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Posted

yeah i've tried. FRkZ is a good answer to gadget finger, lol other then that, i think that it's more or less that the combos for frkz have changed a bit as well and people aren't using them. i'm sure if bang's bnb already does close to 4k without FRKZ we can probably get 5k when the console version comes out. EDIT: IN FRKZ lol

Posted

But regular Bang re-launches so efficiently now, it's hard to match the effortlessness of j623B 5B 623B 5B 2B Air combo with jagged, shifty-approached FRKZ combos. Sure everything does more damage, but are you going to get a double relaunch for free like normal Bang? Usually, no.

Posted

frkz > normal bang you're faster, you're stronger, your combos don't have to cost any bar to do over 4.5k, they can still end in knockdown, your mix-up game is stronger, you shouldn't be able to be pinned down, you shouldn't lose at neutral the only downside? its harder if for any reason you think otherwise its solely a matter of execution. Bang is S tier, FRKZ bang is SSS tier, its just there's a learning curve. Some people don't trust their execution, are afraid of being randomed out (which probably comes from not trusting their execution), or just don't want to run the risk/too lazy to do FRKZ shit...which probably comes from not trusting their execution...i fall into that last category, but its easy to see that if bang was always in frkz mode he'd be broken as shit...obviously that means its fucking good. Even against nu/arakune its good, you just have to be smart about barrier blocking I'm not so I tend to stick to normal bang, but when this game hits consoles i'm going to relook at it because all it takes are two standing a's or one 2D to get everything you need to FRKZ and fyi, i'm pulling from the top of my head, but i was doing an old FRKZ BnB 2D > j.D > 2B > 6C > j.B > j.D > 2B > 6C > j.B > j.D > 2C i think I got to the last j.B and missed, and it did like 4800...built a shitload of bar too

Posted

It's like I said in my guide. Utilization of FRKZ goes beyond any known American blocking. With my training in CT for control, minus no throwing nails during a dash which I have to get used to, I do really well in it, and I barely even combo.

Posted

personally i'll usually start a bnb in frkz like 5a 5b 2B then jc and jC and reset combo a couple times and then finiish the combo and people don't really live from that. its sad i feel totally comfortable in FRKZ but every now and then i randomly throw jD instead of dnails :( burst baiting is quite a bit harder in CS now that people will do it at anytime during a round

Posted

personally i'll usually start a bnb in frkz like 5a 5b 2B then jc and jC and reset combo a couple times and then finiish the combo and people don't really live from that.

its sad i feel totally comfortable in FRKZ but every now and then i randomly throw jD instead of dnails :(

burst baiting is quite a bit harder in CS now that people will do it at anytime during a round

you'd be surprised how many people still have it stuck in their head to save a burst for the end...*looks at self*

Posted

the only downside? its harder

if for any reason you think otherwise its solely a matter of execution. Bang is S tier, FRKZ bang is SSS tier, its just there's a learning curve.

Where's your proof

No one has successfully used the new FRKZ for any legitimate gain, against good players. Not even Dora. What on earth are you basing this on?

They nerfed FRKZ, and they buffed the living hell out of Bang. It's not better than it used to be, and standard Bang is incredible.

Posted

Where's your proof

No one has successfully used the new FRKZ for any legitimate gain, against good players. Not even Dora. What on earth are you basing this on?

They nerfed FRKZ, and they buffed the living hell out of Bang. It's not better than it used to be, and standard Bang is incredible.

did you skip the sentence i posted before you're quote or did u magically skip to it...if so here it is again

"you're faster, you're stronger, your combos don't have to cost any bar to do over 4.5k, they can still end in knockdown, your mix-up game is stronger, you shouldn't be able to be pinned down, you shouldn't lose at neutral"

ummmmmmmmmmmmmmmmmmmmmmmmmmmmmm

if you take the highest tiered character

and you make them faster

you make them stronger

you up their mix-up and neutral game

and now they can still block?

you tell me what you get?

he can get across the screen faster than a teleporting arakune for christ's sake, no one has used it for any legitimate gain? Alright, I guess you see all bang's everywhere all the time. How bout 4.5K+ combos for no bar that ends in knockdown. Not a legitimate gain? What on earth are you basing your info on? Oh wait thats right, you didn't provide any info you just came in acting incredulous for no reason

Posted

did you skip the sentence i posted before you're quote or did u magically skip to it...if so here it is again

"you're faster, you're stronger, your combos don't have to cost any bar to do over 4.5k, they can still end in knockdown, your mix-up game is stronger, you shouldn't be able to be pinned down, you shouldn't lose at neutral"

ummmmmmmmmmmmmmmmmmmmmmmmmmmmmm

if you take the highest tiered character

and you make them faster

you make them stronger

you up their mix-up and neutral game

and now they can still block?

you tell me what you get?

he can get across the screen faster than a teleporting arakune for christ's sake, no one has used it for any legitimate gain? Alright, I guess you see all bang's everywhere all the time. How bout 4.5K+ combos for no bar that ends in knockdown. Not a legitimate gain? What on earth are you basing your info on? Oh wait thats right, you didn't provide any info you just came in acting incredulous for no reason

:psyduck:

No one, literally, no one, has successfully used the new FRKZ for better results than non FRKZ in CS. This is more important than theory-crafting.

I can list all kinds of problems with FRKZ, and already did post several.

You don't get invincibility on dash

Your approach is horrible

You can't nail dash, making your nails next to worthless reducing an important aspect of your mixup

The damage isn't stronger, it's equivalent

If you get hit, it's automatic counter hit

You have no invincible backdash

That's 6 big as hell reasons off the top of my head FRKZ is not a good idea, and are all supported by great players losing on activation. Post me some videos of people doing well in FRKZ against other top tier characters and I'll take you more seriously, but don't act like I don't know anything.

Posted

:psyduck:

No one, literally, no one, has successfully used the new FRKZ for better results than non FRKZ in CS. This is more important than theory-crafting.

I can list all kinds of problems with FRKZ, and already did post several.

You don't get invincibility on dash

normal dash doesnt have invuln either...and no dash should...

Your approach is horrible

what? why? you can be halfway across the screen and j.B them in the face like 10 frames later, you can cross them up from full screen in less than a second...more on this while addressing your next bit of propaganda

You can't nail dash, making your nails next to worthless reducing an important aspect of your mixup

ummm, you recover from your nails in the air and your twice as fast as you were meaning if you could follow behind your nails for pressure with regular bang, you sure as shit can now, goes for A, B, and D nail...D nail doesnt even give momentum for normal bang but its still the most reliable way to close in

The damage isn't stronger, it's equivalent

The damage is stronger, not to mention instead of costing bar to break 4k damage, you gain bar and if you so choose, can still spend it to bump that up to 5.5k+, do you really believe that the BnB's in both forms are even?

If you get hit, it's automatic counter hit

You are now the most mobile character in the game, you deal ridiculous damage for no bar, you have one of the highest defense in the game, yet you still have the ability to barrier block!!!! omfg not only should it be a counter hit, but to balance it out you should take 2x damage while in this mode, then i might consider it a setback.

You have no invincible backdash

You get bar faster and don't have to spend it, 90% of the time i'm in FRKZ i have enough bar to do reversal super

That's 6 big as hell reasons off the top of my head FRKZ is not a good idea, and are all supported by great players losing on activation. Post me some videos of people doing well in FRKZ against other top tier characters and I'll take you more seriously, but don't act like I don't know anything.

I suggest instead of looking at 6 mediocre (or should i say outright ludicrous) reasons why you shouldnt...for good measure I'm going to say this one more time and try to tell me that the reasons why you shouldn't ARE BETTER AND MORE IMPORTANT

STRONGER

FASTER

BETTER MIX-UP

MORE BAR GAIN = ALMOST FREE REVERSALS

LESS BAR SPENT

CAN STILL BLOCK...<<<< if you're still complaining about it being unsafe it just means YOU can't block when YOU play frkz

but this is from the guy who said tager has better options than bang in frkz

edit: i'm gonna assume the only reason you don't burst at the beginning of a round and mash taunt for the next 99 seconds is because there aren't any vids of it online

Posted

WTF do I do about Litchi j.b and j.c spam....

Without 50% ugggg nothing short of nails...

take your time, try to stay above her her j.B extends mostly below her, and her j.C while not slow, is something that you shouldn't be running into, you can't air dash towards a litchi in the air. You should be able to block it until your closer where you can get above her, or where a j.A will beat it out, just make sure to learn/know/remember how far her j.C extends if you're not going to use nails to get in

re-edit: forgot...if she's seriously just spamming that shit, j.236A (NAIL THAT ASS)

edit: this is for a jumping litchi, obviously if she's being more grounded (and not spamming j.b/j.c) watch for the stance > 41236C, and 2C anti-airs, both of which are almost useless if you can get directly above her

Posted

oh no faulty, i shall be the one who wins evo with FRKZ.

I was playing today, planning to use frkz as much as possible. I did use it more often with some good results, but the main thing i noticed...unless you do a 4 seal and then get beat on for a while...the enemy tends to die before you get to FRKZ...

some combos

5B > 2B > 6C > j.D > 6A > 623B > FRKZ activate > 6 6C > 9 j.B > 6 j.D > 3 2C

5B > 2B > 2C > FRKZ activate > 2B > 6C > j.B > j.D > j.236C > daifunka

gonna add to that, before, i sometimes got j.4B's because I tried to rush it, but you can definately feel the extra time you have to hit the j.B > j.D's if you slow down compared to CT

Posted

@ faulty yes bang is OP now. but totally not unbeatable,you just have to know what your up against. Yes FRKZ can easily kill you. But with one fuckup your done! but yes its still a hard fight, In CT arakune was for godamn sure broken and v13 was pushing it. But maybe that's just me. I suck with bang. but what I do know is that in CS bang is just too damn good (not that I'm complaining) I was at planet zero and everyone was complaining on how broken he was. But when ara in cs can curse you and kill you with a 9k loop combo. Well I guess my point is yes bang is OP but people can still beat him. Well at least in CT where it was v13, ara, and rachel just raping the Whole cast for basically free. (Maybe not free but it still rape regardless) people were complaining how broke they were...so I guess its just a matter of time till we figure out how to stop FRKZ effectiveley.

Posted

oh new combo i think. i had 100 heat so it was safe ish.. but it only requires 50 heat. full screen poke poke to 5k dmg ftw 3C 2B daifunka 5A 5B air combo did like 49xx dmg still pretty ridiculous lol, no need to waste ashura there because the air combo added the last 9xx damage which is more then ashura

Posted

Quick combo question, I saw in one of the Bang threads that off throw you can do b nail cancel, dash 5c, 6a etc. Tried it now that we have CS here in Buffalo (closer to the Falls really but whatever) and couldn't get the b nail to hit no matter when I timed it. If I did it before the drop kick or right as it hit, I would land before the nail came out. If I let him bounce back some, the nail came out but whiffed. What am I doing wrong? I'm kind of in a rush to read 20 pages right now so sorry if this was already answered.

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