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  • 1 month later...
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Posted

turtle a good amount to make him waste his nails, and capitalize on every oppurtunity, every bit of damage matters because of his high health

Posted

they only throw nails from very far away and when they tk them on you. mainly because its not really safe for them, even though some times it could work. if theyre just out of melee range, you usually dont have to fear the nails.

Posted

they only throw nails from very far away and when they tk them on you. mainly because its not really safe for them, even though some times it could work. if theyre just out of melee range, you usually dont have to fear the nails.

uhm. dunno if you're playing a different game, but nails are bangs safest option from pretty much any part of the screen. Just outside of melee range is the spot to worry most about nails, because if they hit you he's able to follow up off of the hit, opposed to when he's far away and they're being used as a zoning tool only.

Posted

Need some kind of way to get out of pressure string. Jabaki is surprisingly effective (especially on counterhit) Punishing jump ins is a breeze of course. The real problem is when Bang isn't letting down and not even giving you time for Jabaki. His jabs beat all of Hazama's by quite a bit from my experience.

Posted

uhm. dunno if you're playing a different game, but nails are bangs safest option from pretty much any part of the screen. Just outside of melee range is the spot to worry most about nails, because if they hit you he's able to follow up off of the hit, opposed to when he's far away and they're being used as a zoning tool only.

in between there is where hazama has the advantage

or maybe im just getting sick reads off my residential bang

  • 1 month later...
Posted

F***** jab!!!! I hate it so much! I'm desperately in need of some help on how to beat bang... 2A > command grab (damn tick throw) is something really bugging me.

Posted

Bangs 5A is a nightmare and I don't think there's much to do about that. I usually keep my distance and poke with chains. I have had some success with 236C (command grab) through the 5A on wake up, and as always IB>jayoku hotenjin but that can be hard, I hope that helps.

  • 4 weeks later...
Posted

staying out of the corners and wakeup 214D~B can net you a counter hit most of the time, and if he baits it and its blocked theres not much he can do about it unless he IB tk'nails you.

Posted

wake up 214d~b is one of the worst things you can do against bang. if he blocks it he gets a free combo.

in this matchup whoever controls the corner wins.

Posted

Also, 214D~B will lose to his 5a every time. If you are on the ground your best off just blocking or going for jayoku if you're feeling ballsy. If he's on the ground 2a like always.

Edit: I should clarify, by on the ground I mean knocked down.

Posted

Save your Jayakou for IB Reversal super, instant block a lot, use safe pressure.

Pretty much copy Zakiyama's base plan 100%, and work from there.

I'll come back to help you guys more later, I know how to make Hazama's cry

Posted

(from the bang perspective)

I dunno, it seems both characters just really do their normal thing in this match-up. Haz plays basic haz, bang plays basic bang. I get the feeling bang will just eventually run over hazama though, better pressure, safer ways to get in. Its up to the Haz to play good defense. The haz I play against is good at IB > super...and after I eat that a few times in between my standing A and standing B ( >.> ...) i have to back off a little...

Posted

214d~b is great if used in moderation because of its awkward immunities, especially if you know he's going to try and meaty command throw on wakeup, it beats it.

Posted

I will grant you that as a random attack it might be okay, but if he's going to try a meaty command grab you can just jump. Much safer then 214D~B and you can punish with a corner BnB for solid damage.

  • 2 months later...
Posted

Best way to punish a blocked drive is?

For some reason he was recovering before I could get a hit on him. I'm under the impression that's just me being retardedly slow...

Posted

Which drive is it, they all have different recoveries. If its Bang's 2D it recovers in 5 frames so you can't punish it with anything but Jayoku right before it hits you. But you should still throw out an attack to force him to block, and take away his momentum.

Edit: I just looked at the frame data, none of the drives are punishable on block, but they are easy to IB, and that would make a difference.

Edit#2: After looking at Bangs frame data some more F$*# Bang. All of his moves are basically unpunishable (without IB) so you best look to hit him when he tries to extend his pressure with a JC or dash, or IB Jayoku to get him.

Posted

After playing with my local bang player for oh so many matches and getting whooped I'm starting to understand this match up slightly. I'm not sure if this'll apply to all bang's but here goes.

Playing defensive against bang isn't a great idea as he can easily get in on you with his nails and start his ridiculous mix-up and once he gets in on you it's hard to give yourself some room to do anything short of IB Jayoku to reverse momentum (which is like a universal solution)

I found that the key is to play hit and run with drives until you get a hit into a combo. This'll force him to chase after you to do anything or try to zone you with Nails. Getting hit by D nails (3 nails) doesn't really seem to be a problem if he's far away and if he's trying to catch and zone you he generally should be.

Once he runs out of nails you can just treat this matchup as you do with Ragna except he's a bit faster and his pounding gives less heat than Ragna's. It's also safe to do oki stuff if he doesn't have heat because of his lack of a reliable DP without heat (Ashura is fast, hurts and safe on block)

If you can actually reliably pressure bang then by all means go ahead but imo it just seems really hard since he can turn it around with TK nails that are extremely fast and can lead into a combo if it's done close putting him on the advantage where you don't want him to be.

TL;DR Make him waste his nails then go from there. It's a lot easier when he doesn't have nails.

Not a ridiculously hard match-up but you have to be very careful not to eat stuff. I personally don't find Jayoku as useful in this match-up unlike other matchups (Ragna v Haz :v:) Oh and watch out for the damn command grab.. :gonk:

  • 1 month later...
Posted

I noticed that Bangs ground based drives can be punished on teleport, with 3c into a combo but, just make sure you do QCB+D in the right direction. just a little tip that probably only works on the scrubbier bangs but still nice to know??

Posted

You can't make your opponent use his nails. Relying on his failure to conserve resources is a bad idea. Drive poking, however, works very well.

Posted

It's good to utilize 214d-d in this match-up I find. 5b, 5c, 3c, 214d-a is a fairly common blockstring that a lot of Bangs would expect and try to stuff with burning heart. So presumably 214d-d, 3c would net you a CH and a nasty combo. Of course, though, I'm being presumptuous. I haven't played any good BBCS Bangs IRL so I wouldn't know.

Posted
You can't make your opponent use his nails. Relying on his failure to conserve resources is a bad idea. Drive poking, however, works very well.

Drive poking is good depending on your distance with Hazama, otherwise Bang players could use his drive=>teleport, then free combo for Bang.

Also, command grab goes through Bang's new DD. Fun stuff.

Posted
Drive poking is good depending on your distance with Hazama, otherwise Bang players could use his drive=>teleport, then free combo for Bang.

Then start canceling your chains. Trying to tele combo frequently doesn't seem like that good of an idea since hazama's chains are so fast.

Posted
Then start canceling your chains. Trying to tele combo frequently doesn't seem like that good of an idea since hazama's chains are so fast.

That's obviously a given, but if the poke actually hits there's still a chance that the tele combo could hit you.

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