Jump to content
Dustloop Forums

Recommended Posts

Posted

His pressure game hurts, especially if he has nails left. Halp=(

Generic response that probably won't help much: don't be afraid to use counter assault to get him off of you in a block string. Against a good Bang you're probably not going to have a lot of chances to get out, and blowing an attempt can hurt, so if your keepaway game is solid, it won't be all that bad to blow 50% heat on getting him off of you.

And... Keep out of corners. Even more generic than the last, but if by chance he manages to get a bumper and you towards the corner, you are in for a world of pressure/hurt.

Posted

Generic response that probably won't help much: don't be afraid to use counter assault to get him off of you in a block string. Against a good Bang you're probably not going to have a lot of chances to get out, and blowing an attempt can hurt, so if your keepaway game is solid, it won't be all that bad to blow 50% heat on getting him off of you.

I really need to remember Counter Assault. =( The problem is that I use my Heat a lot - either for a DD to lock down someone and reset/end the match or to RC. I guess I'll have to keep a stock for CA against Bang and Noel.

My primary problems with him are honestly his nails. It forces me on the defensive, since I'm forced to block because of the bounce. I CAN cut them out of the air with j.214D, but that usually invites punishment if the Bang is at all competent. Once Bang is inside, it's a bitch to get him out.

And... Keep out of corners. Even more generic than the last, but if by chance he manages to get a bumper and you towards the corner, you are in for a world of pressure/hurt.

The bumper corner loops give me nightmares =( I haven't personally gotten hit by one yet, but...

  • 2 weeks later...
Posted

If you wanna fight bang you gonna have to learn to IAD his triple nails and start a block string with j.2dd>j.214d~c>land>5dd>ect. At the right distance you be right over where his nails hit and bounce off the ground. His block strings are alright but it is still easy to IB backdash out of them. Remember that all his supers have a lot invincibility frames so be careful when he is close with some meter cause that dash super of his can go through your projectiles. If he starts using his drive teleport shit you can grab him out of that and it should be a throw counter. For the bumper corner loop... ughhh its just horrible. If you can figure a way out of it without meter or bursting just tell me already. Right now I am having some trouble with his bumper crossups but aside from not playing at his jump range I have no clue what to do.

  • 2 weeks later...
Posted

I'm having trouble dealing with Bang hopping back and forth over my head sticking out blocked crossup attempts. Barrier pushes him out, but not far enough - he can just keep going back and forth over my head if it's blocked, and I can't find a damn thing to do about it. 2C just doesn't have the hitbox to manage tagging him when he tries this, and if I wait for her to turn around then it's too late and I'm already getting kicked in the face. Help?

Posted

Beginner tips If you see him dashing towards you while you are on the ground, roll to his other side, not backwards. Don't backdash a lot against Bang, he might use 3C after his combos, which will catch you while you recover. Instead, IAD back. Bang's anti-air options are less than great. If he pursues, then use a cerscent saber. You can also j2d or jd as soon as you IAD back depending on his stance. finishing a combo with a gravity field is often better against bangs (But only when they are knocked down). You don't want them moving that much. If he blocks your swords or 5c with one of his counter moves you can act pulsar out of the way before he teleports and stuffs your ass with a flaming gauntlet. Bang's nails > you, don't push your luck when he is using the D nails.

Posted

If the Bang you're fighting has a tendency to use D attacks at the end of his combos, these are punishable but require good timing and knowing Bang combos. Firstly, you have to block the entire combo up until the Drive attack. You can 2A or 2B him just before the Drive attack comes out and finish with a 3C > 236D. (This isn't 100% confirmed, but I have done it myself quite a few times. You may need to IB the final hit before the Drive attack for it to work properly.) I certainly hope this made sense...

  • 4 weeks later...
Posted

If the Bang you're fighting has a tendency to use D attacks at the end of his combos, these are punishable but require good timing and knowing Bang combos. Firstly, you have to block the entire combo up until the Drive attack. You can 2A or 2B him just before the Drive attack comes out and finish with a 3C > 236D. (This isn't 100% confirmed, but I have done it myself quite a few times. You may need to IB the final hit before the Drive attack for it to work properly.)

I certainly hope this made sense...

most of the time its his 6D, the one where he turns around and kicks, that is punishable in a block string if he uses it, 3C will stuff it everytime, and depending on how close he is you can go into a 214A combo instead of tossing 236D, IB'ing isn't necessary.

The most important part about fighting a bang is going off of what he's doing, not what you think he's going to do, he has a lot of mixup and do the most you can to stay as far away from the corner as possible, running around a lot to get him to waste nails is a great strategy, once bang is out of nails, his ability to get closer to you is cut by 80%.

And to reiterate, any combo that ends in a knockdown, use a gravity pit and place it in front of him, placing it on top gives him the chance to roll out of it most of the time. Personally i think bang is one of V's hardest matchups when the bang isn't a moron, 10stars destroys me constantly with his bang because of how easy it is to close the gap with Dnails and pressure me into the corner.

  • 1 month later...
Posted

I usually dont have trouble with bang but is there anything i can do to punish his 2D when my 2c is clashing with it?

Act pulsar forward. Bang can't teleport backwards.

  • 2 weeks later...
Posted

How do I counter his command throw? Related to wake up after a knockdown. He can catch you with it even if you're crouched and can't tech out (no ! or !! ). When I wake up I use 3A+B+C, but it doesn't work. Jumping is a possibility, but leaves you open against pressure if Bang doesn't command throw.

Posted

How do I counter his command throw? Related to wake up after a knockdown.

He can catch you with it even if you're crouched and can't tech out (no ! or !! ).

When I wake up I use 3A+B+C, but it doesn't work.

Jumping is a possibility, but leaves you open against pressure if Bang doesn't command throw.

This is called a 50/50 in blazblue. Command throws are not breakable (Unless done inside of a combo), option selecting only works against breakable throws.

If Bang has oki on you and wants to do this 50/50 he has two choices, either:

He does a command throw meaty and you dont jump and get hit by it

He does a 2a meaty and you thought it was a command throw so you got hit by it

Jumping is your option, use it when Bangs make it obvious or patternize. You can also attempt to regular throw back, but if the bang times his throw well you'll lose to it.

Posted

This is called a 50/50 in blazblue. Command throws are not breakable (Unless done inside of a combo), option selecting only works against breakable throws.

If Bang has oki on you and wants to do this 50/50 he has two choices, either:

He does a command throw meaty and you dont jump and get hit by it

He does a 2a meaty and you thought it was a command throw so you got hit by it

Jumping is your option, use it when Bangs make it obvious or patternize. You can also attempt to regular throw back, but if the bang times his throw well you'll lose to it.

Thanks, I haven't played against Bang too much so I wasn't sure about it.

I thought he can't grab you with the command throw if you were crouched, because Noel command throw for example doesn't work on crouching opponents, Tao distortion too.

Posted

Thanks, I haven't played against Bang too much so I wasn't sure about it.

I thought he can't grab you with the command throw if you were crouched, because Noel command throw for example doesn't work on crouching opponents, Tao distortion too.

Nope nope, his tagers and ragnas all hit crouchers. Noel and Taos only whiff crouchers because they're jumping command throws.

Posted

This is called a 50/50 in blazblue. Command throws are not breakable (Unless done inside of a combo), option selecting only works against breakable throws.

If Bang has oki on you and wants to do this 50/50 he has two choices, either:

He does a command throw meaty and you dont jump and get hit by it

He does a 2a meaty and you thought it was a command throw so you got hit by it

Jumping is your option, use it when Bangs make it obvious or patternize. You can also attempt to regular throw back, but if the bang times his throw well you'll lose to it.

Quick rise seems to be a good option in this situation. Get up really quick and jab. I'm not very good with Nu myself, but in my experience, switching it up between Quick Rise and Neutral tech screws with your opponent's timing.

  • 3 weeks later...
Posted

Honestly, as "even" as this matchup is supposed to be, I hate it to the core. Any nu that just simply backs away and uses D's is the most ridiculous pain in the ass. When she's desperate on your oki, and expects you to use a Bang drive on wakeup [6D], she can just as easily act pulsar away yet again, and the stupid chase contiunes, until I'm out of nails to lock her down with. If that's not the end of it, she can just as easily punish any IAD's and jump-in's from Bang with her 2C or anti-air purposed drives for a full crapfest of swords over and over. If you have a hard time with this match, you just dont know how to run away right.

Posted

No, Tsuna, you're completely wrong. For one, spamming Nu's 2C is incredibly dangerous to use on Bang while he's in the air. Bang's kick absolutely stuffs 2C for decent damage and puts us in a bad situation to deal with his oki. You shouldn't be IAD too much either. But I can't really feel sorry for Bang in that his nails SERIOUSLY make it hard to just spam too much drive, we can't zone Bangs quite so easily, although it isn't anywhere near as bad as Tao for us in zoning Once you run out of nails, yeah, then I can say Bang is in big trouble. Honestly, just backdashing isn't gonna win us games, I kinda feel that's your ignorance and hate for Nu talking

Posted

I fought Tsuuna for the tourney, I thought he did rather well in the match up. The way he describes Nu makes me think I shouldn't of used any melee and just used Drives and run away, if that's what you have so much trouble against =p To comment on the Bang 5D~C teleport, If the Nu player is spamming Ds, you're getting a free hit in. I took this into training after our casual matches, and I couldn't avoid the 5D~C unless I only used 1 5D sword and Act Parcer foward right away. Otherwise I'd always get hit and Bang would be set up at close range. I screwed this up in our tourney matches, which I think led to my loss. All in all, the hate on Nu for being a run away is kind of redundant and misguided. That's how she's designed. It's like us Nu players saying Bang and Tao should only use their projectiles instead of their melee. (This last section wasn't aimed at anyone. Just generally speaking on the design and play style of Nu/Lambda)

Posted

Going by what Tendril said, for one, an intelligent Nu player, unlike Arcade, I think: Nu is safe on a 5D act parcer, and that is the very problem. Also, if I can stuff Nu on her 2C with my j.C why does she have anti-air on her 2C, maybe to beat a j.C from Bang? :psyduck: Not to mention, I didnt say backdashing made me lose, I said it made it nigh impossible to close the gap Nu's zoning tools provide. What's more, is any Nu with a brain or forethought on oki fighting a Bang will be ready to act parser on any wakeup guard point/ teleport. What isnt to understand? I don't hate Nu because she CAN run away and zone consistently, I hate her because it's hard to get her out of doing so and locking her down hard enough for any good pressure. P.S. Insulting one's level of intelligence does not make for useful information, Arcade. Let's get that much straight.

Posted

Going by what Tendril said, for one, an intelligent Nu player, unlike Arcade, I think: Nu is safe on a 5D act parcer, and that is the very problem. Also, if I can stuff Nu on her 2C with my j.C why does she have anti-air on her 2C, maybe to beat a j.C from Bang? :psyduck: Not to mention, I didnt say backdashing made me lose, I said it made it nigh impossible to close the gap Nu's zoning tools provide. What's more, is any Nu with a brain or forethought on oki fighting a Bang will be ready to act parser on any wakeup guard point/ teleport. What isnt to understand? I don't hate Nu because she CAN run away and zone consistently, I hate her because it's hard to get her out of doing so and locking her down hard enough for any good pressure.

First comment on Nu's 2C vs Bang's air kicks. It's really a weird set up, and I hope they do have this entirely fixed in CS, but Nu's 2C can hit behind her, but at the same time, it gets stuffed by Bang's air kicks since Bang's hit box on those air attacks are HUGE. See, if you jC straight into Nu's front side, you're likely to get hit by 6A (I think they clash actually...) or 2C. However, if you get the cross up of Bang's jC, Nu is rendered helpless and combo'd. So, it's both an understanding of your positioning (both Nu and Bang) on how to react to Bang's jC.

Back to the 5D~C Bang teleport hit, don't make this a habit on your wake ups Tsuuna. I just read that you cannot do it anymore against Lambda in CS. If the person does 5DD, it will stuff your teleport. It's something to do with a change to teleport mechanics, or so severin says. It's a valid move in CT, but since I learned it myself now, I'll probably only 5D > act parcer from now on against wake up Bang.

Posted

Really, Tsuna, I said you were ignorant about that matchup, I wasn't name calling. But if you really want to be immature, I've beaten you way more times than you've beaten me, so I think I have a better idea than Keir (no offense). Nu isn't going to be act pulsaring away from oki right from the get-go if Bang uses his mixups well and keeps Nu busy blocking and guessing. On top of that, you're wrong. Bangs j.C (I believe?) very often stuffs Nu's 2C. I have to use 6A to beat Bang's jumping kick, and that's usually too risky to try often. I think I've been punished enough times doing 2C on Bang to know what I'm talking about. 2C works well against Bang when he has holes in his mixups that he has to use to keep pressure, not to anti air his jump kick. You're wrong. Go test it out, unless you time it so, so perfectly it's stuffed. Ryanbillwut showed me that running away too much and depending purely on drive against a good Bang is not a good strategy. Nu has to bait Bang's drive and DD and keep some pressure on him You're right Nu can sometimes act pulsar out of drive, that's why you need to be smart about it, you will absolutely be punished spamming it. You also have less room to complain about locking down Nu. Bang has so many tools to keep pressure on Nu. He's easily the second hardest character for Nu to lock down and keep away, which is why that matchup is even. I'd probably recommend going to the Bang forums because I can't really give too much specific detail on how to do that

  • 3 weeks later...
Posted

Going by what Tendril said, for one, an intelligent Nu player, unlike Arcade, I think: Nu is safe on a 5D act parcer, and that is the very problem. Also, if I can stuff Nu on her 2C with my j.C why does she have anti-air on her 2C, maybe to beat a j.C from Bang? :psyduck: Not to mention, I didnt say backdashing made me lose, I said it made it nigh impossible to close the gap Nu's zoning tools provide. What's more, is any Nu with a brain or forethought on oki fighting a Bang will be ready to act parser on any wakeup guard point/ teleport. What isnt to understand? I don't hate Nu because she CAN run away and zone consistently, I hate her because it's hard to get her out of doing so and locking her down hard enough for any good pressure.

P.S.

Insulting one's level of intelligence does not make for useful information, Arcade. Let's get that much straight.

Dude, you shouldn't even be complaining about Nu. You Bangs have plenty of tools against us.

Posted

ya your right. about 12 of them. but honestly i feel this match-up is pretty even. it just gets soooo damn hard if you run out of nails. punish backdashes with a nails or dash toward them till you see an actual stop. nu's 2C is soo godly aganist anything bang can do...... also the nu match makes- steel rain useless, frkz makes the match up worse, and daifunka is a life saver. ESPECIALLY aganist nu's with patterned blockstrings. /end rant

Guest
This topic is now closed to further replies.
  • Upcoming Events

    No upcoming events found
×
×
  • Create New...