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Posted

Well apparently B and A nails have more use, but can the improved b nails have similar usages to D nail tasks in CT such as making an approach to cover low range/priority?

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Posted

The Houston guys got it at PZ on Saturday.

Arcade UFO got it today (Monday).

One thing I did notice is that they were not kidding when they made his combos easier to do. You can do the autocombo super immediately after a 623B. You don't have to delay the input at all (even though it wasn't that hard in the first place.) Also yeah, you can do the super off either high wall bounce or low wall bounce.

To me, I use the B Nail glide when I have them poisoned. A Nail damage is pretty good now so I like that.

Steel Rain is useful to use when the opponent is knocked down. The new super start up is very fast and when I did use it, seemed like safe on block. So good to use so your opponent doesn't get too greedy. Theme song in arcade is pretty baller but everyone knows that.

Edit: I also wanted to add that managing nails is even more important now since the rounds do last that much longer.

Managing nails is just as important as it was in CT. Bangs damage hasnt been nerfed. You can still play the 4 d nail mixup oki game and kill someone before your 4th set if every mixup hits.

Posted

Managing nails is just as important as it was in CT. Bangs damage hasnt been nerfed. You can still play the 4 d nail mixup oki game and kill someone before your 4th set if every mixup hits.

You're right. In CT I always found myself with 1-2 nails left after a round about half the time. But in CS when it gets to the sub-30sec mark when I need the nails they're out. It's probably just me being a little bit TOO happy with the A and B Nail glide. I also played against Litchi most of the time so I relied on Nails a lot to get in.

Well none-the-less, nails. Important things. Yeah.

Posted

What moves are confirmed to remove a guard primer besides 623b and 6d? @Rei: Does Ashura have alot of invul on it? I'm seeing bang get hit out of it ALOT

Posted

What moves are confirmed to remove a guard primer besides 623b and 6d?

@Rei: Does Ashura have alot of invul on it? I'm seeing bang get hit out of it ALOT

Im not 100% on this but I swear I guard broke someone with 3C

by the way

3C is not jump cancellable...ever

and 5B is not jump cancellable on block

Posted

is ashura the new super? I havent ever seen bang get hit out of it, as it has like 1f of start-up and seems to beat anything in that area, its unsafe on block though...almost as much as daifunka...but at least daifunka removes a guard primer :p i wouldnt be surprised to see a jin/ragna C/D uppercut go through it though, but it hasnt happened yet that i've seen (edit: this is because it doesnt appear to be active for very long at all) i wont be able to touch the game anymore til after thanksgiving =/

Posted

Guys, just a thought, since steel rain apparently works quite well in comparison to CT, what do you guys think of instead of going around your opponent's block (high/low mix), going through it with 6D 623B, 6D 623B? If it didn't break their guard they'd be at 1 or 2, or they are Tager, and by the time you land the second 623B I'm imagining steel rain is over (or you forgot nails exist, lol). Just a thought.. Bang has so much shield break potential

Posted

According to the changes thread, 6D isn't jump cancellable on block anymore so you can't do 6D>9623B on block. If you're trying to guard break them I think it would be better to spam 623B because it's the fastest out of his 3 guard breaking moves (6D, 623B, and 3C).

Posted

is ashura the new super? I havent ever seen bang get hit out of it, as it has like 1f of start-up and seems to beat anything in that area, its unsafe on block though...almost as much as daifunka...but at least daifunka removes a guard primer :p

i wouldnt be surprised to see a jin/ragna C/D uppercut go through it though, but it hasnt happened yet that i've seen (edit: this is because it doesnt appear to be active for very long at all)

i wont be able to touch the game anymore til after thanksgiving =/

daifunka removes a guard primer lmfao. i am so shield crushing people with that every chance i get XD

Posted

According to the changes thread, 6D isn't jump cancellable on block anymore so you can't do 6D>9623B on block. If you're trying to guard break them I think it would be better to spam 623B because it's the fastest out of his 3 guard breaking moves (6D, 623B, and 3C).

Good point, hadn't thought that through. You're very right.

10Stars, do you know if the old steel rain to daifunka trick still glitches it out for a huge damage ending?

Posted

Good point, hadn't thought that through. You're very right.

10Stars, do you know if the old steel rain to daifunka trick still glitches it out for a huge damage ending?

Thats something i want to look into.

My original thoughts would be yes, since even though it knocks the opponent into the air, they'll be held in place long enough for daifunka to land.

What I'm currently interested in testing, is steel rain > 5c hitting etc, into ashura. if ashura links, will steel rain continue to deal damage while bang is jumping for the hit? Will it knock them out of steel rain and cause an unblockable attack since ashura already started?

Alot of things need to be tested. CTF needs to get their fuckin cab.

Posted

Haha. Looking forward to the results when you get the chance. Top three things on my mind are.. Air Grab > Steel Rain, useful? Steel Rain > Daifunka glitch out 4 Seal combo w/o nails Bang's looking so scary. :v: ... Hmm, another thought. If your steel rain happens to catch them in the air, can you grab them to reset them into damage Carl style, or at least into block so you get the free command grab? o_O So many questions lol

Posted

I don't know if it's been mentioned but j.B links into j.D. Was this the case in CT? I did j.B > j.D > land > 2B > 623B > d.2B > 6C then I whiffed the j.4C but I think you can. /shrug.

Posted

That was true on counter hit, IIRC. The general problem with that is unless you catch them with it really close to you the jD will whiff (I imagine), and the only way to know they won't block it so you won't get killed for hitting them on block with it is if you see them forward dash, realistically, which means they're too far. While it's good ideally, it seems a bit impractical. If you can get it to work consistently and you have an answer for them blocking it, more power to you and I eagerly await your solution. :v:

Posted

I would just jump into the air with B and if it hit I follow through with j.D. I don't really remember if it was counter or not but I do know that j.D will still hit even if only the tip of the j.B hit. Must be because of D moves being faster. Also I mean this Air to Air, not jumping in with j.B on a standing opponent.

Posted

wow, seen some of the new bang vids, and OTG 623B combos into 5D, cool as hell (you probably all knew about this, i only saw this now). edit: and 6B links into grab super, whoa. edit2: and link 2B after 2C, wtfffff! edit3: air throw into corner, daifunka! WOW. damn, i cant wait to play CS.

Posted

That was true on counter hit, IIRC. The general problem with that is unless you catch them with it really close to you the jD will whiff (I imagine), and the only way to know they won't block it so you won't get killed for hitting them on block with it is if you see them forward dash, realistically, which means they're too far.

While it's good ideally, it seems a bit impractical. If you can get it to work consistently and you have an answer for them blocking it, more power to you and I eagerly await your solution. :v:

Its much more practical now because of the faster startup of j.d

Before in CT, you could hit confirm a counterhit j.a and hit j.d. Since j.d moves bang forward quite a bit, you dont have to be as deep as you think.

I would just jump into the air with B and if it hit I follow through with j.D. I don't really remember if it was counter or not but I do know that j.D will still hit even if only the tip of the j.B hit. Must be because of D moves being faster.

Also I mean this Air to Air, not jumping in with j.B on a standing opponent.

Yes, d moves being faster is the reason for this. J.b tip hit didnt work before because j.d was too slow, however it moved him the appropriate distance. Since the move is faster, it still moves him the appropriate distance, but combos instead of whiffing.

Posted

I also was messing around and a 4 seal no heat no nails may be possible. I did 5B 2B 6C j.D land 2B 623B 5D j.B j.D. Now the j.B was a black beat so I couldn't really tell if the combo is legitimate but my next thing to try is 2D j.D 2B 623B 5D j.B j.D. Too bad I can't play for the rest of the week cause I'm out of town.

Posted

I also was messing around and a 4 seal no heat no nails may be possible. I did 5B 2B 6C j.D land 2B 623B 5D j.B j.D.

Now the j.B was a black beat so I couldn't really tell if the combo is legitimate but my next thing to try is 2D j.D 2B 623B 5D j.B j.D. Too bad I can't play for the rest of the week cause I'm out of town.

Regardless of whether that j.B actually combos or not, I doubt the j.D will.

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