10stars Posted July 11, 2009 Posted July 11, 2009 Most people find this fight aggravating, I however, completely enjoy this fight. It's one way or another, either the bang dominates it, or the V-13 dominates it. I personally believe this fight is 5:5 Even, however alot of people disagree and think it's something ridiculous like 7-3 V-13. Numbers are useless anyway. The opener V-13's love to runaway, most of them do it the unsafe way by backdashing at the start. Very high risk, but 3c beats out the starting backdash. However if it's blocked you'll take a couple thousand damage. High risk, but in this case, being in Nu's face is highly rewarding. If a V-13 decides to attack against the iad at the start with 6d, 3c also beats this, for a free counter > combo > knockdown > 50/50 5d I believe counter hits Bangs 3c on opening. V's 5d is beaten by an iad > j.c from the start. If V decides to take her other options to attack against a ground advancement or an iad advancement from Bang: V-13s 3c will beat Bangs 3c out. You can counter this by either iading in for a j.c, or drive nailing for pressure from the start. V-13s 2c will beat just about anything you throw out in the air besides nails, and she can throw it out in reaction to whatever you do. So if you decided to jump off the start, and she's crouching, you should either A: Drive nail, or B: Land and attempt to avoid her pressure. If V-13 is reacting to things off the start by blocking and waiting, you have the option to run inside of the area where she cant summon swords, tk drive nails, and then she's stuck taking mixup. A good note in this fight, is that your nails cancel out her sword summons of they hit eachother, so moving in on V isn't as bad as it sounds, assuming you have nails. She definitely has more options than you at the start, but guessing right can get you a good advantage when you're in her face. Bang Oki I love this fight for this reason. She has no DP, and her only reversal you can REACT to and 2d for a counter hit. The only way she really has out of pressure is dead angles. So for this fight, nail pressure, 2a for wakeups, and command throws ahead! The greatness about this fight, is that your command throw has more range than her regular throw, so if she trys to throw counter your command throw and you space it right, it's all yours all day, until she starts backdashing it, but that can be reacted to and you can dash with her to continue pressure. Once you get in her face, really I don't see much of anything to worry about really, she's a threat at range, not up close when she's on the defensive. On the defensive This is still a fun fight! When you're cross screen from V-13 you have to be careful, her mixup isn't anything serious, but mid mid overhead mid low strings catch alot of inexperienced players off guard, just keep an eye out for the single overhead summon, as it can lead to alot of damage if V has the heat to rapid cancel it. The low is incredibly slow and you shouldn't get hit by it. If you're ALL the way at the edge of the screen, her 5d will not hit you, however her overhead will, you can 5d the overhead, and C teleport to her to get in her face, even if it's blocked, you can jump cancel it and continue pressure. You can also 5d C teleport her slow spinning low. Gravity fields! They can be ignored by SUPERJUMPING over them, then dashing one time. The superjump also puts you at a safe height so that you can ignore the 6d anti air. However, she can counter this by j.Ding her summon. You can again counter that by j.Ding her summon and teleporting behind her. They also go away if V blocks or is hit, so drive nails again work magic. Instant blocking is important to this fight, you NEED that heat to get your damage out when you're in her face, and to take advantage of double overheads if she's good at blocking so you can actually combo off of 6b. Note that if you are on the COMPLETE opposite end of the screen, you can throw drive nails, and safely throw out steel rain while she's in blockstun, if you really have no other way of moving in this has worked for me here and there. Drives 5d is your most helpful drive here, getting rid of overheads and her low in one nice little packet. I do not advise using drives against her up close, she can dash cancel or jump cancel just about anything you guard point that's melee, and since she has so many hits in her attacks, she has plenty of time to react to what you're doing. 2d is pretty bad in this fight, you need the forward momentum of 5d in order to get close enough to connect to her from cross screen situations. And if she tosses a low while you're stuck in guard point freeze, you're hit. 6d is all right in this fight for some of her mids, and her one very slow ranged low. However I still prefer 5d in this match, it's safer and gives you the same outcome, you're in her face and you may have even gotten some damage from moving in.
WUT Posted July 15, 2009 Posted July 15, 2009 This fight is so lol. You can beat most of the mediocre v-13's by just jumping forward and constantly guarding her AA D moves to close the gap. It's much more safe than trying to deal with 3C, 6C, and 5D on the ground. 2C is a pain, but nails ruin that little catch-all she crutches on, as was stated. Of course, I've yet to fight an amazing v-13. I'm sure that'll frustrate the crap out of me.
10stars Posted July 15, 2009 Author Posted July 15, 2009 yeah, once you get in most of the Nu players faces they freeze up and take mixup for free. This match is definitely easier than Bang v Arakune.
JinSaotome Posted July 16, 2009 Posted July 16, 2009 how do I deal with Act Pulsaring shenanigans? I always fall for 5D Act Pulsar ~ anything ]:
AtTheGates Posted July 16, 2009 Posted July 16, 2009 how do I deal with Act Pulsaring shenanigans? I always fall for 5D Act Pulsar ~ anything ]: what is act pulsar, how are we supposed to know? hell i don't even know some of the names for bangs moves.
10stars Posted July 16, 2009 Author Posted July 16, 2009 what is act pulsar, how are we supposed to know? hell i don't even know some of the names for bangs moves. I think that might be her weird forward dash cancel from moves where she disappears for a second then crosses up. I haven't seen too many nu players use it against bang because they normally want to keep AWAY from him. However, what i would say to do? Depending on how close she dashes to you, i'd jump. If you're close enough to be safe from her drive moves, jump and begin pressure, she'll stop doing it, or find a way to AA you correctly, then you can just dash after her, or start using drive nails when you jump away from her dash. If it isn't her dash though, enlighten me lol.
DarthTrey Posted July 16, 2009 Posted July 16, 2009 it is her dash. You also gotta be wary they may try to grab you on a blocked 5DD so you just gotta keep on your toes. and you are correct Drive nails ruins lives lol. On openings I would also be wary of her TK Crescent Saber(black arc thingy) since it's fairly quick and if it hits you on CH you get to go for a ride
JinSaotome Posted July 16, 2009 Posted July 16, 2009 yeah, Act Pulsar is that weird invisi-dash cancel of hers. I think the best answer is to just jump straight up and falling j.C/j.4C depending on where she landed. that 2C hurts though I think you can 3C under TK Crescent Saber, giving her a one way ticket to the corner
WUT Posted July 16, 2009 Posted July 16, 2009 I think you can 3C under TK Crescent Saber, giving her a one way ticket to the corner Or she can cancel the move and punish 3C. Yeah, if she's using Act Pulsar after 2C/6C, just jump straight up and escape/counter attack. Her options after the dash usually consist of: 1.) Throw 2.) High/low mix-up 3.) 2C/6C again Option 3 is supposed to punish jumping, but Bang's got enough aerial movement/tools to eschew that. If all else fails, 5D will be safe against all 3 options (provided you use that fun little throw break buffer trick).
JinSaotome Posted July 16, 2009 Posted July 16, 2009 Really? I think she should be in recovery as she comes down even if she cancels it (though I have yet to practice it consistently, so. X: ) Yeah, I'm in the middle of practicing the throw break atm. My only problem is I do it very early. 11 frames is a lot shorter than it sounds ]:
sergetrigger Posted August 2, 2009 Posted August 2, 2009 I actually like fighting Nu's with Bang. As the OP said before, it's a fun and near even match, except it's more to bang's favor since his super can go through the swords and surprise any Nu player. Almost forgot, Steel Rain is very useful against a Nu who likes to camp..
ShoMeYaMoves Posted August 23, 2009 Posted August 23, 2009 Serge and I played a truly great Nu player tonight. Certainly the best I've ever seen. He would actually flitter between close and mid range with alot of fake out tiger kneed overhead sword into RCed low wheels into air combo and some other dirty tricks. I have new respect for Nu. Her IAD air grab is also fast as hell.
sergetrigger Posted August 23, 2009 Posted August 23, 2009 Serge and I played a truly great Nu player tonight. Certainly the best I've ever seen. He would actually flitter between close and mid range with alot of fake out tiger kneed overhead sword into RCed low wheels into air combo and some other dirty tricks. I have new respect for Nu. Her IAD air grab is also fast as hell. ...Never seen a nu use A and B until today.
ShoMeYaMoves Posted August 29, 2009 Posted August 29, 2009 I did the most insane thing ever to finish aforementioned Nu yesterday, since we play alot now and we know all of each others tricks (except for this one). Daifunka through a safe sword into blocking Nu, rapid cancel into 6D which autoguarded her counter assault and punished for the win. Blew some minds. Killeykun was a witness.
Killey Posted August 31, 2009 Posted August 31, 2009 I did the most insane thing ever to finish aforementioned Nu yesterday, since we play alot now and we know all of each others tricks (except for this one). Daifunka through a safe sword into blocking Nu, rapid cancel into 6D which autoguarded her counter assault and punished for the win. Blew some minds. Killeykun was a witness. Best finish ever too bad that performance could not be repeated that night. Though last night you had some truly epic matches against Kijea's Nu with some incredibly risky tactics like 2D autoguard 5D teleport behind into a punish combo.
seventwenty1 Posted August 31, 2009 Posted August 31, 2009 I did the most insane thing ever to finish aforementioned Nu yesterday, since we play alot now and we know all of each others tricks (except for this one). Daifunka through a safe sword into blocking Nu, rapid cancel into 6D which autoguarded her counter assault and punished for the win. Blew some minds. Killeykun was a witness. I know the truth though, when in doubt, Sho D's it out.
HurricaneDennis Posted August 31, 2009 Posted August 31, 2009 Instant blocking is important to this fight, you NEED that heat to get your damage out when you're in her face, and to take advantage of double overheads if she's good at blocking so you can actually combo off of 6b. This is important! If you are in the middle of blocking her 2C/6C (the 8 hit normal), you can switch to IB. You gain heat so quickly doing this! If you time it right you can probably get a bunch of IBs in. If not, you will probably still block the whole thing. I'm just saying the risk vs reward is is good, so go for it, or at least try it out in training mode and see if you get the timing right for it.
ShoMeYaMoves Posted August 31, 2009 Posted August 31, 2009 I know the truth though, when in doubt, Sho D's it out. I really like teleporting.
Reioumu Posted September 1, 2009 Posted September 1, 2009 This is important! If you are in the middle of blocking her 2C/6C (the 8 hit normal), you can switch to IB. You gain heat so quickly doing this! If you time it right you can probably get a bunch of IBs in. If not, you will probably still block the whole thing. I'm just saying the risk vs reward is is good, so go for it, or at least try it out in training mode and see if you get the timing right for it. This is VERY TRUE. Every Bang needs to learn how to do this. At least try to IB the last hit for more frame advantage.
KowtowRobinson Posted September 1, 2009 Posted September 1, 2009 How hard is it to time IB in between rapid hitting moves like that? I've tried it, but got hit out of it and just chalked it up to lag at the time. Not sure if it was just lag, or if I was just doing it wrong.
TheDarkWall Posted September 8, 2009 Posted September 8, 2009 I actually have been having trouble moving in against high level Nu's. Low level Nu's aren't worth the time of day since they aren't used to something that is close to a fair match up. But my problem with the high level Nus is that they always pick me out of the air with 2D when I do a high jump air dash to move in. Although I only had 5 matches against one. But my theory is that I should be using just a standard double jump with no air dash so that I can barrier guard on my way in, since they were picking me up in my vulnerable frames. Just running this by you guys, sound good?
WUT Posted September 8, 2009 Posted September 8, 2009 Air dashing in is a poor option unless you've got nails to cover your approach. I generally stick to jumping/superjumping/double jumping and varying which I do, with the occasional d and b nails thrown in. The problem when fighting nu is actually trying to stop her from getting away. You have to deal with both backdash and iad forward/backward attempts, along with 2c being retarded good, seeing as it's both an anti-poke and escape tool should you be forced to guard it. Most of the time if I beat a nu it's because they can't/won't guard, or I get lucky and guess right when stopping escape attempts. And dammit I really wish 5a hit all crouchers. It would make life so much easier.
DaiAndOh Posted September 8, 2009 Posted September 8, 2009 As would 6C, j.D hitting all standing....well I guess I could live if it didn't hit Carl...as long as 2c daifunka works... Even if you have nails to cover you though, I feel that if Nu catches you with a sword and trades, the situation is her favor since you're not in yet....
WUT Posted September 8, 2009 Posted September 8, 2009 Don't even need the damage. I just want to stop 2a/3c/any crouching spam. Reminds me of melty blood when crap like that works. As far as trading hits is concerned, varying your approach is the easiest way to remedy that. Nu should be placed in a situation where it's fight or flee every time you move forward. She can't cover both without swinging with 2c, which carries some, albeit little, risk.
DaiAndOh Posted September 8, 2009 Posted September 8, 2009 Don't even need the damage. I just want to stop 2a/3c/any crouching spam. Reminds me of melty blood when crap like that works. As far as trading hits is concerned, varying your approach is the easiest way to remedy that. Nu should be placed in a situation where it's fight or flee every time you move forward. She can't cover both without swinging with 2c, which carries some, albeit little, risk. Yup, I just want things to be a bit more universalized in Bang's favor :P How does j.D fare against 2c?
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