DrunkNinja Posted September 16, 2009 Posted September 16, 2009 Heh, I know this is quite basic, but when are some good times to do Bang's OTG command grab? I've worked on various mixups before the in-the-air command grab, but even alone, it seems much easier to find opportunities for.
iw2ma Posted September 16, 2009 Posted September 16, 2009 don't worry i'll make sure to watch them and say nothing, for i'm no person to give advice lol
Strider Chipp Posted September 17, 2009 Posted September 17, 2009 Heh, I know this is quite basic, but when are some good times to do Bang's OTG command grab? I've worked on various mixups before the in-the-air command grab, but even alone, it seems much easier to find opportunities for. A good time to use bang's OTG command throw is after block string that ends in 2369D. Don't use it often but use it when they are blocking with barrier guard its effective. I recommend it. As for in the air its best to use the command throw if they iad or tech out of a combo. Remember that if your opponent tech out of air combo you iad and command grab. Your opponent tech out of it so practice that too.
sergetrigger Posted September 17, 2009 Posted September 17, 2009 A good time to use bang's OTG command throw is after block string that ends in 2369D. Don't use it often but use it when they are blocking with barrier guard its effective. I recommend it. As for in the air its best to use the command throw if they iad or tech out of a combo. Remember that if your opponent tech out of air combo you iad and command grab. Your opponent tech out of it so practice that too. That's still pretty risky... I rather do it during an oki... Thanks to ShoMeYoMoves for that one... However, I won't do that against a tager, or ragna or jin, or litchi with her staff.
iw2ma Posted September 17, 2009 Posted September 17, 2009 OR Noel with 50% Heat, or Bang with 50% heat, or Gayakune with 50% heat lol
ShoMeYaMoves Posted September 17, 2009 Posted September 17, 2009 OR Noel with 50% Heat, or Bang with 50% heat, or Gayakune with 50% heat lol It's a very useful oki tool early in the round, especially since if they expect it late round they might throw away their 50 heat on wakeup when you pretend you go for the command throw and you get a free punish. It's also fantastic after daifunka if you don't go for a tech trap. If you've conditioned them to expect 5A/2A pressure on wakeup afterwards you get a free 2k for the win. And they shouldn't be rolling out if you're doing your job right, throw a TN C nail if they don't tech early into another daifunka if you have the heat or a quick combo back into corner oki.
iw2ma Posted September 17, 2009 Posted September 17, 2009 Ya i'm not quite up there yet lol. I rarely go for grab through oki because i think i do it late due to lag, so i'm not even sure on timing for it, so I just quit doing it unless i feel like 100% that it's gonna hit. Past that i haven't gone far enough to attempt a lot of presure after daifunka, other than the tech trap attempt i go for every now and then.
jak d ripr Posted September 19, 2009 Posted September 19, 2009 I usually don't post my individual matches since the link to my Youtube is on the 1st page, but I actually want to get critiqued so I know what I should work on, since I've kinda hit a wall with where I want to go next with learning stuff. datboy4916 (HA) vs zeth07 (BA) http://www.youtube.com/watch?v=-6DxAqKALbw *datboy4916 lives in CA and i live in MD so there was some minor lag so i might've kept combos simple* Kurushii-kun (HA) vs zeth07 (BA) http://www.youtube.com/watch?v=6OMGoqjMyOk *Kurushii lives in FL so the lag wasn't really noticeable, I was basically trying anything I would normally in Training Mode.* zeth07 (BA) vs MisterBadguy (RA) http://www.youtube.com/watch?v=s243qTO2wXQ *MisterBadguy lives in MD so lag was non-existent really.* zeth07 (BA) vs Ragna5B (RG) http://www.youtube.com/watch?v=Zt9mosPBUFo *Ragna5B lives in CA and I live in MD so there was some minor lag so I might've kept combos simple.* zeth07 (BA) vs renegadewolf9 (NU) http://www.youtube.com/watch?v=dlSK7ofJ-E0 *renegadewolf9 lives in CA and I live in MD so there was some minor lag so I might've kept combos simple.* If anyone ends up watching them, I could really use some overall strategy tips. How should I block certain attacks, things I should've watched for, stuff like that. Not necessarily using better combos. Well so far ive only watched the first match and i think personally you should have thrown a lot more, i mean that hakumen blocked alot, so im pretty sure if you had thrown in a couple throws(not necessarily the command grab but just thrown him around) you would have won that one, particularly since hakumens "reversal" is a parry and you can throw right through that aswell.
zeth07 Posted September 19, 2009 Posted September 19, 2009 Well so far ive only watched the first match and i think personally you should have thrown a lot more, i mean that hakumen blocked alot, so im pretty sure if you had thrown in a couple throws(not necessarily the command grab but just thrown him around) you would have won that one, particularly since hakumens "reversal" is a parry and you can throw right through that aswell. Thanks for the tip, I'm guessing you were the same person who posted the comment on Youtube. If not that's a funny coincidence. EDIT: Although the comment is on the 2nd video, but still.
Strider Chipp Posted September 19, 2009 Posted September 19, 2009 I don't know if you guys know this but if use 2369A Bang actually hops. Its a usefully tactics when opponent iad you can punish them with it.
TheDarkWall Posted September 19, 2009 Posted September 19, 2009 I love doing double daifunkas via slow tech'ed C nail. Sure fire way to get cursed at.
jak d ripr Posted September 19, 2009 Posted September 19, 2009 Thanks for the tip, I'm guessing you were the same person who posted the comment on Youtube. If not that's a funny coincidence. EDIT: Although the comment is on the 2nd video, but still. Yep that was me bro, just tryna help a brother out. Heres a replay of one of my matches against an arakune, http://www.youtube.com/watch?v=tqzRCcoViy0 im actually a very bad bang so any and all suggestions are welcome. Upon actually watching the match i can say i shouldnt have been throwing out random 5d's lol. EDIT: An its not actually a bang fight(its actually a litchi combo video) but theres about 45 seconds of bang in this vid starting from 4:07, please check out the come back at the end http://www.youtube.com/watch?v=UvPHAz6ww-Q
jak d ripr Posted September 19, 2009 Posted September 19, 2009 Im sure this has been asked tons of times but im really struggling with getting the hang of using the bumpers. Like i literally dont even know where to start with them.
WUT Posted September 19, 2009 Posted September 19, 2009 Im sure this has been asked tons of times but im really struggling with getting the hang of using the bumpers. Like i literally dont even know where to start with them. Don't start with them. They're a waste of nails. Any bumper mix-up attempt = opponent gets a free chance to jump away. Hold up + back, mash on a button after you leave the ground, enjoy your free bumper mix-up punish. And you're wasting even more nails if you try to get them to sit still/punish jumping away and mashing buttons in order to bolster bumper mix-up. The damage you might get isn't even worth that much resource commitment. TL;DR: If they're too afraid to jump then bumpers are cool. Unfortunately no one should be too afraid to jump.
jak d ripr Posted September 19, 2009 Posted September 19, 2009 Don't start with them. They're a waste of nails. Any bumper mix-up attempt = opponent gets a free chance to jump away. Hold up + back, mash on a button after you leave the ground, enjoy your free bumper mix-up punish. And you're wasting even more nails if you try to get them to sit still/punish jumping away and mashing buttons in order to bolster bumper mix-up. The damage you might get isn't even worth that much resource commitment. TL;DR: If they're too afraid to jump then bumpers are cool. Unfortunately no one should be too afraid to jump. Aight thanks bro, its just that ive seen shadow and dora do some sick stuff with them so i thought maybe they were tighter than i thought.
WUT Posted September 19, 2009 Posted September 19, 2009 Aight thanks bro, its just that ive seen shadow and dora do some sick stuff with them so i thought maybe they were tighter than i thought. You'll see Japanese players do alot of things that we aren't able to replicate given how different our scenes and mindsets are. Just get used to the fact that, unless your competition is from Japan, you'll be punishing people for trying to escape or counter-attack more than actually hitting with mix-up. As an example: Every single time I Bang Install, people refuse to guard. They just give up and start throwing moves out with no regard as to whether it's smart or not. "Well I can't guard it, guess I should just swing and hope something hits". And it's not just scrubs online that act that way. I've played plenty of solid players that will just resort to spamming quick moves or invincibility at that point. It's sad.
KowtowRobinson Posted September 19, 2009 Posted September 19, 2009 What are possible reasons for Bang's D teleports not working? Too often I'll correctly guard point a Nu sword, hit C tele, and just sit there in place getting hit by the followups instead of actually teleporting. Is there a tight window that needs to be hit? It sure doesn't feel like it, it just SEEMS random but that can't be the case. Also if the answer is just "lol online" then I'll understand. BB's netcode is ok compared to what Soul Calibur players had to put up with, but it's definitely not offline play, trust me I know that.
jak d ripr Posted September 19, 2009 Posted September 19, 2009 What are possible reasons for Bang's D teleports not working? Too often I'll correctly guard point a Nu sword, hit C tele, and just sit there in place getting hit by the followups instead of actually teleporting. Is there a tight window that needs to be hit? It sure doesn't feel like it, it just SEEMS random but that can't be the case. Also if the answer is just "lol online" then I'll understand. BB's netcode is ok compared to what Soul Calibur players had to put up with, but it's definitely not offline play, trust me I know that. Thats interesting, ive never experienced that before, maybe its a hardware issue.
DaiAndOh Posted September 19, 2009 Posted September 19, 2009 I've seen this happen quite a few times actually....I made a theory, basically you need 1 open frame not autoguarding in the frames you're allowed to teleport to do so, if you don't have a frame in the attack without autoguarding, no teleport.
JinSaotome Posted September 20, 2009 Posted September 20, 2009 Yeah, I have a similar theory. Teleports aren't instant startup, and the autoguard cancels the startup of your teleport, so technically you DO activate teleport, it just gets cancelled. Its a similar theory with doing 6D xx Fire Knuckle, when you start a jump, and then cancel the jump during startup with fireknuckle.
KowtowRobinson Posted September 20, 2009 Posted September 20, 2009 weird that it would do that against single hit moves like Nu's swords. Could have sworn I've teleported away from moves that hit rapidly as well, but who knows? Assuming there's no downside to tapping the teleport button repeatedly to offset this?
bluerogue Posted September 20, 2009 Posted September 20, 2009 How do I shuriken combo properly? The most I've ever gotten on a chain ending in 2c was a 3 shuriken combo, and forget about me even trying to do more than 3 seals off of 2d 8d 2369C 8d. Like I can usually get the first jump cancel down, but the second one has ridiculous timing and feels kinda flukish whenever I actually land the seal after throwing the shuriken. The third just never happens because the shuriken always breaks before the seal lands. Bang's FRKZ combo after throw are something else I need work on as I can't loop a combo into 8d more than once because once they hit the ground I CAN NEVER 6C out of 2A or 2B, it always becomes a dash C, its driving me crazy. And if I combo into aerial 623C, can I RC before the last hit into 2d 8d 2b 6c j. C (2369 A optional)? I've only ever landed this combo whenever i got a random air throw/tech trapped someone.
KowtowRobinson Posted September 21, 2009 Posted September 21, 2009 For the FRKZ one I've had success just holding 6 and mashing the C input out, lol. But I don't use FRKZ enough in matches anyway, so what do I know?
zeth07 Posted September 22, 2009 Posted September 22, 2009 I have a few questions or needed clarifications about this combo: Both Category 1 & Category 2 * BnB without Nails & Seals against standing chars: 5A,5B,2B,6C, j.623B, \/, 2B,6C,dj.B, dj.C (dj.623B*) [not in corner] 3211 damage *=You can add on a j.623B against Arakune(anywhere) and Tager (corner) for 3460 damage. this is a damage BnB if you don't go for seals. 1) Against Tager I cannot for the life of me get the 2nd 2B to hit, what could I possibly be doing wrong that would change between each other Cat1/Cat2 character that I can do it against....... MID POST EDIT - It seems like for Tager you need to delay the j.623B after the 6C for like half a second unlike the other characters. Also you can hit Tager with the dj.623B anywhere as well. 2) I can land dj.623B against Hakumen anywhere......he's not listed as one of the few.
AtTheGates Posted September 23, 2009 Posted September 23, 2009 zeth, i took a look at the combo, thx for your comments, for some weird reason i can't even remember ever coming up with that combo. i would have realized that you needed to delay the j.623B, definitely. maybe someone else submitted it ^^ anyway, sorry, i'll fix the description. 1. yeah, you need to max delay against tager, and delaying makes it easier for all other chars as well. 2. max delay against haku, then delay the last dj.B,dj.C,dj.623B, then the dj.623B will hit, otherwise, it will whiff.
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