Ragnarok Posted September 23, 2011 Posted September 23, 2011 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.
C0R Posted September 23, 2011 Posted September 23, 2011 you can wiff cancel the startup frames into astral ...
huey253 Posted September 23, 2011 Posted September 23, 2011 (edited) no its the active frames, go test it yourself.... edit, i think its both.... Edited September 23, 2011 by huey253
lolRee Posted September 24, 2011 Posted September 24, 2011 While I'm here are there anymore amazing tricks Bang can do? Things that aren't common knowledge more so.
Linear04 Posted September 27, 2011 Posted September 27, 2011 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
Tsu_na Posted September 27, 2011 Posted September 27, 2011 Yeah, I did notice that. I'll probably re-record it sooner or later.
Star-Demon Posted September 28, 2011 Posted September 28, 2011 (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 September 28, 2011 by Star-Demon
Zeron_X25 Posted September 28, 2011 Posted September 28, 2011 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.
zeth07 Posted September 28, 2011 Posted September 28, 2011 (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 September 28, 2011 by zeth07
Zeron_X25 Posted September 28, 2011 Posted September 28, 2011 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
Star-Demon Posted September 28, 2011 Posted September 28, 2011 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?
zeth07 Posted September 28, 2011 Posted September 28, 2011 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.)
DLM UNDEAD Posted September 29, 2011 Posted September 29, 2011 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.
Tsu_na Posted October 16, 2011 Posted October 16, 2011 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?
huey253 Posted October 16, 2011 Posted October 16, 2011 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.
BenB Posted November 29, 2011 Posted November 29, 2011 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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