Jump to content
Dustloop Forums

Recommended Posts

Posted

with 100% fatal 623B super, 5B 623B super does nearly 6k damage. (59XX) :psyduck: 50% with the air combo ender does about 5.4k.:eng101: Merry Xmas fellow Bang players!

  • Replies 846
  • Created
  • Last Reply

Top Posters In This Topic

Posted

The general options after a 5c on block are a 2c for the low or 6b for a double overhead situation. Both are quite risky though.

5C>6A works so much more than it should. Safe on block anyway if it lands.

Posted

It seems Bang's gone to all plausible expectations. Which scares me. :psyduck: I still can't wait to play.

Posted

quick note 2A, 5A and many more of bang's starters combo straight into ashura useful if foe has less then 2k and you don't want them to burst, IT Is burstable but it comes out wayy to fast for somebody to react to

Posted

Interesting note. Now that bursts are more valuable, I'd probably recommend at least hit confirming it with one other hit though, unless it's the last round, or I'd say you're going to waste 50 meter on a block more than you have to. :I:

Posted

quick note

2A, 5A and many more of bang's starters combo straight into ashura

useful if foe has less then 2k and you don't want them to burst,

IT Is burstable but it comes out wayy to fast for somebody to react to

Sounds like it would still be more productive to wait and Daifunka through the burst on reaction. Does CS Burst still have startup dependent on the barrier gauge like in CT?

Posted

You cannot Daifunka through burst anymore. At least, not on reaction and 90% sure you can't even if you predict it. Defensive bursts are totally invincible in the game now and there is no difference in start up relative to barrier since bursts are no longer tied to barrier gauge.

Posted

and thats why you don't react to bursts anymore in CS.... daifunka takes a couple hits before it can be a legit combo thats why i mentioned the ashura thing

Posted

Yes, bursts are now quite hard to get through, but simultaneously people don't get a burst for every round any more. Especially if it's on best of 5 rounds, people aren't going to be low-health-bursting willy nilly.

Posted

almost every match between the "better" players resulted in people saving their bursts for their last round or a round they possibly could die. astral attempts steal a burst and require one too sooooo don't do it unless you have a big lead.. yeah 2A 5B ashura would probably work.

Posted

Astral attempts steal a burst? :psyduck: And of course, I know that people like bursting at low health, I'm just saying they don't always. Just an accompanying piece of advice, not degrading your idea.

  • 2 weeks later...
Posted

If you have the skills of a true hero. You can anti air with 6A. Rofl. I wish I couldn't do that, sometimes. But when I do, its just so great. :psyduck:

Posted

steel rain to ashura.. i got bored and tried it i used it to kill someone although the proration was terrible added like 500 dmg i think after it did 3.6 or 7 k damage without it this was during the super not after it btw

Posted

had something weird happen to me while playing the other day messing with bang's astral i was playing against a tager, and i knocked him down in the corner, on his wake-up i do tk astral...reaaaaaaly low to the ground, like, i didn't know it could come out that low, and it would easily hit tager even if he's crouching BUT tager does wake-up throw, whiffs me of course cuz i jumped, but the astral is coming out, he then tries to 5A me out of the air and my astral whiffs...completely. There was no clashing, i wasn't hit out of the air, the nail goes completely through him, looks like i'ts eating half his giant ass frame, and he's doing throws and mashing A in a while standing state. I landed fine, and he wasn't ever put in any hit or block state, and we continued the match like it never happened...me minus a burst and bar... I dunno what could have happened really, maybe i was too low for it to activate, maybe he was too deep in the corner, maybe the throw or the 5A had some really weird invuln or it was just a glitch...dunno, but thought i'd mention it

Posted

Quick question: Do you still have to do dj.D on characters like Litchi,Nu,Arakune (and i'm guessing everybody else as well now), on combos that use X-6C-j.D-etc.? Is everybody now "Category 1", or is it still (HA/RG/TG = CAT1) and everyone else is just CAT2 now? So can someone clarify the situation with who is what now.

Posted

to zeth07: OH no, thats why bang is easy to play with. just do it like you would on tager lol. intresting note: 2D into 4 seal combo is impossible on tager LOL i tried it before finding this out on the japanese wiki and people were making fun of me because i kept failin like palin

Posted

I was wondering. Now theirs no doubt bangs gotten better overall. But is frkz even worth it anymore? I haven't been paying too much attention to cs as of late but from what I've seen not even dora uses it well. With all the nerfs and risks involved with it, I have to ask, aren't you better off in regular mode where you aren't at a huge risk for mistakes, and can still put out high damage in a mode where your movement is better now, since you aren't missing your nail dashes? Is their something I'm missing or is regular bang superior to frkz bang now?

Posted

FRKZ have never been worth it unless you wanted that extra bit of damage on Daifunka or as a safe wakeup... It's still the same, but at least you can burst and keep your barrier shield, so you dont need to be afraid to use FRKZ. FRKZ damage is still pretty good too.

Posted

FRKZ have never been worth it unless you wanted that extra bit of damage on Daifunka or as a safe wakeup... It's still the same, but at least you can burst and keep your barrier shield, so you dont need to be afraid to use FRKZ. FRKZ damage is still pretty good too.

I have to strongly disagree, having watched many a Dora video where a matchup has flipped from extremely hard to seeming even in his advantage (particularly V carl) in CT. In CS, I don't think it's anywhere near as useful, since Bang in normal mode is a top tier character. *shrug*

I'd say its best use is if you have time to scope people out in casuals previous to a tournament, see if they can handle FRKZ well or not; if yes, don't use it on them. If no, go all out.

Posted

frkz is worth it if you set things up for your advantage since you can get 5k on somebody and if you position them right you can pressure till they slip up or guard break. The problem is its no longer safe wake up with the no inv frames. Either way with nail dashing you can also get in on people really well, its far from not worth it, even if they do manage to slip away. But the question that will ultimately decide whether its worth ANYTHING is the damage output. I haven't seen as much high damage stuff out of frkz in any videos and wonder if it even has the potential to beat normal bangs damage output.

Posted

In CS, it's hard for me to say it's worth it 9 out of 10 times. Standard Bang is so good, and they nerfed FRKZ hard with no nail dashing and no invincibility. I'd say learn it, just to screw characters like Hakumen, and for kicks.

Guest
This topic is now closed to further replies.

  • Upcoming Events

    No upcoming events found
×
×
  • Create New...