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Posted

I get people to block 6C all the time. Lol. If it really breaks primer I'm going to have a field day with it.

Still can't find any video.

Unless I'm missing something......why would you be throwing out 6C's that even could be blocked? Isn't that bad?

(I swear I must've missed a memo about some of the things to do while playing Bang....this is the 2nd time recently that I've had to question whether or not i'm doing something wrong. 1st was doing Daifunka outside of combos, which I thought was bad (like wakeup Ultras in SF4), now throwing out 6C's in situations where they might be blocked (basically outside of combos...again...))......

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Posted

Really, I only use it when I see an opponent either in the air or in a position they're going to be doing anything but crouching (and are a tall character, in CT). If they aren't intelligent enough to barrier, it airunblockable's them, and I get a combo. If they barrier, it's a block-string to re-ground, and in CS, it will be a PRIMER BREAK to block string. :yaaay: So the intent isn't for them to block them, it just happens when used as anti air if playing an intelligent opponent. EDIT: I still don't buy that it breaks primer, it seems way too strong, and I haven't heard that from anyone except this recent list.

Posted

Unless I'm missing something......why would you be throwing out 6C's that even could be blocked? Isn't that bad?

(I swear I must've missed a memo about some of the things to do while playing Bang....this is the 2nd time recently that I've had to question whether or not i'm doing something wrong. 1st was doing Daifunka outside of combos, which I thought was bad (like wakeup Ultras in SF4), now throwing out 6C's in situations where they might be blocked (basically outside of combos...again...))......

You can jump cancel blocked 6C.

Edit: I'm 100% positive it breaks primer. Also, it's not like it's easy to get a blocked 6C. People crouch block like 90% of the time against Bang. They just shift to up whenever he is in the air or when they react to the overhead.

I guess if you don't believe me or faulty who has been playing the game, ask Mike Z to test it for you.

Posted

Or for unlucky bastards caught in the air. Now if they have 2 primers you can ground to air poke with 6C 623B, either 3K combo or a guard crush command grab.

Posted

has this one been posted yet?

http://www.youtube.com/user/geesendou#p/u/0/rzy0wFlMQKc

bang is in second half. dora colors

can you do 6C BNB into triple crash? What makes it even cooler is it's done on litchi.

They can tech after the 2nd crash. I've tried to fit 3 in there but this is what happened:

5A > 5B > 2B > 6C > j.D > 2B > 623B > d.2B > 623B > 6C and then they tech, and the 6C hitting is somtimes iffy. Although I have used this as a tech trap into command grab once.

EDIT: I just watched the video and the j.C after the 6C doesn't happen very often. At least whenever I do it they always seem to be able to tech right after 6C, but maybe I'm not doing it fast enough.

Posted

Crouching he could do the 6D combo, the crash combo, or maybe 2C into something (either C nail or 2B/6A, probably). I would have to test it out in person to see which one is most effective.

Posted

two questions: does j.C 623C still work in the corner? how safe is ashura on block because everytime I've seen someone block it they get hit by a second one -_-

Posted

Going to guess yes, but with bang's new combos the odds of it coming up often are low And going to say very, if you get frame disadvantage on block it's almost nothing.

Posted

The standard crouching combo is A moves into 5B 2B 2C 2B 623B 5D ^ aerial combo ending with j.C

aerial can be something like j.B j.4C ^ j.4C j.C

http://www.youtube.com/watch?v=Vch-Om1JV4Q#t=7m56s

nice 2D triple crash combo.

2D ^ j.B623B v 5B 6236B 5D ^ j.B623B

interesting setup later on

http://www.youtube.com/watch?v=Vch-Om1JV4Q#t=8m35s

Airthrow to steel rain. Locks them in corner. If they don't tech neutral they take a BUTTLOAD of damage

Posted

FYI, Bang Camaro figured out yesterday that you can do ground throw xx B nail just as you hit, and you are free to combo with 2B or whatever (can get around 2.5k). He won't throw the nail before he lands, so you need a nail to do it but it doesn't cost you the nail. You can even do throw xx B nail, Daifunka for ~3.5 unburstable damage.

Posted

well, thanx to you bang camaro...and a bit of help from Mike....I semi got the hang of the whole B shuriken canceling, but due to me being a arcade stick "virgin"...I still basically had no clue on what I was truly doing.

Posted

Was trying the Dora combo from the videos. 5A 5B 2B 6C j.D v 2B 623B 6C j.623B v 2B 6C j.C does about 2.9k ish. When you do it, you have to make sure the opponent isn't too high in the air or the j.C will kick them up too high for the j.623B to connect.

Posted

http://www.youtube.com/watch?v=6lNmn2_o54A&feature=related#t=4m22s

Glorious throw > super

Looks like our nail cancel theory is a success. Only 3.3k though, not great proration as far as supers go.. And you can nail-cancel to a regular combo too, for 2.5kish. Probably only worth it as a finisher, if you really need them not to burst.

GEE MIKE THANKS FOR POSTING THIS NEW INFO

EDIT really though ilu

Posted

Was trying the Dora combo from the videos. 5A 5B 2B 6C j.D v 2B 623B 6C j.623B v 2B 6C j.C does about 2.9k ish. When you do it, you have to make sure the opponent isn't too high in the air or the j.C will kick them up too high for the j.623B to connect.

That really did prorate all to hell, so much work for 3k seems sad. So basically Bang players HAVE to know intermediate / advanced combos now just to get any legitimate damage.

In CT:

5A-5B-2B-6C-j.D-2B-6C-j.C = 3032 Damage = Easy (Brain dead easy)

5A-5B-2B-6C-j.D-6A-623B-d.6C-j.623B-Land-2C = 3725 Damage = Medium (only cause of dashing 6C which still isn't even that hard, and 6A being a little tight sometimes for me)

The difference in CS is pretty crazy, but I haven't really looked into the other characters damage output (but I heard about Taokaka......) to really compare if 3K is now considered "good damage" from a combo that long.

(is there supposed to be another j.623B at the end of j.C, since you said j.C will kick them up too high for the j.623B to connect but there isn't a j.C before any j.623B listed on that...or did you mean 6C will kick them too high?)

Posted

I don't mind a slightly higher execution (also apparently it's easier to use 623 B and 6C in combos now too) for the greater reward. May also turn off random tier whoring people with no dedication to the path of justice! :kitty:

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