GreekAscendedDust Posted August 23, 2011 Posted August 23, 2011 And now we play the waiting game. I can tell that it will be very fun.
huey253 Posted August 24, 2011 Posted August 24, 2011 (edited) another present from huey253 useful for crouching midscreen combos... 5A/5B/jC/jB/j4B (any starter) blah blah blah into 2C B Bumper and then dash 2B immediately after. This beats early rolls, wake up mash, wake up jump etc. It loses to extremely late neutral tech + 2A into (really hard to do consistently), wake up DP, really late rolls. This setup makes the 2B meaty (or close enough meaty) and allows you to jump cancel into your bumper for a mixup for free. 2B's animation reels back really fast after the active frames, so even if they get a 2A, they'll get a really shitty combo due to how far away you are. If they do a late roll, they cannot punish the setup at all, or even get a real advantage. Go try it for yourself! Edited August 24, 2011 by huey253
Dacidbro Posted August 24, 2011 Posted August 24, 2011 That's really smart, especially against players using non-reversal characters that mash neutral tech every time, or players that try to back roll or down tech. Thanks Huey Sensei
Star-Demon Posted August 24, 2011 Posted August 24, 2011 I never backroll against Bang...It never ends well. Neutral tech I might have to stop doing, too - To be honest - When I play against bang I Don't see any options for escape until he drops or until I feel lucky enough in the air above him to hope he drops it and won't pick it back up easily.
Dacidbro Posted August 25, 2011 Posted August 25, 2011 Never using options is a bad choice unless given a specific reason not to (IE X and Y option will NEVER work because opponent does Z every time and it beats them without thought)
zeth07 Posted August 25, 2011 Posted August 25, 2011 (edited) another present from huey253 useful for crouching midscreen combos... 5A/5B/jC/jB/j4B (any starter) blah blah blah into 2C B Bumper and then dash 2B immediately after. This beats early rolls, wake up mash, wake up jump etc. It loses to extremely late neutral tech + 2A into (really hard to do consistently), wake up DP, really late rolls. This setup makes the 2B meaty (or close enough meaty) and allows you to jump cancel into your bumper for a mixup for free. 2B's animation reels back really fast after the active frames, so even if they get a 2A, they'll get a really shitty combo due to how far away you are. If they do a late roll, they cannot punish the setup at all, or even get a real advantage. Go try it for yourself! Wasn't that in a video posted a long time ago? EDIT: Nevermind, it was combo into 2C then some j.A>j.4B>2B stuff to catch things. At least I remembered it was 2C into something that eventually goes to 2B. Edited August 25, 2011 by zeth07
huey253 Posted August 25, 2011 Posted August 25, 2011 (edited) come on zeth :3 i don't steal. the setup you are talking about is 2C into late jump cancel jA j4B 2B. it beats almost if not all the options, but it costs meter to combo off. if they don't tech in my setup, you get a whole relaunch combo since the proration is still pretty good. also another OS that bang has that people don't know (got it from stunedge), delay 2C/6A ashura at the end of a corner combo. if they don't tech they eat an extra 1k. if they roll they eat 3k, if they neutral tech you are still in the advantage (ashura doesn't come out unless you mash it). i don't think i posted that yet. Edited August 25, 2011 by huey253
Star-Demon Posted August 25, 2011 Posted August 25, 2011 Never using options is a bad choice unless given a specific reason not to (IE X and Y option will NEVER work because opponent does Z every time and it beats them without thought) You're right that I should never just write everything off, but decent bang players always have me spaced out, there's no direction I end up teching that's going to help me block or escape what comes next. If I'm late, they'll just continue with 6D->thrust...It's really hard to figure out what's the best thing to do when you have a Bang that knows his range.
superscience890 Posted August 25, 2011 Posted August 25, 2011 Hmmm... I'm sorta curious how the corner combo that Dora does works. It goes something like this 5A 5B 2B 623B 5B 6C j.4C j.623C 2B j.B j.4C j.C The part that I don't understand is that for the 2B, Bang faces out the corner, but is able to jump and still hit them with a air combo that knocks them into the corner. Dora does it here http://www.youtube.com/watch?v=qve6w1Xqmi0&feature=player_detailpage#t=41s
superscience890 Posted August 25, 2011 Posted August 25, 2011 Well... I know that but it's more of an issue of timing of the 2B.
DaiAndOh Posted August 25, 2011 Author Posted August 25, 2011 (edited) So I like the new system changes in the latest CS2 build regarding barrier. Now has pushback regarding the move level (like GG!) Takes longer to fill up and depletes more. Takes less to stop getting guard crushed (which makes sense considering counter assault takes off a primer for the round now). And as for Bang ummm tk dnails takes him higher. And thats it so far.I wonder if this means dnails now keep your momentum when thrown....dnail dashing means even more free approach...just speculation Edited August 25, 2011 by DaiAndOh
zeth07 Posted August 25, 2011 Posted August 25, 2011 So I like the new system changes in the latest CS2 build regarding barrier. Now has pushback regarding the move level (like GG!) Takes longer to fill up and depletes more. Takes less to stop getting guard crushed (which makes sense considering counter assault takes off a primer for the round now). And as for Bang ummm tk dnails takes him higher. And thats it so far.I wonder if this means dnails now keep your momentum when thrown....dnail dashing means even more free approach...just speculation Or it works like a TK'd A Nail or B Nail, and completely fucks him up.
Chazmobile Posted August 25, 2011 Posted August 25, 2011 Looks at D-nail nerf. Keep on trolling arcsys, feed my rage. I mean, it's not like Bang was BAD in this game.
huey253 Posted August 25, 2011 Posted August 25, 2011 Hmmm... I'm sorta curious how the corner combo that Dora does works. It goes something like this 5A 5B 2B 623B 5B 6C j.4C j.623C 2B j.B j.4C j.C The part that I don't understand is that for the 2B, Bang faces out the corner, but is able to jump and still hit them with a air combo that knocks them into the corner. Dora does it here http://www.youtube.com/watch?v=qve6w1Xqmi0&feature=player_detailpage#t=41s if you are asking how to do it, just do 2B as early as possible. doesn't work on ragna. Dora is too strong... had to weaken bang some more.
superscience890 Posted August 25, 2011 Posted August 25, 2011 if you are asking how to do it, just do 2B as early as possible. doesn't work on ragna. This would explain alot >_> Also TK. D nails no ;-;
huey253 Posted August 25, 2011 Posted August 25, 2011 tk dnails having upward momentum is like the worst nerf i could even think of for bang. they will be useless in blockstrings and even harder to use at neutral. lets just wait until the final product to make judgements though.
Chazmobile Posted August 25, 2011 Posted August 25, 2011 As if he needed any more nerfing, I mean, his nerf list is now bigger than his buffs. And his biggest buff is arguably the top tiers getting nerfed. It's a sad, sad day. Just out of interest, what will the c nail buff mean practically apart from a bit more damage? This is like capcom nerfing El Fuerte from SSFIV to AE.
BenB Posted August 25, 2011 Posted August 25, 2011 TK D-nails like A and B nails? Wtf Arc Sys, like C nail was good enough for keeping the pressure, man if Bang's nerf is even worse than in CS2 I'll switch main for sure, TK.D-nails was a fun part of his gameplay, why do they change it? (And thus, Bang entered the Tager tier. The End)
Linear04 Posted August 25, 2011 Posted August 25, 2011 backdash > d nail > forward dash pressure was my best tool orz
Chazmobile Posted August 25, 2011 Posted August 25, 2011 Man, it was all about 5a>5b>2b TK D-nails x4 dash>command grab
Chazmobile Posted August 25, 2011 Posted August 25, 2011 Bang - 5D - Floats on normal hit jD - P2 proration improved, now more useful in combos Various Shuriken Moves (even though they're really nails >w>) - Knocks opponent towards the ground on hit. However, the opponent gets knocked upwards if hit by rising D nails. C Shuriken - P2 proration weakened, hold time increased Fucking lol, Dnails are now officially useless. GGs CS2+ Bang. Still maining your low tier ass you manly motherfucker.
huey253 Posted August 25, 2011 Posted August 25, 2011 make bang not easy as fuck to play? i dunno they seem like fine changes as long as your game plan wasn't dnails run up 5A.... if it was, good luck bro
Recommended Posts
Create an account or sign in to comment
You need to be a member in order to leave a comment
Create an account
Sign up for a new account in our community. It's easy!
Register a new accountSign in
Already have an account? Sign in here.
Sign In Now