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Rate the Characters learning curve rating.  

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  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

Yeah I've done this myself against a Litchi. I knew they were going to try to DP since she has the best in the game, so I threw out steel rain after 6d and won the round because of it... btw. Steel Rain does some pretty strange stuff to 2363214c if you use it during.

I actually am mid video on this. Daifunka's last hit is unblockable, and with 100% tension and steel rain in the corner, an offensive burst CAN kill someone.

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Posted

I actually am mid video on this. Daifunka's last hit is unblockable, and with 100% tension and steel rain in the corner, an offensive burst CAN kill someone.

I was also playing with steel rain with 9 shurikens available after a guard burst (though that's pretty unlikely, I would say 6 is plausible) but having 100% tension. I broke their guard, ran up and used steel rain, then just did a ground combo then ending with Daifunka at the end. The timing is kinda weird, but in the corner, the steel rain pushes the enemy towards you. It's funny when they tech in the middle of Daifunka in the middle of steel rain and then the last hit is an unblockable and does a crapload of damage when nothing prorates it.

Posted

I was also playing with steel rain with 9 shurikens available after a guard burst (though that's pretty unlikely, I would say 6 is plausible) but having 100% tension. I broke their guard, ran up and used steel rain, then just did a ground combo then ending with Daifunka at the end. The timing is kinda weird, but in the corner, the steel rain pushes the enemy towards you. It's funny when they tech in the middle of Daifunka in the middle of steel rain and then the last hit is an unblockable and does a crapload of damage when nothing prorates it.

Videoz! Offensive guard crush, lotsa damage, daifunkas last hit reset and everything. No prorated guard crush damage = rape!

http://www.youtube.com/watch?v=wihy-fGGwEM

Posted

Videoz! Offensive guard crush, lotsa damage, daifunkas last hit reset and everything. No prorated guard crush damage = rape!

http://www.youtube.com/watch?v=wihy-fGGwEM

Goddammit this is exactly what I was doing in training mode for the most part. Good shit on uploading a video of it though! Bang has some awesome shenanigans for crazy damage. Though I wonder if the enemy can do anything while blocking Daifunka though. I haven't tested that yet :/

Posted

Goddammit this is exactly what I was doing in training mode for the most part. Good shit on uploading a video of it though! Bang has some awesome shenanigans for crazy damage. Though I wonder if the enemy can do anything while blocking Daifunka though. I haven't tested that yet :/

I tested it and got weird results. Bursting during it sometimes causes daifunka to end (but by ending, bang drops out of auto combo mode, and walks forward and does his normal throw, lol) Sometimes bursting causes bang to just throw you with the last hit of daifunka, and you take 5k damage from it. I haven't been able to do normal attacks or anything that hit bang, they seem to whiff.

It's definitely a glitchy setup, so I don't think anyone will be counteracting it too easily when they get hit by it. The blockstun on daifunkas hits are also HUGE.

Edit: If you burst during the upward kick sometimes you end daifunka completely. If you burst at any other point, Bang immunes through it and you take the rest of the hits.

If you instant block before the upward kick of daifunka, and you're playing Ragna, you can dp 3 times to get over bang. If you're playing jin or litchi, or anyone else with a non air dp, you're screwed unless you burst at the right time. Reversal supers don't seem to work, but i haven't done much testing in that section.

It eats DAAs for breakfast, lolz.

Posted

Though I'm sure you pull out an offensive burst to steel rain, to daifunka combo. People won't know what to do lol.

Definitely. Very situational but I mean, who's going to see that coming? Even after watching the video, I still don't think anyone in a corner after a 2c is going to expect it.

Posted

As already stated, Its pretty easy to draw out a Nu with it. Arakune can just instant away from it, but other than that you can pressure someone into getting hit by it.

Posted

As already stated, Its pretty easy to draw out a Nu with it. Arakune can just instant away from it, but other than that you can pressure someone into getting hit by it.

If you know arakune is about to throw a cloud you can umbrella him to punish it. I did it in my casual matches against Mr. Biscuits that I posted. You can't pressure someone into getting hit by it unless they're about to recover (Example, video of offensive guard crushes) or if they're stuck in block stun from a drive nail etc. When steel rain happens there's about 30 frames where the opponent can dash out from under it, bang has nothing besides ranged nails that keep them in place. So you have to take advantage of slow moves like arakunes cloud, or abuse guard stun from distant drive nails.

Posted

Questions regarding the newly found Umbrella, burst, running super. Probably directed towards 10Stars, but whoever knows what to do works for me. 1.) Can you have any more than 6 nails? I know less is bad, but how about more? 2.) What attacks do you do before/after(?) the burst to make the enemy go into danger mode? One of the examples looked like the burst itself put the enemy in danger, but the other time I think I saw 5Cs before/after (?) the burst to put them in danger.

Posted

I can only answer 2, as I'm only able to speculate on 1 atm. Although I would assume more nails would be fine, as you only really need them to reset the dashing DD. More can't hurt at that point. As for 2: You enter Danger status from two methods: Barrier Bursting, or running out of barrier via barrier guard. In the video example, the dummy is set to Barrier Guard the nail super. Doing an offensive burst while they're barrier guarding drains their barrier gauge, enabling Danger status.

Posted

10 stars i never thought of using a guard crush in that light great ideas...when I usually do steel rain I run up and regular throw them back into the nails idk just a thought its a good trap especially for tager

Posted

Offensive guard crushes, inspired by Goryus bringing it up awhile ago:

http://www.youtube.com/watch?v=wihy-fGGwEM

Note: The last hit of daifunka is unblockable, and it does 3.3k damage. 5k on a bursted or barrier gaugeless target.

That's seems like a pretty interesting setup. I never burst because I always feel like I can make a comeback with any amount of life, and bursting just makes that more difficult. This offensive guard crush seems to be something I might actually find some use for Bursting in.

My only problem would be having 6 nails left WITH 100% heat, by that time either myself or the person is usually dead. I guess this would be a good way to finish somebody off though if you have a health lead and think it will kill them for sure.

Another great situational setup for Bang. Keep up the great work.

Posted

you can not kill your opponent with a combo off of a burst, you would have to reset him somehow. the setup is still great, though, useful and cool as hell at the same time.

Posted

Yes, very cool 10stars! Those resets into super are amazing. A couple of thoughts: - What happens if you have more nails? - Is it possible to jump out of that setup? - Does it also work off 6A > super (theoretically comboing because of nail rain)? - I think whatever > 2C > 6D > super is a slightly better setup, as it gets you a mark, more damage, and they get a chance to enter their tech choice before the screen freezes.

Posted

Questions regarding the newly found Umbrella, burst, running super. Probably directed towards 10Stars, but whoever knows what to do works for me.

1.) Can you have any more than 6 nails? I know less is bad, but how about more?

2.) What attacks do you do before/after(?) the burst to make the enemy go into danger mode? One of the examples looked like the burst itself put the enemy in danger, but the other time I think I saw 5Cs before/after (?) the burst to put them in danger.

More is always fine, and will keep them in blockstun for longer during Daifunka. Though if they decide to be hit by it, then your last hit won't do 5k.

Posted

....my mind is blown. Just another way to utilize 2 supers in a row for useful and manly strats. And LOL @ Bang riding a charizard.

Posted

Another question: If you hit with only the last hit of Daifunka, as shown in your video, can you juggle after it? Seeing as you missed out on all the proration points from the rest of the super, I'm thinking it should work.

Posted

Awesome!

Posted Image

Win.

So then. Technically you can do this without the offensive burst then? I'm sure there are more set ups for this technique besides offensive bursting.

@Goryus: That's an idea.Since it resets maybe the last hit has more hit stun than it does when used normally.

Posted

you can not kill your opponent with a combo off of a burst, you would have to reset him somehow. the setup is still great, though, useful and cool as hell at the same time.

Yeah, since daifunkas autocombo is dropped because of the steel rain, it is a reset, and they block again.

Yes, very cool 10stars! Those resets into super are amazing. A couple of thoughts:

- What happens if you have more nails?

- Is it possible to jump out of that setup?

- Does it also work off 6A > super (theoretically comboing because of nail rain)?

- I think whatever > 2C > 6D > super is a slightly better setup, as it gets you a mark, more damage, and they get a chance to enter their tech choice before the screen freezes.

The first two times i show it in the video i have 12 nails, the last time when Ragna has 75% hp and dies from it, that's with 6 nails. Anywhere inbetween that it works. 6a super works yeah. Really after the guard crush from the burst, you can go right into daifunka if you want to. 6d > steel rain may be slightly better looking back on it, but only for the mentioned damage. If you use this setup, chances are you won't be getting another 50% heat to use FRKZ.

Another question:

If you hit with only the last hit of Daifunka, as shown in your video, can you juggle after it? Seeing as you missed out on all the proration points from the rest of the super, I'm thinking it should work.

I tested this for a few minutes, 5a>5b is all I could seem to get to link off of it, afterward they can tech before a j.a etc.

Win.

So then. Technically you can do this without the offensive burst then? I'm sure there are more set ups for this technique besides offensive bursting.

@Goryus: That's an idea.Since it resets maybe the last hit has more hit stun than it does when used normally.

Yes, you can do it without offensive bursting. The second time I did it in the video, the offensive burst was actually aimed at the barrier, which is why Ragna when into DANGER mode, and then the 5c was what actually started the nails hitting.

Posted

Rate the Characters learning curve rating. Please: -Do not vote unless you actually played the character -You don't necessarily have to main the character per say, but you have to at least put forth some effort in trying the character -Try to be as accurate as possible when voting.(No saying "Nu's learning curve is easy cause all you have to do is mash D") Discussion is welcomed.

Posted

I don't think Bang's learning curve is TOO hard. The inputs are rather easy to perform as well as hit confirm so you can pick him up fairly easy in the start. Later on you learn several mixups for oki options like. jC, j.4c, 6a, 5c, 2a, or grab. Fairly basic. However the matchups are mostly around neutral to Bang losing. Learning how to adapt to the matchups is definitely the hardest thing. Controlling FRKZ is maybe the hardest thing to do with Bang inputwise, but takes just a little while in training mode.

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