANG (BA)

And the other is one of my matches. It's pretty crappy, but I only uploaded it because of the 3rd round.

Zetsubou Rich (JI) vs Reioumu (BA)

That combo he's doing with 2c > tk C nail etc, is that specific to certain characters? Or can you do it on most people? I haven't seen anyone do that combo yet.

Posted

That combo he's doing with 2c > tk C nail etc, is that specific to certain characters? Or can you do it on most people? I haven't seen anyone do that combo yet.

The 2C > TK C nail should work on everybody. I used to do it all the time, though I'd say it was a bad habit, as it doesn't do much, around 2300, and it wastes a nail. I'd say that it is best to stick with a different, more Bread n Buttery BnB combo, or to use the 2B > 6C > j.D/dj.D against category 1 and 2 characters.

Posted

I have some ideas for rapid canceling. I'll make my own vid with it though. I'll try to stay practical. Though the vid wasn't too bad. I saw you had 6B combos, but I have a few better ones.

Posted

I have some ideas for rapid canceling. I'll make my own vid with it though. I'll try to stay practical.

Though the vid wasn't too bad. I saw you had 6B combos, but I have a few better ones.

Share away, I rarely use 6B RCs so I haven't dabbled much with it.

After rethinking things earlier, I'll probably reupload this one with all practical combos and put all the fancy techable shenanigans in a different one.

I have a bunch of random RCs I forgot to put in that I use sometimes (<3 3C>RC>6A/2B>623B>daifunka for the surprise win) and I need to add some character specifics and 10stars' j.623C>RC third hit>6A>623B>daifunka

Posted

Well, for 6B, even if they block, when you RC it, you can do j.A which will hit them on block or with CH them. On some characters, if you 6B RC then j.A 2B. The j.A whiffs, and the 2B still combos, meaning you can still do the super crash combos, or even into Daifunka. Also, for the triple command grab, start it with j.4C for more lulz since it combos into the command grab and does 5.5k damage total.

Posted

Well, for 6B, even if they block, when you RC it, you can do j.A which will hit them on block or with CH them. On some characters, if you 6B RC then j.A 2B. The j.A whiffs, and the 2B still combos, meaning you can still do the super crash combos, or even into Daifunka.

Also, for the triple command grab, start it with j.4C for more lulz since it combos into the command grab and does 5.5k damage total.

Nice, I'll give the j.4C a whirl.

I'll have to try that 6B RC trick with j.A out. My old habit if they blocked was RC>j.D which would sometimes produce some nice results. Alot less safe than j.A though.

Posted

http://www.youtube.com/watch?v=Om8BRRFx2kA - pretty good Bang v Arakune, vid. does anyone have any idea who the bang is? He does an interesting corner comb and ch. j.a to j.d! Not much beyond that, but still pretty cool.

Those are just the type of air combos I've been looking for to improve my air game. I'll probably be uploading some matches I had with KomboKaze's Arakune soon. God I hate that match up.

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