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Posted

My thoughts after playing Bang: He is so broke now. 4 seal combos are pointless in CS. Its easy as fuck to get off seals for free in BnB combos, plus tagging on buffed poison shuriken is just plain stupid damage altogether. Its alot better to let nature take its course; its silly to throw away nails to get seals at the start of the match when it'll lead to a prorated combo. You'll find yourself unable to furinkazan since you have no meter anyway until you get in another big combo. Right now my BnB on standing characters are ~2B>6C>j.D>2B>623B>5D>j.B,j.4C>dj.B,j.C,j.236A. It does stupid damage and gives you 2 seals without nails on all characters. or you could have the 2C,otg 2B 623B 5D etc combo which is a million times better than dinky old 6D combos. Poison is so good now that your opponent is DESPERATE to get something on you. 2D is a great move to use since you're right under him after the tech from shuriken. D moves are twice as reliable also on guarding hits. 5D is actually useful now, 2D too. 6D is bad as usual. Astral has a use also, I've IBed aerial guard strings or autoguarded anti airs as i was almost landing and blasted through with the astral heat. I've had a laugh at people tryin to srk through my block strings, and a fairly strong move for fucking people up is tagging on a 623B after any normal. I've randomly 623Bed after 5A or whatever once or twice and it makes the opponent have second thoughts about trying to barrier bang away. Bursted Noels or Taos with a guard premier point left have loads of 'fun' trying to avoid being tagged by a j.B into blocking another 623B. j.4C is a strong air to air indeed when I remembered to use it. Its pretty hard to work into Bang's aerial game though. I was more used to rapidfire j.As or zoning with j.B. Shuriken zoning game is alot more solid now. Faster explosion shuriken actually makes the opponent think twice about whether to stay on the ground or jump into the air to avoid j.236D cheese get-in. Lockdown with explosion shurikens is also key to making cheap safe entry into FRKZ pressure zone. Command grab is the same as ever. I find it easier to catch techs now though that alot of bang combos have more controllable techs. IE. 623B loop, run in and TK grab on reaction to tech, which is fairly safe. FRKZ combos. The old combos aren't really working out for me, so I mish mashed a combo thats basically like: j.B,5B,2B,2C,6dash5D,9dashJD,3dash2B>623B>5D>9dashJD>3dash2B>623B which does a fuckton of damage. (Think thats what I did. Might have added some more stuff at the end) I'm sure better FRKZ combos will come out since Bang has so much untech time off his normals and drives. Not sure what else to add. Bang is so owning now that I'm switching to sub Tsubaki just to make game more challenging :p

Posted

http://www.nicovideo.jp/watch/sm8944813 More of Dora

nice Sanshiki, yeah your combo is good, except instead of j.D 2B 623B I believe j.D 6A 623B does more damage because 6A's proration is better.

Thanks for the analysis man

623C RC on 2nd hit double (or is it single?) airdash back (dora adds in a j.C for Bang to say "BANG!") daifunka... 4.9k damage for an unburstable 100% meter combo

Posted

For those that don't like Nico video, here is the Youtube set posted by Xemnas

Posted

WOW tk astral is crazy. Looks like it doesn't have a height requirement anymore. I wonder how fast it starts up and if it has any invincibility. IB > tk Astral? :psyduck: There's no way it's still unblockable though right?

Posted

WOW tk astral is crazy. Looks like it doesn't have a height requirement anymore. I wonder how fast it starts up and if it has any invincibility. IB > tk Astral? :psyduck: There's no way it's still unblockable though right?

It looks like, what Dora was doing that is, was looking to combo it after a gold burst.

Posted

hmm 3k standing BnB

http://www.youtube.com/watch?v=wgb_MCd5P_w#t=5m7s

5A 5B 2B 6C j.D 6A 623B 5D ^ j.B J4C ^ j.B j.C - 3072 (at least that's what it looks like)

Also, @ 3:58. Interesting use of bumper...

2A (blocked) 214B 5A (counterhit)

I know it's not safe especially against people who mash 5A, but I'm just thinking. How many frames is is not safe? Cause it just baited a counterhit. It looks like there's less cooldown after a bumper set.

I don't know if this was already posted but... It brings me much joy to say...

BANG CAN HIT CARL WITH OTG 2B 623B!!!!!

<3333333333

http://www.youtube.com/watch?v=hLqZQfkGvUM#t=5m7s

Also, the Bang uses 2C 6D Daifunka on Carl. Maybe 2C daifunka still doesn't work?

Posted

The developers literally went out of their damn minds with this game.

Whys that, because its day 9 and you dont know anything about the unexplored game yet?

Posted

Also, the Bang uses 2C 6D Daifunka on Carl. Maybe 2C daifunka still doesn't work?

I know this isn't VS. Carl, but I thought this was a little weird....

http://www.youtube.com/watch?v=Mq0HoUaCTcQ#t=6m21s

2C-Daifunka doesn't work on Hazama???? I just can't imagine the Bang actually messing up the timing. And Hazama being a fairly tall character makes me wonder even more why it didn't work...

Posted

I know this isn't VS. Carl, but I thought this was a little weird....

http://www.youtube.com/watch?v=Mq0HoUaCTcQ#t=6m21s

2C-Daifunka doesn't work on Hazama???? I just can't imagine the Bang actually messing up the timing. And Hazama being a fairly tall character makes me wonder even more why it didn't work...

He might fall faster. But there was a small delay between the 2C and daifunka. Though It might be safer to just do 2C 2B 623B Daifunka against him... That or 2C 6D daifunka. 6D version might do more damage. Dunno

Posted

By fun you mean unnecessary? 3C, 623B for a free two primer break on pressure isn't needed with everything else he's received in CS. And unless Tao's j.B is no longer a high, 6D is able to autoguard highs now. True reversal go.

Posted

3c is a fatal counter move though, so I'm curious on what cool damaging combos we could get off of it.

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