shindavid07 Posted November 30, 2009 Posted November 30, 2009 bang's combo is too good......i just don't know what to do......
OrionXElite Posted February 2, 2010 Posted February 2, 2010 Is it just me or do most Bang players have the same battle plan? It always seems to be jump, IAD, possibly throw nails, either j.5C for an overhead, j.4B for crossup or j.5D for a counter. When playing footsies, they either try and counter with his Drives, counter with 3C or just try and snake they're way into a BnB off a mistake or an IB. Now I won't lie, Bang's priority is really good, I tend to have bad luck on wake up with him and I usually eat a BnB or 2 before I hit a good rythym. Is there anything else to really look out for?
Tofu Warrior Posted February 2, 2010 Posted February 2, 2010 I feel like if you have a good grasp of character specific combos, it makes all match ups a lot easier. For example, don't forget that 360+A > Gadget Finger works on Bang unmagnetized. This is extremely useful. As well, Atomic Collider, whiff j.C, j.B, 5C xx Atomic Collider, etc. works on Bang. Probably the easiest character to perform these combos on actually. If he likes doing jump drives in your face, hit him with 5C, 4D. The 4D will CH him. I don't play too many Bangs, so I can't offer any more advice than that.
OrionXElite Posted February 3, 2010 Posted February 3, 2010 Yeah sorry about the generalizing. I was feeling a little lazy. But this what I've found are good elaborations on Bang tactics: If you catch him trying to counter with his Drives, you can actually mash Tager's 5A and beat it, even if he vanishes behind you. Expect for his j.5D, I believe you can beat it with 2A though or the 5C -> 4D like Tofu said. I 've ever actually tried it like twice and it hit both times but I hardly see Bang players just throw this out randomly. As for dealing with Bang's 3C, it has a good start up but if they start it any good distance away from you, you'll see it coming and you can punish with a 360 of your choice. As for his j.5C and j.4B mix up game, you mainly just have to watch for when he attacks. If he tries to dash over you, odds are it will be a j.4B. Anywhere in front of you will be a j.5C. Now it is pretty hard to punish these attacks unless he gets predictable. A good Bang would make a habit of never doing the same thing twice. By that I mean that he won't always continue a block string after the j.5C or j.4B because if he always does that, you know that as soon as he lands, hes gonna try and continue and that would be a free 360A for you. Now one thing I do not remember is if an IB is necessary for either attack in order to counter with a 360A. One thing I do need help with is a clarification on Bang's nails. If he throws any style of them, are they any that hit you as an overhead? I'm pretty sure they don't but sometimes I wonder what exactly hit me, the nail or Bang's foot...
Tsuuna Posted February 4, 2010 Posted February 4, 2010 None of Bang's nails are overheads. That would have made him god tier or something.
Dacidbro Posted February 22, 2010 Posted February 22, 2010 I'll make a really long post here in a bit (But later, I don't really have time for much right now), seems like you guys could use a good deal of clarification. I'm going to start by saying Bang's highest threat attack is his 5A, for sure. His drives are gimmicks and his pokes will usually get beat straight out by your 5C, but his 5A is going to give you hell. Bang can IB 5A on pretty much all of your 'safe' block strings, so dont get too comfortable and don't let him get away with it either. If you're playing a bang that likes to IB/interrupt, you're going to have to find some way around using the lengthier blockstring moves, like B sledge. If you can somehow make him scared of even trying, that would be great, I just don't know Tager well enough to know how you would do that. But yeah, if you guys could bounce some stuff off me I could give you Bang's dangerous answers to it and etc. GL guys, Bang is going to be one of your harder matches overall.
Isorropia Posted February 22, 2010 Posted February 22, 2010 In general, an opponent IBing means you don't need to worry about pink throws. :S That, and if he's committing to 5A you can get a pink throw counter so it's fine anyway.
OrionXElite Posted February 22, 2010 Posted February 22, 2010 Well if you're gonna try and react to his IB with a grab, you would have to do 360A cause 360B and his normal throws don't have invulnerable frames so Bang's 5A would stuff it every time and he would get a free 3-4k combo. Now if you're really ballsy, you could try and and bait his IB->5A with something like Bsledge and then whip out a 720. But don't even try unless you're certain Bang is going to try it. Even then, I think if Bang does the IB, I think Tager would have to RC off of Bsledge in order to react soon enough to counter the 5A. Not sure how good IBing Bsledge actually is so you may not even need the RC but I wouldn't be surprised if you did though given the blockstun reduction of an IB coupled with the speed of Bang's 5A.
Isorropia Posted February 22, 2010 Posted February 22, 2010 5A can be jump canceled, therefore there is no way that his IB 5A can connect before your 360B, it'll just be a pink throw...but a throw counter if he's committing to 5A. 2B I believe also lets you recover fast enough to do the same thing. Someone correct me if I'm wrong here. But yeah, may as well just do a not pink 360A to be safe.
OrionXElite Posted February 23, 2010 Posted February 23, 2010 Right I guess I forgot about the speed and the cancel capabilities of Tager's 360B. But even then, I dunno if doing that would be the best idea after Bsledge cause that is a pretty widely known tactic of Tager players. But I guess its actually a good idea cause then it gets Bang away from you if he breaks the throw and if he doesn't break it, you get a 3.9k combo off of it so I suppose its better than just Bsledge and eating shit. Now I have a question, Sometimes I do a 236A after Blsledge to get the followup hit and sometimes it mixes up and you can get free CH combo. But would Bang be able to IB->5A before the follow up would connect? I'd assume yes
A.X.I.S. Posted February 23, 2010 Posted February 23, 2010 everyone can poke you out of sledge follow up, happened in CT pretty sure it happens in CS.
OrionXElite Posted February 23, 2010 Posted February 23, 2010 Really? cause I could've sworn i've seen a few times where the follow up beat out the poke. The reaction must've been too late then. Its a pretty ballsy thing to throw out there in my opinion so I guess if you aren't expecting it, you won't react fast enough.
Dacidbro Posted February 23, 2010 Posted February 23, 2010 It might depend on the sledge I always feel like A sledge follow up is much faster than B sledge follow up
OrionXElite Posted February 23, 2010 Posted February 23, 2010 Actually I'm fairly certain thats just the flow of the attack. Asledge is faster so the follow up looks like it comes out faster. There is no start up lag for Asledge and the blockstun is less too.
Mike Z Posted February 23, 2010 Posted February 23, 2010 According to CT frame data, ASledge hits on 19 and is cancellable to Hammer on 25 (6f after the hit); BSledge hits on 35 and is cancellable on 44 (9f after the hit). So after getting touched, the ASledge followup is indeed faster to execute since you can do it earlier. However, the stun for the BSledge is 3f longer, meaning you have the same # of frames to hit the Hammer startup, you just have to do your move faster after being touched by the ASledge.
MIRACLEfool Posted April 17, 2010 Posted April 17, 2010 I just don't know who to root for... I have huge problems against Bang I usually panic when up against a really good Bang player and mash 5A until I get the upper hand than start a combo
MIRACLEfool Posted April 17, 2010 Posted April 17, 2010 Hey... my panic strategy actually works 75%of the time! Which is actually quite shocking on my part...
A.X.I.S. Posted April 17, 2010 Posted April 17, 2010 i'm pretty damn sure this fight is almost the same as CT, just he does more damage and got better mix up, and you lost damage and got a new gimmick. shit sucks.
Brice Posted August 20, 2010 Posted August 20, 2010 since nobody touched the subject about this i'll talk about it... i started playing tager in ct with a really great bang player and i find the spark bolt not as safe as in other match ups, i know i'm a bit predictable on my spark bolt attempt, and everytime i do it far away on bang he just drives his way to me and destroy my life... so i was wondering what to do against bang when he is far away from you and you got spark ready... also fun stuff to know: when bang can astral DO NOT SHOOT YOUR SPARK, because since it is a drive move he can TK it now and teleport instant kill you whenever he wants and that is pissing me off
Heavy_Mental Posted August 20, 2010 Posted August 20, 2010 If Bang can punish your Spark Volt with Drive, then you simply are being far too predictable with it. What some people don't seem to understand is that you DON'T have to use your Spark Volt the instant you've got full meter. If he's trying to bait your Spark Volt from far away, just simply use the oppurtunity to get in. It may seem tempting to use sj.C (whiff) to get in, but don't - just walk over. That way, you can still Spark Volt if he decides to do something unsafe.
evilben Posted August 20, 2010 Posted August 20, 2010 also if you know he is going to drive off your volt shoot it full screen and 360a, when the pops up next to you its a buster party and hes the guest of honor. or you know... dont shoot it when you are both neutral, use that for a punish or a combo extender!
Sponson Posted September 19, 2010 Posted September 19, 2010 I just found out Bang's 236236D distortion actually has a use. I gadget fingered and I popped out a MTW, and Bang did Ashura clash into Ashura >: (
Osuna Posted October 31, 2010 Posted October 31, 2010 I turn very stupid whenever I play against bang, so I could use any help anyone might be holding out on sharing. The main bullet point I'm seeing it to block.
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