Goldern1365 Posted December 4, 2009 Posted December 4, 2009 yea, 6C combos work on everyone if they are standing thank you for the quick reply that's so awesome it works on everyone standing was hoping for that change for a long time.
faultydefense Posted December 4, 2009 Posted December 4, 2009 everything bang does can go over 2500 now pretty much every hit leads to full combo, any ground hit can lead to at least 2 easy seals combos into super still do 3.8-4.4k on average non awesome starters j.4C is like my favorite move ever now 2D seems safe unless they IB it as most characters will be pushed to far to get in any ~5f punishes j.D seems neutral on block as long as you hit it low, actually people tend to block after blocking this move so it may be positive frames if you hit at the right height A nail/B nail is the shit 5A hits all crouching 6C hits all standing he has safe(er) string enders that take guard primers you dont have to worry about hit confirming shit, as anything into 2C or critical crash gives easy full combos + a seal or two didnt even ask for this change but 5B > 623B makes me cry tears of joy Gonna ride that S tier train for all its worth Seriously, playing with him is soooooo much better. Maybe the only char i MIGHT say isnt even or in his favor is litchi...arakune is still annoying as fuck but its about even. I didn't realize how much his new 2A would change bang, but people actually get scared now and its so much easier to get through someone playing defensively, and even easier to punish mashing. I don't even like playing FRKZ bang that much, but I use it constantly now just because it seems like I'm always sitting on 4 seals halfway through the match.
Goldern1365 Posted December 4, 2009 Posted December 4, 2009 It took me, like, a minute to decipher that. I suppose that's conclusive evidence that numerical notation system is better. Also, does anyone know the P2 value for 2A? Because I'm seeing people do 5A 2A 2A 5B 2B... and it still seems to do a decent amount of damage, not horrid like I was expecting it to. yeah my bad use to using marvel and street fighter notation for directional inputs need to remember to use guilty gear for directional notation in my posted messages
cAm8ooo Posted December 5, 2009 Posted December 5, 2009 B nail is the shit Sorry for the ignorance but what was changed about B nail that makes it so good now?
faultydefense Posted December 5, 2009 Posted December 5, 2009 The B nail, from what I gather was designed to cover space so that you could close in...bang has nails, but he's not doing real damage from across the screen, B nail gave him a way to get in that was cheaper than D nail (A nail was very range dependent on if it left you with advantage or not, plus easier to dodge, C nail was slow and did nothing on block, D nail used up 3 times as many resources) the problem with CT B nail was that it halted momentum, so it completely screwed up the getting in part of covering ground, meaning you HAD to airdash/double airdash to get any kind of pressure going, also it exploded WAAAY too slow, so that after the first part of it hit (wether it hit the enemy, they blocked it, or it bounced off the ground) they had to go out of their way to get caught in the explosion) now it doesnt halt your momentum and you're quick to hit the ground afterwards so you can choose how you want to follow it up, and because the explosion is faster, if they try to jump out its either going to hit them or put them in continued blockstun, if they stay on the ground bang gets a good shot at a jump in as they still have to watch for the explosion. Either way its just easier to follow up and start pressure. And with bang's pressure being so much more effective/safe...this is a just a bonus that wasn't really needed...but hey! I'm not complaining
Dacidbro Posted December 5, 2009 Posted December 5, 2009 I certainly wouldn't mind having 4 times as many approaches on characters like Nu and Ara. :v
Rowan Posted December 6, 2009 Posted December 6, 2009 Theres going to be a big influx in Bang and Litchi players.
Justice7541 Posted December 6, 2009 Posted December 6, 2009 Theres going to be a big influx in Bang and Litchi players. Don't worry, they'll go back to Jin and Ragna. You don't see that many Arakune or Rachel players either, at least not compared to Nu, even though they're higher on the tier list than Nu.
WUT Posted December 6, 2009 Posted December 6, 2009 Don't worry, they'll go back to Jin and Ragna. You don't see that many Arakune or Rachel players either, at least not compared to Nu, even though they're higher on the tier list than Nu. Because Nu is easy mode to pick up and win consistently with relative to skill level, while Arakune and Rachel take a little more understanding to play effectively. That's why I'll wager and say you'll see more Bang and Ragna than Litchi, as Ragna's got easy combos that deal high damage in CS and Bang can perform quite well without having to get too intricate.
baberific Posted December 6, 2009 Posted December 6, 2009 Theres going to be a big influx in Bang and Litchi players. From what I saw after going to Ai to try the game out, I was the only bang player there, although there were some interesting carl, tager, and ragna players...all the Jin players were subpar. But the one litchi player that was there worked everyone.
Justice7541 Posted December 6, 2009 Posted December 6, 2009 all the Jin players were subpar So what else is new?
k4polo Posted December 8, 2009 Posted December 8, 2009 Theres going to be a big influx in Bang and Litchi players. Ironically for me I mained Litchi and Bang the first day I played the game. I liked Bang because of his pressure game and FRZ. I didnt care if he was low tier, but I just love playing him and I actually got better with him. I like Litchi because of her corner traps and constantly applying pressure. Her pole may her and interesting character.They will probably be more Bang player as he is easier to pick her than Litchi. But I mean most will just stick to who they had.
Reioumu Posted December 8, 2009 Posted December 8, 2009 bang isn't hard to use at all, FRKZ isn't all too hard either with a little practice. But yeah, we'll get a huge influx in Bang players.
Rowan Posted December 9, 2009 Posted December 9, 2009 Ironically for me I mained Litchi and Bang the first day I played the game. I liked Bang because of his pressure game and FRZ. I didnt care if he was low tier, but I just love playing him and I actually got better with him. I like Litchi because of her corner traps and constantly applying pressure. Her pole may her and interesting character.They will probably be more Bang player as he is easier to pick her than Litchi. But I mean most will just stick to who they had. I mained both first day as well. You basically had the same reasons why I chosen to play them. I also picked them up because both characters are uncommon to see in play.
cAm8ooo Posted December 9, 2009 Posted December 9, 2009 The first time I saw the game I wanted to play Arakune because I thought he looked awesome, a black beast with bugs flying everywhere and an awesome mask. Then I saw FRZ and the Bang music played and that was pretty much the nail in the coffin. Thank god as well. Bang is so much more fun to play. Anyways, can anyone tell me what the advantage of using 5a over 2a would be in CS? 2a just looks like it would be the best option at all times to me. Edit: Also, Rowan I've met you before playing smash. Long time ago though, you had a very nice Peach :P
WUT Posted December 9, 2009 Posted December 9, 2009 5A is faster. 5F vs 8F (assuming they didn't change startups).
DaiAndOh Posted December 9, 2009 Posted December 9, 2009 Proration as well I believe. Your combos that start will 5a will do more damage.
WUT Posted December 9, 2009 Posted December 9, 2009 Proration as well I believe. Your combos that start will 5a will do more damage. Well of course. 2A = mix-up into combo, 5A = punish into combo. Punishing with something slower that prorates harshly is just .
cAm8ooo Posted December 9, 2009 Posted December 9, 2009 Alright, thnx guys. I just assumed that since 2a linked into self the BnB combo would do more damage. I guess i didn't take into account how much proration it has. Just remembered seeing lots of videos of it being used.
WUT Posted December 9, 2009 Posted December 9, 2009 People aren't hit confirming 2A and just going ahead and doing it twice at the moment. Thankfully its P2 value isn't as harsh as its P1 counterpart, so it doesn't scale your damage too bad if you use 2A x2 at the start of a combo.
Justice7541 Posted December 9, 2009 Posted December 9, 2009 People aren't hit confirming 2A and just going ahead and doing it twice at the moment. Thankfully its P2 value isn't as harsh as its P1 counterpart, so it doesn't scale your damage too bad if you use 2A x2 at the start of a combo. It seems to be good atm for disrupting the opponent's 'automatic" timing for blocking IBs and overheads. Not that it really matters as much since IB 5B doesn't do anything anymore.
10stars Posted December 9, 2009 Author Posted December 9, 2009 everything bang does can go over 2500 now pretty much every hit leads to full combo, any ground hit can lead to at least 2 easy seals combos into super still do 3.8-4.4k on average non awesome starters j.4C is like my favorite move ever now 2D seems safe unless they IB it as most characters will be pushed to far to get in any ~5f punishes j.D seems neutral on block as long as you hit it low, actually people tend to block after blocking this move so it may be positive frames if you hit at the right height A nail/B nail is the shit 5A hits all crouching 6C hits all standing he has safe(er) string enders that take guard primers you dont have to worry about hit confirming shit, as anything into 2C or critical crash gives easy full combos + a seal or two didnt even ask for this change but 5B > 623B makes me cry tears of joy Gonna ride that S tier train for all its worth Seriously, playing with him is soooooo much better. Maybe the only char i MIGHT say isnt even or in his favor is litchi...arakune is still annoying as fuck but its about even. I didn't realize how much his new 2A would change bang, but people actually get scared now and its so much easier to get through someone playing defensively, and even easier to punish mashing. I don't even like playing FRKZ bang that much, but I use it constantly now just because it seems like I'm always sitting on 4 seals halfway through the match. 5a whiffs on crouching taokaka still.
faultydefense Posted December 9, 2009 Posted December 9, 2009 5a whiffs on crouching taokaka still. srry for the mis-info...no one plays tao here cept me on occasion...
sanshiki Posted December 18, 2009 Posted December 18, 2009 hai guyz. Here's a pretty cool combo: corner xx 6C j.D 2B 623B, (opponent flies over) 6C j.623B, 6C j,623B. Any one has good combos for fatal counter 623B? that 2 extra untechable frames doesn't seem so useful for bang off a 623B launch I want to test if j.B combos to j.D on 623B fatal, just thought of it ;o
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