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Posted
Hit confirming 5C without 2C is like shooting yourself in the head, in terms of actual viability

I do it...;-;

CH 5C>6A combos awww yeah. I actually 5C>623B>RC>mixup alot anyway for pressure and if you've done, say, 5A>5B>5C>623B on block then you'll be pretty safe anyway.

Posted

But it's like.. you could do 5C 623B, or you could do 5C 2C 623B and get; an extra low, possibly run down their barrier more, get more meter, frame trap people trying to punish 2C, and on top of all that you condition people to block low after 5C so you can get 5C 6B for FREE

Posted

Well if it changes anything I found a 5C 2C combo that gives true oki and 2911 damage.

Also added some air to air stuff to my combo list. Don't have anything for ground to air or crouching opponents though

Lol I just realized my 5C combo only does 28 more than one with the 2B 6C jC ender. Oh well it's still more damage and more fun to do :p

Posted

If the person you're playing with is gdlk enough to IB 2C > DP, you have a couple highly gimmicky high-strength options to shut them up;

2C > delayed 2D guard point (high risk, hard to pull off; only use with dat yomi at layer 5)

2C > steel rain (If they DP they take 5k-10k + damage, dependant on your nails, meter, their character. lolol)

Posted

Goddamn it is boring having no Internet. I finished the crouching and AA combo sections and I don't intend to add anything for corner combos since those seem ok to me. I guess I'll walk to a wifi point again tomorrow to post my mini guide.

Good night =_=

Posted

Dunno how much fun everyone else is having with the influx of makoto, but I did find that her hitbox is really annoying to combo into 623b. 5C 2C 623B needs a slight delay before the fire punch, or you'll punch over her body, and Throw, B needle cancel, 5C, 6A, 623B just seems to whiff entirely. Anyone else having the same thing, or do I just need to work on timing against her?

Posted

And here it is

Bang's meterless true oki max damage combos for standing opponents: (note: sometimes jB jC is needed on Noel)

5A 5B 2B 6C jD 6A 623B d.6C j623B 2B 6C jC-----------3097

(5A) 2A 5B 2B 6C j623B 2B 623B d.6C jC-----2015 or 2456 with 5A starter (thanks dbro) (note: neither combo works with 2 2As)

6A 2C 623B d.5B 2B j4C j623B 5B 2B j4C jC-------------3707

5B 2B 623B d.5B 2B j4C j623B 5B 2B j4C jC-------------3499

2B 2C 623B d.5B 2B j4C j623B 5B 2B j4C jC-------------3724

jB 5B 2B 6C jD 6A 623B d.6C j623B 2B 6C jC------------3368

j4B 5B 2B 6C jD 6A 623B d.6C j623B 2B 6C jC----------3617

6B 2A 5B 623B d.6C j623B 2B 6C jC-------------------2423

6B CH 2B 623B d.2B j4C j623B 5B 2B j4C jC------------2991

5C 623B d.5B 2B j4C j623B 5B 2B j4C jC---------------3258 (no hit confirm)

5C 2C 2B 6C j4C j623B 5B 2B j4C jC-------------------2991 (hit confirm)

2C 2B 623B d.2B j4C j623B 5B 2B j4C j----------------3033

6C jD 6A 623B w.5B 2B j4C j623B 5B 2B j4C jC---------4064

3C FC 2B 6C j4C j623B 5B 623B d.6C jD 2B 6C jC-------3826

jC 5B 2B 6C jD 6A 623B w.5B 2B j4C jC----------------3221

j4C 5B 2B 623B d.5B 2B j4C j623B 5B 2B j4C jC---------4154

jD 2A 2B 623B d.2B j4C j623B 5B 2B j4C jC-------------3276

jD CH 2B 623B w.5B 2B j4C j623B 5B 2B j4C jC---------3609

2D j4C j623B 5B 623B d.6C jD 2B 6C jC----------------3404 (no CH combo more damaging)

5D j4C j623B 5B 623B d.6C jD 2B 6C jC----------------3334

6D 623B d.2B j623B 5B 2B j4C jC----------------------2746

623B d.6C jD 2B 6C j4C j623B 5B 2B j4C jC-------------3868

---------------------------------------------------------------------------------------------------

Crouching Opponents

5A 5B 2B 2C 2B 623B d.6C j623B 2B 6C jC-------------2860

jB or jC or j4B 2B 623B d.5B 2B j4C j623B 5B 2B j4C jC

3419 3409 3665 with respective starters

jB or jC or j4B 5B 2B 623B d.2B j623B 5B 2B j4C jC (easier hit confirm)

3216 3213 3463 with respective starters

Every other normal's standing combo works on crouch.

--------------------------------------------------------------------------------------------------------------

Air to air (other starters may not work with ender)

Ender: 5B 623B d.6C jD 2B 6C jC

Starters:

jA jB j623B ender----------------------------------------------2902

jA jA jB j623B ender------------------------------------------2751

jA j4C j623B ender--------------------------------------------3155

jB j4C j623B ender--------------------------------------------3435

AtA j4B CH land 7j4C j623B ender-----------------------------3679 (this just happens sometimes)

AtA j4B djA djB j623B 5A 5B jB jC-----------------------------2611 (this happens more and is hard to pick up)

------------------------------------------------------------------------------------------------------

Anti air

AA 5A 5B j4C j623B 5B 623B d.6C jD 2B 6C jC--------3216

This is a godlike anti air combo. There are others for different

situations but I like this one the best.

Ok this is what I got. I still don't like the 5C combos so I may just always go for max damage no oki whenever I land a 5C lol (or combo into super). Alright lets critique this, what doesn't look right? What can I add to the other sections?

Ps more damage is possible on some of these with the d.2D link as Dacidbro pointed out, but the difference is very small and for most people the d.2D link is too difficult to rely on.

Also there's the dilemma that these combos can't be finished near the corner. You'll still get true oki but you won't be able to do the air combo finish. Does Bang have any combos for near the corner that get around this cause I haven't looked for any?

And to the people that think command grab rapids arent broken, I give you this:

http://www.youtube.com/watch?v=8Lpoo9DhFJI

Posted

Nice work on the list rei. I can tell you that the first combo works in the corner because you can just reverse 6C and it will still work out ok. You can even add the j.623B for Arakune on that particular combo and it still gives True Oki [3,186 Damage].

Only other one I've gone through from the thread and Corner stuff is 5B which is: 5B>2B>6C>j.D>d.6A>623B>reverse 6C>j.623B>2B>6C>dj.C = [3,383] and for Arakune: 5B>2B>6C>j.D>5C>6A>623B>5B>2B>j.B>j.4C>dj.4C>*j.C*>j.623B = [3,711] that is WITHOUT that j.C I have *'d because I couldn't land it as I was going through combos and didn't feel like messing with it.

For the 2A combo I'm not sure which number goes with which starter, but dacid told me this one the other day: 2A>5B>2B>6C>j.623B>2B>623B>d.6C>j.C = [2,015] (Mid-Screen). So I'm not sure if that 2,124 was including that (5A) starter or not, if it was then you can use that combo to replace it.

Nice job though.

Posted

I swear so many damn options kinda overwhelming. So anyways was wondering if the better bangs could help me out a bit.

one thing really killing me right now is how hard it is to time the 623C RC combo on small characters like noel or makoto. I know the little thing where I'm supposed to go under them and watching how far the bang face moves makes it a bit easier, but it seems that unless I hit her so shes literally right above the ground it doesn't combo past the 6A. So my question is, is there any trick to make this easier as at the current time it seems a bit impractical. For that matter is there a different variation for those kinds of characters?

Besides this I pretty much know my ideal combos off most moves usually ending in true oki. It seems the big hitters are 623C, j.623C, air throw, 5B ( kinda ) and 3C. Did I miss anything?

Any tips from the better bangs here to a new cs bang are appreciated.

Anyways tips in general from the better bangs are appreciated.

Posted

Check my most recent post in the combo thread. as for the j623c thing just hit as soon as possible with 5C and leave the 6A out. Combo becomes super easy and you only lose like 100 damage.

Posted

Um, I think you misunderstood me, if there an easier method of getting them with the grounded 623c, thats the one that seems really hard. I can get it pretty consistently against jin or bigger but small characters are hell with it. One other question, is there a viable corner version?

Posted

Yeah grounded 623C RC (as soon as possible) 5C 623B d.5B etc. The timing on that is braindead easy. For much harder timing a 6A can be added after the 5C for a little more damage. For corner always put in the 6A because there is no timing. Then turn around 5B and finish the combo

Posted

Alright, I'll give that a shot, thanks for the help. Also thanks for that combo list. After I get that down I just need to learn the ones that let them air tech to keep them off balance.

Also how do otg combos work in this. Can they be done easier, I remember in CT bang was kinda boned when it came to those since anyone could tech after 2A, does he have some better pick up combos know to force people to tech early?

Posted

I'll work on a proper anti air section, I probably should have done so before making that vid. @_@

edit: done

Posted

Sho can you add to my section on the first post. Add the combo 2A 5B 2B 2C 2B 623B d.6C jB jC 1877 for 2A on crouch. I forgot it's needed now that I've got dacidbros combo for standing. Also at the end could you add

"Anywhere there is 2C 623B d.5B 2B it can be replaced by 2C d.2B 623B d.2D for about 50 more damage and 1 more seal, but they are a bit harder to perform"

Posted
Sho can you add to my section on the first post. Add the combo 2A 5B 2B 2C 2B 623B d.6C jB jC 1877 for 2A on crouch. I forgot it's needed now that I've got dacidbros combo for standing. Also at the end could you add

"Anywhere there is 2C 623B d.5B 2B it can be replaced by 2C d.2B 623B d.2D for about 50 more damage and 1 more seal, but they are a bit harder to perform"

Done.

Posted

I don't think it's true oki but it's decent oki with big damage

J.4C 2B 623B d.5B 2B j.4C j.623B 5B 2B j.4C j.C. 4095 dmg

Edit: Never mind I just noticed this is already up

Posted

Huey "special"

5B 2B 623B dash 5B 2B j4c 623B 5B 2B jB j4C jc j4C jC

probably close to max damage off 5B meterless 3703

didn't see it posted so :p

edit: i guess this combo is posted just without dmg, and air ender listed.

lalala sorry :(

edit 2: tryin out more combos

(j.C)>5B>2B>2C>6-dash>2B>9-dash>j.4C>land>8-dash>j.4C>land>9-dash>j.4C>land>8-dash>j.4C*>9-dash>j.4C>j.D>2-dash>2B>623B>5D>9-dash>j.4C>6-dash>j.D>2-dash>(5C>2C or 1-dash>j.236C>2363214C)

*: Omit the last 8-dash j.4C if you started with j.C or 2A in the beginning of the combo.

More advanced FRKZ bnb, hello training mode.

is there supposed to be a 6C right after the first 2B? otherwise i can't even start the loop.

someone should seriously record a video of this for visual reference, please and thanks :p

Posted

edit 2: tryin out more combos

(j.C)>5B>2B>2C>6-dash>2B>9-dash>j.4C>land>8-dash>j.4C>land>9-dash>j.4C>land>8-dash>j.4C*>9-dash>j.4C>j.D>2-dash>2B>623B>5D>9-dash>j.4C>6-dash>j.D>2-dash>(5C>2C or 1-dash>j.236C>2363214C)

*: Omit the last 8-dash j.4C if you started with j.C or 2A in the beginning of the combo.

More advanced FRKZ bnb, hello training mode.

is there supposed to be a 6C right after the first 2B? otherwise i can't even start the loop.

someone should seriously record a video of this for visual reference, please and thanks :p

Dora Combo Video

The quality isn't very good, so I actually thought about trying to recreate it (the Bang combos) and post it up again on my page. I'd say almost all of them are practical in use somewhat so it'd be good practice for me as well. I guess we'll see if I actually decide to do that though. EDIT: Nvm, that'll be too much work.

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