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Posted
after playing a little more, i'm convinced that j.A is bang's best anti-air

To which I disagree anyway, but anti-air was his point.

Not which jumping normal is the best.

Posted

Yeah, mine was just kind of a side point. I have to agree with Zong though, Bang has better AA, usually. 5A/5B are great for it.

  • 2 weeks later...
Posted
I just found out that with a well timed dashing 2A you can slide under a teching opponent. Bang oki is good times.

You can do that in CT too. <.<

Posted
You can do it with 2B too.

Taokaka and Jin can do it as well.

meh, most of the cast can do it. its just...not that great.

with bang, if you don't use 5B after sliding under with 2A, you'll probably lose to their normals because people don't block on their wakeup in AMERICA

  • 2 weeks later...
Posted

Playing around with sliding under a teching opponent. If you have the right timing you can slide under and 5A, 2A, or throw and it will be a frame trap. Not worth doing often because it depends on your opponent teching a certain way but it's definitely something.

Also, is there any way to combo from A nail or include it into a combo except as an ender?

Posted

...?

Why would you be confident in a gimmick's application against a competent opponent but not a bad one? A competent opponent should understand mashing beats it clean in most circumstances.

Posted

there-in lies the paradox

a competent opponent shouldn't be mashing, and most competent players i play against will try to block something they don't understand as opposed to sticking their character in the unknown...

i dunno...maybe its just the people i play against, and why use gimmicks on mashers?

Posted

Lol. So don't use it on the masher, I agree. But a competent opponent, by definition, should also be able to use the same counter the scrubby masher does, if he is intelligent. When I think "competent", I think "able to do the right thing often"; in this case the wrong choice is block. A competent opponent can not block, and jab you out of it.

Posted

If you time it right though you can slide under and get a 5A out before they can, hitting them as they try to mash out. I tested by recording it and using it against myself, and I couldn't mash out. It depends on the timing of your slide underneath their tech.

Posted

I think if you do the 2A slide EXTREMELY early you get it, but then you completely lose them if they forward or back roll. So there's always a cost.

Posted

I would probably usually use this in two ways; bait a DP from anyone with one, or cross up command grab shenanigans on those without it. :yaaay:

Posted

I finally got to play around with CS yesterday for an hour or two and got a lot of the new combos down easily, even got around to doing Nezu's j.4C in FRKZ damage combo of death after playing around (mostly luck), but I can't seem to get the timing for dash 2D after up close 2B, 623B I'm either clearly late or Bang won't move, any tips on this timing?

that being said I won't get to play it again for a while i'm sure, just like to know

Posted

you have to buff the dash during the ending of the recovery for 623B.

You already have the j.4C combos down? Like how many reps? 8+?

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