ShoMeYaMoves Posted November 26, 2009 Posted November 26, 2009 I lol'd at Shadow's 623B>RC>daifunka and 623B>RC>d.5B. Guess he didn't want to miss them. That j.623B>RC>daifunka combo works in CT, for some reason I always do that combo on a Jin or see it done on a Jin lol. Also, 5B>2C>2B>623B>daifunka is pretty sexy. Can't help but wonder if the old CH 623B ID punishes still work though... Oh man, Shadow messing up 2B on crouch>daifunka and throwing a bumper instead...lost some respect for him there. Sexy crossup combo made up a bit though. Looks like 5B can go to 6A now, a tricky tool for blockstrings perhaps. Airgrab daifunka looks awesome, it looks exactly the same as 5C on airborne opponent>daifunka in CT except that it does insane damage and is unburstable. Hopefully it works outside the corner.
Dacidbro Posted November 26, 2009 Posted November 26, 2009 Not to mention that you have a ton more time to register it hit. :d Has anyone tried off a regular grab, Grab > whiff A/B nail > Daifunka? If it works I imagine it does some awesome damage, might as well play around with that wall bounce.
Justice7541 Posted November 26, 2009 Posted November 26, 2009 Speaking of that video, is it just me or do Bang's guardpoints seem to be safer even on block? He misses a few guardpoints and they get blocked, but doesn't really get punished. He jumps after and gets AA'd a couple of times, but he doesn't actually get punished on the guardpoint itself. Are people maybe just not aware that they're punishable yet, or is this yet another step towards awesome manly Bang top tier dominance?
Dacidbro Posted November 26, 2009 Posted November 26, 2009 IIRC, some or all of Bang's guardpoints got a buffed guard time, so couple that with them being faster and it would only make sense that they are indeed safer. :] I'd still say they're certainly punishable, and with Bang being a real character now people will put more time into learning how. :/
10stars Posted November 26, 2009 Author Posted November 26, 2009 if 6d is not jc anymore then, how the hell did he linked 623b at 13:46? 6d is JCable on hit. It is no longer jcable on block.
BigLeafyTree Posted November 26, 2009 Posted November 26, 2009 I don't know if it's just their new animation, but do nail dash and frkz dash look 'zippier' to anyone else? Maybe they go a little faster or a little farther?
Reioumu Posted November 26, 2009 Posted November 26, 2009 Speaking of that video, is it just me or do Bang's guardpoints seem to be safer even on block? He misses a few guardpoints and they get blocked, but doesn't really get punished. He jumps after and gets AA'd a couple of times, but he doesn't actually get punished on the guardpoint itself. Are people maybe just not aware that they're punishable yet, or is this yet another step towards awesome manly Bang top tier dominance? No, D moves are all punishable on block unless you RC. They're not jump cancelable and you don't have + frames on them. People are probably just used to Bang jump canceling them into other stuff. If anything,you should be using his guard points a lot less since they really aren't safe. I think the developers are trying to pry people away from spamming his drives to counter and start combos, and try to make Bang just do blockstrings and have nice combos. D-moves are little tricks you can do every once in awhile, but they made D-moves less spammable.
WUT Posted November 26, 2009 Posted November 26, 2009 Exactly. Just old CT habits. And my god. Normal air throw into dashing super for 5100 damage. And CH air-to-air j.4B, dj.A, dj.B, dj.623B, v 5B, 623B, dashing super does 4200~. I stand corrected. CS Bang's damage is disgustingly easy and huge. Top tier train GO. Combos into 5D off of 623B are cool. Universal standing 2-seal combo that doesn't use nails.
Reioumu Posted November 26, 2009 Posted November 26, 2009 Yeah from that one match I posted. The combos I got out of the two sets were (into corner) Air throw v Daifunka 2D 6C 623B v 2B 623B d.6C... follow up maybe jC? The player got a purple command grab 5A 5B 2B 6C j.D 6A 623B Daifunka CH j.D v 2B 623B 5D ^j.B ^ j.B j.4C j.623B 5A 5B 2B 6C j.D v 6A 623B 5D ^ j.B ^ j.B j.4C j.623B crossing over enemy in air j.4B v ^ j.A j.B j.623B v 5B 623B Daifunka Bolded is what I believe to be the standard standing meterless combo against most characters. Granted it doesn't give you any oki though. But Meterless 2 seal combo off of a standard poke is nice :D some combos from another video. http://www.youtube.com/watch?v=fuCRZtsGGiU#t=8m This guy spams j.D a lot :/ For people who can't hit confirm very well. This combo works. 1-seal and works on crouching enemies 5A 5B 2B 2C... 2B 623B 5D ^j.B ^ j.B j.4C j.623B 2D ^ j.D v 2B 623B 5D ^ j.B ^ j.B j.4C j.623B 6B Ashura... Though I think an RC combo would yield more damage. I'm thinking this might be a better idea for 6B with 50% meter than using Ashura. The parenthesis should probably be omitted. I don't think it would work due to time restrictions, but you can try with them. I'm pretty sure it will work though. 6B RC 2B 623B (d.5/2B 623B) 5D ^ j.B ^ j.B j.4C j.623B
DaiAndOh Posted November 26, 2009 Posted November 26, 2009 The bolded combo, IIRC, does about 2.8 k as well. Appreciating the rise in bnb damage! 6C I THINK hits some characters crouching though. Think I saw it vs. Ragna in some video. Grrr @ CTF not having BB yet.
Reioumu Posted November 26, 2009 Posted November 26, 2009 Well I edited in another combo which should work universally. 5A 5B 2B 2C... 2B 623B 5D ^j.B ^ j.B j.4C j.623B Though I'm sure the first one yields more damage and one more seal. You just need to hit-confirm against most characters I would think. 5C 6B is definitely a LOT safer to do now! So you can try to go for a double overhead mixup safely now <3. edit: From http://www.nicovideo.jp/watch/sm8913641 (2nd to last match, I think it's the 3rd or 4th set in the video.) Xxx -> 2C 2369C j.D 236C v 5D combos still work. j.C v 2A 5B 2B 2C 2369C j.D 236C v 5D ^ j.C – 2376 damage 2 seals 1 nail is performed in the video
Dacidbro Posted November 26, 2009 Posted November 26, 2009 Bang already had a 2.8k BnB, but getting 2 seals from it was certainly not the case, and this one looks really easy too. o: If you dropped the two jBs and went straight to j4C 623B, would you get knockdown and only lose 300ish damage?
Reioumu Posted November 26, 2009 Posted November 26, 2009 Bang already had a 2.8k BnB, but getting 2 seals from it was certainly not the case, and this one looks really easy too. o: If you dropped the two jBs and went straight to j4C 623B, would you get knockdown and only lose 300ish damage? Maybe try j.B j.C?, dunno, definitely worth a try to get that oki knockdown.
Dacidbro Posted November 26, 2009 Posted November 26, 2009 I'd say at that point why not j4C jC, As much as possible we want to drop those habitual jBs for the more powerful counterpart we now have. :v
10stars Posted November 26, 2009 Author Posted November 26, 2009 Another thing i've added to the list of things to be checked: With 2d being faster Bang might have the ability to 2c > 2d more characters now. Previously it was corner specific, however it worked on some characters if your 5c was deep (Note: Tager and Litchi) With the hitboxes being changed a bit (Note hakumen being able to tk 63214c 6 times in a combo) and bangs drives being faster, it might work on more of the cast than just litchi and tager, making it one of bangs highest damage options with daifunka, since itll prorate less than 5c 2c 623b etc.
ryokoalways Posted November 26, 2009 Posted November 26, 2009 Hakumen's tsubaki spam is due to a buff on tsubaki down time, not hitbox change. Just FYI.
Reioumu Posted November 26, 2009 Posted November 26, 2009 I thought it was just due to untechable time.
10stars Posted November 26, 2009 Author Posted November 26, 2009 Hakumen's tsubaki spam is due to a buff on tsubaki down time, not hitbox change. Just FYI. hm, could have swore the 6 hit 63214c mugen combo was on someone else. oh well! Thanks for the info Ryoko.
DaiAndOh Posted November 26, 2009 Posted November 26, 2009 The word from Kid Viper is that Bang's D moves are actually safe with the faster cool down and have tons of blockstun. He's probably playing the game in Texas as far as I know.
Reioumu Posted November 26, 2009 Posted November 26, 2009 If there is more blockstun and less cooldown, then they would be safer. Though they're probably punishable. Definitely punishable with instant block. I wonder what the follow ups are for normal throw since it wall bounces now. I've heard this suggestion before whiff nail -> Daifunka. maybe d.5b/2B and then you normal combo follow ups. Maybe 5D/6D? Highly doubt it though. If anything try the d.5B/2B follow up first.
Reioumu Posted November 28, 2009 Posted November 28, 2009 Double post for new video http://www.nicovideo.jp/watch/sm8931162 Shadow vs R1 CH 5C 6A 2C 623B d.2B 623B d.6C j.4C and he missed the last j.C, but it looks like he was a little loose on the connections. That or just end with j.C, but the combo did nice damage. @44 seconds. woow baits the tech forward from air command throw into another command throw... lmao Shadow vs Hima ...Arakune still hard as fuuuuck. You can't give him any breathing space... That's all you can do.
ryokoalways Posted November 28, 2009 Posted November 28, 2009 hm, could have swore the 6 hit 63214c mugen combo was on someone else. oh well! Thanks for the info Ryoko. I'm talking about hakumen's special called tsubaki, not the character Tsubaki. You are correct it was done on Bang, but the reason Hakumen can spam that shit now is because tsubaki makes the character unable to ground tech for a longer period of time. If you knew what I was talking about and I made a wrong assumption then just ignore this post.
Justice7541 Posted November 28, 2009 Posted November 28, 2009 woow baits the tech forward from air command throw into another command throw... lmao You can do that in CT, I go for it a lot. The difficulty is guessing which way they're going to tech, easier in the corner obviously.
DaiAndOh Posted November 28, 2009 Posted November 28, 2009 Arakune maybe hard as fuck....but hey he looks BEATABLE. *gasp*! Also, autoguarding a curse move will not raise his curse meter.
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