Fidoskin Posted July 23, 2010 Posted July 23, 2010 Hello! Why all Bangs do 6A after j.D in combos? But not 2B. Can i`m put 2A betwen Ragna`s 5B - instant block - 5C? And is 2D(Autoguard) on Death Spike safe?
Zevali Posted July 23, 2010 Posted July 23, 2010 Hello! Why all Bangs do 6A after j.D in combos? But not 2B. Can i`m put 2A betwen Ragna`s 5B - instant block - 5C? And is 2D(Autoguard) on Death Spike safe? 6A does more damage than 2B. But 2B is easier to land. I think you pretty much to do 2B after j.D if you started the combo with 2A. You might need to do 2B instead of 6A against Carl, I can't remember... As for the 2A, I'm not sure... I think you can look at the frame data and find out though. : / All I know is that 5A is faster than 2A, so if it's possible, you should always 5A instead of 2A because not only is it faster, but it also prorates less. Death Spike hits mid, so it's safe. Unless Ragna can react to your 2D fast enough to block and punish you.
Fidoskin Posted July 23, 2010 Posted July 23, 2010 Thank you for answers! About Death Spike - how Ragna can punish me? With RC only , or not?
Zevali Posted July 23, 2010 Posted July 23, 2010 Thank you for answers! About Death Spike - how Ragna can punish me? With RC only , or not? I'm not sure what you can after you IB 5B, sorry about that. Maybe ashura? For Death Spike, I'm not completely sure. But I know for sure that if the Ragna player's reflexes are quick enough, he can RC Death Spike and block/DP/or do whatever he wants.
Fidoskin Posted July 23, 2010 Posted July 23, 2010 Ashura is 236236D? May be. I`ll try . Thank you ^_^
Dacidbro Posted July 23, 2010 Posted July 23, 2010 The reason you see 6A instead of 2B is because American fingers suck at this game, and only the complex BnBs use 2B.
Uzumakihero Posted August 2, 2010 Posted August 2, 2010 Hello Guys, I am new to Dustloop...BUT I do come with a video/information. I am not sure if this is well-known (Since I never seen it done in a match) but here you go: http://www.youtube.com/watch?v=Ww0bL5X_LNk
Mr Oso Posted August 2, 2010 Posted August 2, 2010 Hello Guys, I am new to Dustloop...BUT I do come with a video/information. I am not sure if this is well-known (Since I never seen it done in a match) but here you go: http://www.youtube.com/watch?v=Ww0bL5X_LNk This can be found by going to (Part 2) of Misson 5 on Challenge Mode on BBCS Console version. And Welcome to Dustloop
Reioumu Posted August 3, 2010 Posted August 3, 2010 Hello Guys, I am new to Dustloop...BUT I do come with a video/information. I am not sure if this is well-known (Since I never seen it done in a match) but here you go: http://www.youtube.com/watch?v=Ww0bL5X_LNk This has been known since December 2009. the reason you don't see it that often is because people would rather command grab for untechable grab.
TornAparT Posted August 3, 2010 Posted August 3, 2010 ok I have a question about the jB > jC true oki ender. Sometimes when I do it like in the 5B>2B>6C>j.D>6A(2B)>623B>d.2B(d.6C)>j.623B>5B>2B>air combo ender. The oppenent can tech right before they hit the ground. Why is that happening?
Dacidbro Posted August 3, 2010 Posted August 3, 2010 Well, it isn't in itself a "true oki finisher", it is "specific combo's true oki finisher" In this game, as you hit your opponent more and more, you break down the "proration" further and further, and all of your subsequent attacks do less and less damage and have less and less untechable time, meaning for some combos when you finish with 5B 2B jB jC, they will be stuck til they hit the ground, and others, they won't be.
TornAparT Posted August 3, 2010 Posted August 3, 2010 so it's only "true" oki in certain combos, gotcha. Thanks!
vanfleihight Posted August 8, 2010 Posted August 8, 2010 How do I cancel 5D into FRKZ? I can't for the life of me get it to work but I saw Nezu do it in an A-cho video.
Dacidbro Posted August 8, 2010 Posted August 8, 2010 You have to jump install it. Meaning you have to do something like 5D > 6321476D, but after the 7 you only have 4 frames to activate the super.
TornAparT Posted August 8, 2010 Posted August 8, 2010 Sure, welcome back to Bang ^_^ fixed lol. I played him during the CT days, but stopped little bit after console dropped. I though KoF XII was going to be a good game...
DaiAndOh Posted August 8, 2010 Posted August 8, 2010 You have to jump install it. Meaning you have to do something like 5D > 6321476D, but after the 7 you only have 4 frames to activate the super. Technically, not a jump install. Rather cancelling your jump. JI is only in GG.
vanfleihight Posted August 8, 2010 Posted August 8, 2010 You have to jump install it. Meaning you have to do something like 5D > 6321476D, but after the 7 you only have 4 frames to activate the super. Thanks.
Dacidbro Posted August 8, 2010 Posted August 8, 2010 I always heard it referred to as jump install I definitely believe you though, what's the difference?
DaiAndOh Posted August 8, 2010 Posted August 8, 2010 A jump install starts with something similar done in a combo, where you jump cancel a normal then immediately cancel your jump with another normal. In GG, that gives you an extra jump in some situations where you wouldn't have a double jump, such as during the same combo, if you sjc instead of jc, you'll have a double jump (in gg, you don't have a double jump when you super jump).
Dacidbro Posted August 8, 2010 Posted August 8, 2010 Ahhh, that's right. Like OS stuff. I remember now. Thanks.
sergetrigger Posted August 9, 2010 Posted August 9, 2010 I felt like such an idiot earlier today... I completely forgot that Bang has a new input for FRKZ, so I kept doing 214214D and nothing would happen... Anyway besides that, I'm having trouble jc'ing the j.4C, is there a trick to it or something? Each time I try and do 6c j.a j.b j4c j.b, the j.4c will just drop me to the ground.
zeth07 Posted August 9, 2010 Posted August 9, 2010 I felt like such an idiot earlier today... I completely forgot that Bang has a new input for FRKZ, so I kept doing 214214D and nothing would happen... Anyway besides that, I'm having trouble jc'ing the j.4C, is there a trick to it or something? Each time I try and do 6c j.a j.b j4c j.b, the j.4c will just drop me to the ground. I'm not sure exactly what combo you're trying but if a 6C is in there like that you won't be able to double jump the rest of the air combo. So just going by that little bit there, you probably won't get that last j.B anyway, but that j.4C should still connect. Ex. 5A>5B>2B>6C>j.D>2B>6C>j.A>j.B>j.4C all connects but you can't do anything after that j.4C so it wouldn't be good to do that. You can test the j.A>j.B>j.4C all in 1 jump by just doing the combo after Daifunka: Daifunka>5A>5B>j.A>j.B>j.4C>dj.C. That particular combo works on everyone. Depending on what combo you were actually doing, some of that air ender stuff might not work anyway on certain characters.
sergetrigger Posted August 9, 2010 Posted August 9, 2010 So what's a good launcher so you can continue an air combo after j.4c?
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