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Posted

Being someone who tries to Astral quite often, i was baffled the first time i saw it by how genius it is.

Thing is, when you dont have good execution (not saying Dora doesnt) and hurry to do a double half circle, chance is you input one of the up direction during the process. And even if you autoguard-teleport with the astral you sometimes whiff because you're too high in the air. Being able to wiff cancel j.D makes you lock in your height perfectly while you input the astral command.

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Posted

While I'm here are there anymore amazing tricks Bang can do? Things that aren't common knowledge more so.

Posted

tsuunas new bang combos are boss, love the keeper jin style ones, just wish they worked universally without fc or anything lol

just a note, the last video's audio is off sync

Posted (edited)

So there I was, playing CS2.

And I hit something with 6C.

And 5D didn't take a half hour to happen.

and I could hit stuff.

I had no combos, though.

WTF thought it was a good idea to change FRKZ input? Fuck them.

I am so hyped to learn this new and exciting Bang.

Question: What replaces Bangs CT opening 5BB 2C 6D?

Edited by Star-Demon
Posted
So there I was, playing CS2.

And I hit something with 6C.

And 5D didn't take a half hour to happen.

and I could hit stuff.

I had no combos, though.

WTF thought it was a good idea to change FRKZ input? Fuck them.

I am so hyped to learn this new and exciting Bang.

Question: What replaces Bangs CT opening 5BB 2C 6D?

Opening...? Well... if you mean combo, it's 5B 2B 6C > etc if crouching, it's like 5B 2B 2C 623B.

Posted (edited)
Opening...? Well... if you mean combo, it's 5B 2B 6C > etc if crouching, it's like 5B 2B 2C 623B.

Or 5B>2B>5D>623B if you want a seal for 12 less damage. You can also go for a bit of a reset off 5D if you jump and go for a cross up j.4B OR blow through D Nails off 5D and reset off them instead.

EDIT: OR do D Nails into 5B>5D>623B for an extra seal at the cost of D Nails (5B>2B>5D>D Nails>5B>5D>623B = 2 Seals / 1,754 Damage) but that's only if you REALLLLLLY want FRKZ. I also believe it is spacing dependent / character specific but I'm not entirely sure since I didn't test it too much.

Edited by zeth07
Posted
Or 5B>2B>5D>623B if you want a seal for 12 less damage. You can also go for a bit of a reset off 5D if you jump and go for a cross up j.4B OR blow through D Nails off 5D and reset off them instead.

Yeah I was gonna say 5D but I couldn't remember if it gatling'd from 2B. Haven't touched Bang in a while :(

Posted

Well, the classic is good enough because I liked the position it left me in, but doesn't work - I ended up getting 5C the other day, so I guess I need new stuff. Bang's faster, so that's really fun, too. I can still try to jump over and 4C and vaccuum into more stuff, right?

Posted
Well, the classic is good enough because I liked the position it left me in, but doesn't work - I ended up getting 5C the other day, so I guess I need new stuff. Bang's faster, so that's really fun, too. I can still try to jump over and 4C and vaccuum into more stuff, right?

It's j.4B now.

The Beginners Guide to Manliness v.CS2 - Up and ready to go!

Low Tier Ninja Hero no Jutsu! - Bang Combo Listing/Discussion

(First post of the Combo Thread isn't updated at all, but Mr.Kimura's compiled list a few posts down is good enough to start with.)

Posted

Just redirecting some discussion

the guy has no fear, and his seal building combos are amazingly solid. Then he busts out frkz combos or he uses frkz start up as a way to negate a move and counter attack with his own distortion move. Can anyone also enlighten me as to how one insta blocks? i notice these japanese players all flash white during blocking.

That is nezu who is famous for his Quick FRKZ use.

Begin blocking within 8 frames before the attack touches you. You will flash white if you did this correctly. Note that for multi-hit attacks, IBing the first hit will automatically cause you to IB the rest of the hits, but your heat gauge will NOT increase for any of the hits past the first.

  • 3 weeks later...
Posted

So, admittedly this is pretty late in the CS2 life, but I do keep noticing it and forgetting to bring it up.

Why does Bang's j.D have a different proration on CH? Far as I know, it's the only move in the game that does this. You simply get more damage off the following hit on CH rather than non-CH.

Any ideas how that works, or any other characters that have it?

Posted
So, admittedly this is pretty late in the CS2 life, but I do keep noticing it and forgetting to bring it up.

Why does Bang's j.D have a different proration on CH? Far as I know, it's the only move in the game that does this. You simply get more damage off the following hit on CH rather than non-CH.

Any ideas how that works, or any other characters that have it?

its just in the frame data.

carl's 5C also has better proration on CH

they removed bang's CH special proration and made the move have better prorate always.

  • 1 month later...
Posted

I found something strange today. I was working on my combo from the 6C counter hit, and after that, doing some random shit in training. But I figured something: When your 6C counter hits, it make the opponent fly in the air until he touches the ground. BUT, when you 6C then dash cancel 5A (to stop the airdash) and then daifunka, they can airtech! So, does the superflash gives some extra tech time or something?

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