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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

a display of why random matchmaking sucks as opposed to contacting people elsewhere and setting up matches ^^

but yeah, for some reason the ukemi is so weird to some people that i've even seen players who are good in other games mash attacks after quick recovery, it's equally funny and sad.

I don't have a ps3 of my own :[ it's my roomates brothers, so I can't add peoples.

Anyway though, I did run into Biscuits, he made the guilty gear transition pretty well:

http://www.youtube.com/watch?v=I1Lse6TfjVo

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Posted

Hey guys, I just bought BB yesterday and am loving it =D. I've learned the ropes with arakune, and thought I'd try someone new. I just picked up bang and was wondering if there's any spin-offs of these combos, and if they're guaranteed. I'm quite new, remember =P 2D.Jump.AB.9.236C.Fall.Jump.66.623C (4109 damage, can air followup)

Posted

oh boy. do you have recovery on? also, did you check the combo thread? there is one. this one here is for execution.

Posted

I'm guessing this would go in this thread.

How does teching work in this game? Do I need to mash buttons to recover faster? Is there any guide or recommendation when I should or shouldn't tech? Is it recommended to let myself hit the ground sometimes? As I am right now I have no idea how I should tech or how I can use it to my advantage, as I always seem to get caught right in another combo when I do, yet the few times Ive fallen to the floor, I get swept into another combo. Any tips of any kind?

safest way to recover on the ground is with "any up + any button". thats a quick recovery, which is fully invincible until you land, but also very predictable - your enemy will wait right next to you, and you'll have to block.

other ways to OTG recover are: front/back + button or down + button. all of those 3 are vulnerable (can be hit), but you can mix them up, of course.

if you get knocked down from an air combo, you can often mash buttons to trigger an automatic quick recovery.

also, if you mash buttons in the air, you recover if your opponent's combo ends. watch out for throws in this situation - you would have to react and break them with BC.

Posted

What i mean by well timed dash, is that you can't mash the dash out, alot of people trying it are mashing 6666666666 to try and get the dash out as soon as possible, I haven't been able to get it by mashing forward, i've only gotten it from 63 inputs. The only real point in the dash is so you can get the sliding effect on 2b, you really only need to move forward by the size of bang, the range on 2b does the rest.

When you say 63 inputs, do you mean doing 636 and then d.B? I'm trying to find a consistent way of doing this online, but I don't think there's any easy trick to like there is in the 6239B bnb, unfortunately.

Posted

What 10stars is referring to is more like 63B623B, as you're trying to do a dashing 2B into a fire punch. Literally 3B, as you'll get a 2B if you do it that way. If you try to do 6362B you'll more than likely get a dashing fire punch rather than a 2B. There's no shortcut or trick to this one; you're just learning the timing for when you can dash after a 623B. Also, while quick recovery is the "safest" option, you definitely want to switch up which way you tech. Quick recovery has no throw invincibility, meaning if you quick recover against a tager or bang in range it's a free command throw for them.

Posted

Your pressure and mix-ups are crazy, that's one thing I really gotta develop. It's good to see that the regular BnB works effectively as long as you use mix-ups the way you did.

I stick to the basic bnbs unless i go for distortion combos or character specific 6c combos. Not including furrinkazan of course, if i get into it i go nuts. The basic bnb causes a forced neutral tech, or if i feel like dashing into a 5a, it gives me an attempt at a tech throw. So I can almost always continue my pressure. This way instead of trading a perfect reset for an extra thousand damage, i can setup more combos for an extra 2k - 2.5k.

Posted

I stick to the basic bnbs unless i go for distortion combos or character specific 6c combos. Not including furrinkazan of course, if i get into it i go nuts. The basic bnb causes a forced neutral tech, or if i feel like dashing into a 5a, it gives me an attempt at a tech throw. So I can almost always continue my pressure. This way instead of trading a perfect reset for an extra thousand damage, i can setup more combos for an extra 2k - 2.5k.

I couldn't put it better myself, I'll probably end up using that info in the guide.

Posted

@WUT: I remember reading that a tech + down had the most invincibility on it. Is that not true, nor useful, against a grabbing opponent? Normally I'd tech away from Tager, but I'm not sure which would be better.

Posted

@WUT: I remember reading that a tech + down had the most invincibility on it. Is that not true, nor useful, against a grabbing opponent? Normally I'd tech away from Tager, but I'm not sure which would be better.

tech down is the neutral get up, which is the one that is the most vulnerable actually. if you want to get away from a tager, quick recovery, then backdash or jump is best (if you are sure they want to throw). also, somtimes tagers 360 can actually grab bang out of his backdash :/

Posted

Quick rise (down + tech) has complete throw invincibility, but no strike invincibility. So it's only useful if you *know* they're going to attempt a throw. Quick recover is the opposite: complete strike invincibility, but no throw invincibility.

Posted

under the bnb combo section theres one that goes 2d(ch), jd, land, 2b, 623a, link super... is its 2b then poison dagger or is it the web dagger the poster is referring to?

Posted

Quick recover is the opposite: complete strike invincibility, but no throw invincibility.

yes, but i never understood the no throw invul - you can't airgrab the quick recovery, so what does it mean. it's not like you can't throw break when you land.

Posted

Anyone that quick recovers is command throw bait for bang. It can't be broken, so if your command throw attempt is timed right they have to invincible out or take the throw.

Posted

Actually, 10Stars has at least 3 videos of him playing on his youtube account. They can be found on his related videos, etc. His are pretty good. Some people should take notes off of him. Good to see more command grabs in action, 10Stars ^^

Posted

under the bnb combo section theres one that goes 2d(ch), jd, land, 2b, 623a, link super...

is its 2b then poison dagger or is it the web dagger the poster is referring to?

its suppost to be 623B

Posted

Anyone that quick recovers is command throw bait for bang. It can't be broken, so if your command throw attempt is timed right they have to invincible out or take the throw.

taken from the mook (translated by weisskreuz):

Quick recovery:

total duration: 32F;

hit invul: 32F;

no block: 0F;

throw invul: 32F;

duation: 32F;

regarded as on the ground by the system (can be canceled by barrier guard): 0F

you CAN NOT get a guaranteed throw if opponent quick recovers. i tested it multiple times. he can simply hold up.

edit: maybe you confused quick recovery with neutral recovery?

edit2: it's one of the many mistakes on zetaboards, i guess (listing quick rec with no throw invul).

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