rei-Scarred Posted November 20, 2009 Posted November 20, 2009 At first I was thinking yay finally a decent airthrow but then I thought wait does that mean command throw will be obsolete. grrr
Justice7541 Posted November 20, 2009 Posted November 20, 2009 New info on CS Bang in the general thread, looks like his new CS aerial is j.4C now. I assume that means crossup is still j.4B. The important stuff I've gleaned from that: - 5A JCable on block - 5B > 623B works (higher attack level on 5B probably) - B nail back to old properties, no longer like A nail anyway - 6C still hits all standing (yay) - Looks like 6C, j.D, or both prorate hard, 5B 2B 6C j.D 2B 623B 2B 623B 6C j.4C j.623B only does 2.8k - Backdash has more invul? - Looks like guardpoints are still faster than in CT, dunno how it compares to loketests.
DaiAndOh Posted November 20, 2009 Posted November 20, 2009 At first I was thinking yay finally a decent airthrow but then I thought wait does that mean command throw will be obsolete. grrr Command throw can't be broken and may have other tricks More news from Ryoko: Bang: 5A can jump cancel on guard, cannot spam 2A can gatling twice. 5A>2A>2A 5B>623B works 2B>daifuka doesn't work 5C may be slightly slower 6C,6D,623B(ground and air) guard crush, more to come momentum doesn't carry over on B nail anymore, still does on A nail air throw now slides, can follow up ground throw hit hits target away faster. jD is faster so 5D/2D >jD works (delay on jD) j4C can combo from jA and jB (combo also on ground hit), can also jump cancel daifuka damange down by about 200 daifuka>5A>5B>jA>jB 5A>5B>2B>623B>5B>623B>6C>623B unconfirmed, but seems like should work. 3C (counter)>2B>daifuka for about 4.5k jD>2B>daifuka for about 4.3k ^C still hits all standing characters 5B>2B>6C>jD>2B>623B>2B>623B>6C>j4C>623B for 2.8k 5C>daifuka for 3.3k 5C>2C>623B>daifuka for 3.8k seems like 5C may have less damage. back step may have more invincibility. A nail does notable damage, 2X of CT about 6B (counter)>2A>5B>ja>jB>j4C>jB>jC for 1.9k ~6C>jD>C nail>jD>c nail>jD 5A>5B>2B>2C>Daifuka for 3.6k 5A>5B>2B>6C>jC>2B>623B>daifuka for 4.2k D nail>5B>2B>2C>daifuka for 3.8k counter jD>2B>623B>daifuka for 4.3k counter 3C>2B>623B>daifuka for 4.5k new super is throw gauge gain decreased 5A hits all crouching 5B untech time increased 6B recovery decreased, counter links to 2A j4B is old j4C 2C less recovery, neutral on block, less scaling 6C hits all crouching (I think), longer reach, guard crush 3C less scaling, guard crush j4C, new move, combo purpose 5D faster, better GP, half damage, can't jump cancel on block, guaranteed punish 6D faster, half damage, guard crush, guaranteed punish 2D faster, half damage, guaranteed punish jD faster, more scaling, half damage ground throw wall bounce air throw ground slide 623b has less recovery J4B>5B>2B>6C>JD>6A>623B>6C>air 623B>2C for 3.3k J4B>5B>2B>6C>air 623B>5B>623B>daifuka for about 4.3k throw>b nail>6C>air 623B>2B>623B>6C>air 623B>2C for about 2600 throw>b nail>6A>623B>daifuka for about 3.6k wooo lots of stuff. Looks like some awesome combos, 5a hitting everyone crouching, faster and better gps with less damage, j4c is the new air move, j4b is old j4c among others!
Mightfo Posted November 20, 2009 Posted November 20, 2009 So, since 6C can hit crouching players now..does it count as an overhead? It looks like one. That would seem rather broken though.
TheDarkWall Posted November 20, 2009 Posted November 20, 2009 Hold on are we talking air command or regular air throw?
WUT Posted November 20, 2009 Posted November 20, 2009 Doubt it's an overhead, but if bang can still jump/special cancel 6c on block then bang is absolutely disgusting. Ex: pressure into 5b/2b, 6c, 2369d (for slightly more height), free mixup (landing low, descending j.b, iad j.c). And it breaks guard primer. Ct bottom tier is looking crazy good.
Justice7541 Posted November 20, 2009 Posted November 20, 2009 6C hits all crouching (I think), longer reach, guard crush Happy days are here again
10stars Posted November 20, 2009 Author Posted November 20, 2009 Updated the changes post in the other thread. That thread is now also open (At least for now) for video posting, have at it! Keep updating changes here and I will continue to update the other thread with such information. It looks like since they changed 5b to a higher level, if 5b gets ibd ragna jin litchi etc can no longer dp you if you do 2b. (5b getting ib-dpd was ass in ct) If 6c is jump cancelable on block and hits all crouchers, it looks like the nail pressure strings for me are going to turn into 5a > 2a > 2a > 2b > 6c > jc > j.236d > land > mixup instead of 2a > 5b > 2b > 2369d > land > mixup WUT has the same idea so no reason to get further into detail. I'm liking the changes, hopefully CTF gets CS soon.
Justice7541 Posted November 20, 2009 Posted November 20, 2009 Updated the changes post in the other thread. That thread is now also open (At least for now) for video posting, have at it! Keep updating changes here and I will continue to update the other thread with such information. It looks like since they changed 5b to a higher level, if 5b gets ibd ragna jin litchi etc can no longer dp you if you do 2b. (5b getting ib-dpd was ass in ct) If 6c is jump cancelable on block and hits all crouchers, it looks like the nail pressure strings for me are going to turn into 5a > 2a > 2a > 2b > 6c > jc > j.236d > land > mixup instead of 2a > 5b > 2b > 2369d > land > mixup WUT has the same idea so no reason to get further into detail. I'm liking the changes, hopefully CTF gets CS soon. 5A 5B 2B 6C j.623B RC j.236D 5A 5B 2B 6C j.623B for instant guard break on characters with four or less primers. Bang just became hella absurd.
faultydefense Posted November 21, 2009 Posted November 21, 2009 5A HITS EVERYBODY!!!!!! PARTY AT WUT'S! and oh the combos...the sweet, sweet combos
WUT Posted November 21, 2009 Posted November 21, 2009 Couple of interesting things: - 5B, 2B, 2C, 6D, 6239B, d.2B, 6C, (dj.4C), dj.C. Add the dj.4C and you get 2600 damage and no knockdown. If you can do this combo with a 5A starter it'll probably break 2800. Looks to be the basic BnB. - B nail second hit looks like it comes out a little faster. Nice. - New super is fast. And invincible. You can use it in place of guard points in an IB-autoguard scenario. It's safer than using autoguards as well. Of course, much more expensive. - I'm guessing 6C doesn't cancel on block or doesn't actually hit crouchers, because no one is pressuring into it. Seeing alot of 2C, 623B pressure enders for the Primer damage. - 5B's attack level was definitely boosted. It's now semi-safe to end pressure with it and work in a frame trap. - 5B, 2B, 6C, j.D, v 2B, 623B, dashing DD does 4059. That's about as universal as it'll get for punishing. If you add a j.C before 5B the damage is lowered to 3945. Extra proration on j.C isn't cool, man. - 2D, j.D, v 2B, 623B, d.6C, dj.4C, dj.C does 2723. - Dashing DD does 331# damage. Lost 300 damage, which isn't bad at all. - 5C, 2C, 6D, 6239B, d.2B, 6C, dj.4C, dj.C does 2309.
Justice7541 Posted November 21, 2009 Posted November 21, 2009 http://www.nicovideo.jp/watch/sm8874227 From this video: - Bang does some random ground hits against a falling Ragna and then tries to do 6C, which whiffs. Either it doesn't hit aerial opponents that are that low or it doesn't hit crouchers. I'm guessing the latter, that sounded like a mistranslation. - Ragna blocks Ashura near the end. Either it can be barrier blocked or it's ground blockable always, still haven't seen anyone block it in the air. - Looks like B nail retains A nail-like momentum after all. I keep seeing Shadow do neutral jump > B nail while falling for oki. - 2A doesn't seem to prorate as much mid-combo. Shadow keeps doing 5A 2A 2A 5B 2B 6C j.D 2B 623B 6C j.4C j.B j.C j.236A (or something similar) and it still does around 2.8k. - Still haven't seen anyone using 3C, guessing it isn't JCable on block. - Still no Bang vs. non-Cat1/2 characters, so can't tell how well 6C works in those situations. EDIT: never mind, there's one of Bang vs. Tao, checking it out now. Overall it looks like the super broken stuff was confirmed to be false (6C hits crouchers, JCable and breaks primers, 3C breaks primers and JCable), but still looking quite strong, although not stupidly broken. Update: From this vid: http://www.youtube.com/watch?v=JnxzaIzGTKM - 5A seems to miss Tao crouching. I don't think she's crawling, either, but it's a bit hard to tell. - 6C hits standing Tao for sure. - 6B appears to be safe, either that or that Tao sucks at punishing. - Doesn't look like 2B Daifunka on crouching works anymore for some reason, either that or that Tao stood up right before he got hit by 2B. - Looks like Bang can do 5A 5B 2B 2C 6D 9623B, d.2B 623B, 6C air combo now thanks to increased untech time on 623B.
faultydefense Posted November 21, 2009 Posted November 21, 2009 2A recovers VERY VERY fast, lovin it guy did 5A, 2A, 5A, 2A, 2A to mess with a guy tryin to IB omg omg, i'm bout to head out to go play this, can't wait
faultydefense Posted November 22, 2009 Posted November 22, 2009 so some stuff from playing j.4C is an amazing air to air, if they're horizontal or higher you'll more than likely beat any aerial attack B nail has the glide properties like a nail, its slow to come out though, u can use it to fastfall without getting a nail, but its not really useful as you have to cover a lot of distance for it to come out. A neat trick though is D nail, air dash, B nail, but low enough where the nail doesn't come out, command grab. The explosive part is faster which is nice It took me a while to get down that I had to j.4B to crossup, and j.4B was really screwin with my FRKZ combos, just somethin i have to get used to letting/not letting my fingers do I ended most strings with 623B once people started barrier blocking, it gives a lot of pushback and bang feels much stronger from neutral situations now. watch it though, cuz I know at least tsubaki and ragna can get decent punishes if they IB 623B from just about any range. Speaking of IB though, if someone IB's you're strings you don't have to bail immediately now. Bang feels a lot safer in that regard. And you can stop after 2A and sometimes even 5B run in and continue your string for added pressure. 5A > 2A > 5A > 2A > 2A means i can FINALLY FORCE SOMEONE TO STAY ON THE FUCKING GROUND I didn't get to use his new super much, I just punished someone with it, looks neat, decent damage. yay It IS blockable though...darn. Nail super vs arakune is now sex assuming you can kill him without nails afterwards. dunno if it was mentioned, but you can do X X 2C > 6D > 6239B > daifunka, i know it works on at least tsubaki and hazama so i'd imagine it works on everyone I'll probably go play more tomorrow.
jak d ripr Posted November 22, 2009 Posted November 22, 2009 Yea i saw a vid of 6d > daifunka hitting jin so i assume it works on everyone but carl is confirmed. Thanks for the feedback faulty but i was wondering what did you mean by nail super is really good against arakune? What i mean is how does it screw him up now?
10stars Posted November 22, 2009 Author Posted November 22, 2009 Video thread updated with 7-8 videos on youtube, no nico account required. First post of video thread also updated with changes, as well as WUTs notes. Keep information coming.
rei-Scarred Posted November 22, 2009 Posted November 22, 2009 Yea i saw a vid of 6d > daifunka hitting jin so i assume it works on everyone but carl is confirmed. Thanks for the feedback faulty but i was wondering what did you mean by nail super is really good against arakune? What i mean is how does it screw him up now? 6D daifunka hits everyone in CT but prorates horribly. Also it seems like Bang's japanese voice got even more chaotic how in the hell. :BANG:"ooo its a byakuji:gonk:" x10 Also I'm loving how much Bang is changing. It'll be nice to learn all this new stuff when we get the game instead of just playing the same old way.
zeth07 Posted November 22, 2009 Posted November 22, 2009 Video thread updated with 7-8 videos on youtube, no nico account required. First post of video thread also updated with changes, as well as WUTs notes. Keep information coming. Just a minor suggestion, you don't have to do it, but on that Carl vs Jin / Bang vs Taokaka link you could add #t=5m24s at the end of the link and it will skip to the Bang match whenever anyone else clicks on it.
10stars Posted November 22, 2009 Author Posted November 22, 2009 Just a minor suggestion, you don't have to do it, but on that Carl vs Jin / Bang vs Taokaka link you could add #t=5m24s at the end of the link and it will skip to the Bang match whenever anyone else clicks on it. Done. Also to jak asking about 6d > daifunka: With the changes in CS i would NEVER EVER EVER EVER EVER do 6d > daifunka. 6d > 6239b > wall bounce now allows a combo to happen afterwards, so you should always go for the combo instead of spending the tension on a less damaging combo. Also, if you started the combo with 5a etc against standing, you should be doing the 6c combos that were previously only on a select portion of the cast (5a > 5b > 2b > 6c > j.d > land > 2b > 623b > daifunka) Which will overall give you more damage. Against crouchers im pretty sure 6d > 6239b > daifunka works since the untech time was upd^. Remember - Everything in the videos right now is from pretty much - day 1 play. Even in Japan, day 1 isnt the best :p
faultydefense Posted November 22, 2009 Posted November 22, 2009 well before i couldnt really use it because of the long start up, i'd get hit out of it by some bug and the super would be wasted now, if i'm cursed and need to hit him, i can toss the super and have "partitioned" off a a part of the screen, if he's in/near the corner it makes tagging him soooooo much easier granted this was basically me trying to play CT bang against an arakune who clearly was trying to play CT arakune edit, a "Against crouchers im pretty sure 6d > 6239b > daifunka works since the untech time was upd^." and yes this works, thats what i mentioned earlier, not 6D > daifunka
faultydefense Posted November 24, 2009 Posted November 24, 2009 I dunno how helpful it is to you guys...but I use B nail ALL the time now, its so useful
Mr. Hammerfist Posted November 24, 2009 Posted November 24, 2009 I dunno how helpful it is to you guys...but I use B nail ALL the time now, its so useful B Nail, huh? Isn't that the explosive one? If it is, I don't use that one very often, since I use the A Nail the most.
faultydefense Posted November 24, 2009 Posted November 24, 2009 B Nail, huh? Isn't that the explosive one? If it is, I don't use that one very often, since I use the A Nail the most. i'm talking about in continuum shift
10stars Posted November 24, 2009 Author Posted November 24, 2009 I dunno how helpful it is to you guys...but I use B nail ALL the time now, its so useful Where are you guys playing? Fubarduck got CS already or ____?
TOKiMONSTA Posted November 24, 2009 Posted November 24, 2009 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.
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