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Posted

So maybe i'm an idiot and just don't know how to block or punish yet, but i keep getting uprooted by bangs that aren't doing anything special.... just shit i can't stop. Are the auto-guards safe for him on block, what is punishable, how do I deal with the general fight. Right now i try to play runaway while they waste shuriken but beyond that i don't know what the hell to do in this fight. Help a scrub out please.

Posted

I don't have much trouble punishing the autoguards. If you know its coming an ib would help out a lot. If they're doing autoguard a lot, start throwing until they learn. Watch for his high/low mixups too (although no one online does them lol), overhead into super hurts. For me jumping b and c are the main moves when I habe staff. I actually prefre to go staffless so I can rush him down better and have quicked hixh low mixups. Also, Litchi's kara throw gives her a BUNCH of range that I think her og throw lacked. Never NOT use that when throwing. Opens up a lot of options in your pressure strings. I also use rc's a lot to extend her staffless combos/ initiate throw mixups and resets.

  • 3 weeks later...
Posted

How do you beat Bang's corner rushdown/pressure? Seems like every scrub online takes a win from using some really simple mixup strings.

Posted

You can always dp if they're predictable. Other wise kara throwing and instant blocking combined with barrier blocking works fine. Bang is pretty limited on range (I play bang so I know all about it lol), Barried Blocking like 2 hits usually puts him out of range for anything

Posted

When I first played the arcade version of the game, I would play Bang so I kind of know what he's capable of. His overheads are 6B and 5C, 6B being pretty easy to react to. 5C links off of 5B so watch out for that in his mixups because Bangs usually go 5B > 2B for combos and sometimes do 5B > 5C for shenanigans. 2A and 6A are his lows. 2A is a standard low and 6A looks like it's an overheard. It's best to just block low and react to any of his overhead attacks. If Bang goes into nail pressure with TK D nails, just block and wait for an overhead. There are sometimes gaps between TK D nails and the continuation of pressure, usually a 5A or 2A and sometimes 5C. If you sense there's a gap, you could counter poke out with 5A I believe. Tsubame is a solid way to stop dash happy Bangs. 2C and Litchi's aerials are good options too. Beware of quick teching in this matchup because a lot of Bang's mixup comes from people teching early. When I played Bang, I liked to go for command grabs if I noticed my opponent teching as soon as possible. Watch out for his resets in the air also, Bangs could go for command grabs after an air combo finished with poison nails. If you're worried about his guard points, just don't spam out high recovery moves. Only his 5D has full body guard point, so unless he's doing a teleport D move, you could poke out of a lot of his guard points. Basically just watch what Bang is doing and react accordingly.

  • 1 month later...
Posted

I've been playing this matchup pretty frequently as of late. Grabbing GP's is pretty much the only way to avoid a massive hassle, as Litchi isn't terribly great at dealing with them otherwise. Too many of Litchi's moves have a tendency to be unsafe on whiff or GP block, and Bang is really decent at emphasizing on that.

A lot of times when he jumps in its just safer to ST>A (Straight Through, A followup) or j.C or even 2C on occasion, just because if you decide to Tsubame (like you usually would), and he GP's it, not only does he get a free counter hit into 2B, 623B, but you just lost your staff.

Also, don't burst. Seriously, bursting just gets you killed since Daifunka always, ALWAYS wins.

6 (the fake out) is a decent okizeme bait for Daifunka, but don't overuse.

  • 2 weeks later...
Posted

If you 5B and he guard points, jump and punish. If he tries 2D on wakeup to bait tsubame, don't grab, he can actually break the grab. Go for wake up itsuu. As far as triple nail pressure, IB the move before and jump. If he does it, falling jA should catch him ch or airdash back. You really want him to waste nails, once he has no nails this is much easier. Anytime he does wakeup guard point (usually during shishin oki or something) just tag him with 2B instead of grabbing.

  • 2 weeks later...
  • 3 weeks later...
Posted

What I noticed from alot of bangs, is that they do the 2 hit (high then low?) then they jump over to do there over head. After you block the first 2 hits, jump back and do a grab. This will teach them to stop jumping and doing there overhead.

  • 1 month later...
Posted

This match up pisses me off. What do you do with jumping bangs? there out of range on 2C, would 5A work? I need help can seem to do much against these jumping fegs...

Posted

Airthrow that bastard! Jumpy Bangs looove the airthrow and its magnificent follow-up. If he spams j.A then jump back C like StenSatsu said. If they spam shurikens in the air, they're probably not very good. Just wait it out until they have none left and their whole game plan is shot.

Posted

well I main both characters. Litchi has to space Bang out with her long pokes. For example, standing B, Jumping C, Crouching C(anti-air). and then lead those attacks into combos. I've played both side of the coins here. As a Bang player, Bang are going to try to rush you down. Sure you have to Tsubame move but it is relatively unsafe and a smart Bang player is gonna bait it by blocking up close at times. litchi player has to keep Bang out. Spacing is absolutely critical in this game but for this match-up, it is very critical. Otherwise the Litchi player will fold because of the up close pressure of Bang. Generally, you want your staff in your hands for her long range attack. Also it is good advice to not burst at certain times as Bang drive can easily counter it. In CS, keep away becomes more critical as Bang is faster, safer, and stronger. On the other end, Litchi is strong as well.

Posted

I really should not tell u this but the most simple way to defeat bang is to make a player waste his nails and watch for his command grab then the only thing to focus on is his mixup which you can predict if you play the same person alot.:eng101:

  • 4 months later...
Posted

As far as I know, I think it's safe. At least I haven't seen anyone daifunka through 13 orphans yet.

Posted

People daifunka through my kokushi musou all the time, if you're doing it on wakeup it's generally pretty safe if you do it correctly, but you need to do it ASAP after a 3c iirc.

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