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[CS2] Bang Combo Listing/Discussion: Low Tier Ninja Hero no Jutsu!


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Posted (edited)

I propose a challenge!

Im curious to see if anyone can get Bang to exceed any higher than that without using more than 2 bursts and obviously no purple throws. :psyduck:

Heat Gain: 78

CH 6C > Burst x 2 > 6C > jD > 5C > 6D > 6~2D > 6~5C > [6C > 6~j4C > 5C]x 3> 6~2B >623B > 6C >j4C >j4C > j623B > 236236A

Damage: 12234

Tager Specific.

If it wasn't higher than this one, I'd still like to see the inputs any of you came up with for your own personal highest.

Edited by Tsu_na
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Posted (edited)

With the addition of 5C > 2C > 6C after the asura, I made it to 12375 damage.

This is unrelated, but I've made some midscreen standing seal combos [assuming you're perfectly midscreen or leaning to one side] I'm fairly certain no one does/ or has discovered. All of them keep oki and limit nail usage as much as possible.

3 Seal combos on Tager, Rachel, Arakune, Jin and Valkenhayn.

The 2C finisher doesn't work on Rachel and Tager. So it may be best to omit the 623B if you want to keep them ground teching.

Starting with: 5A > 5B > 2B > 6C > jD > 5D > tk.623B > 66~6D > 623B > 2C

Damage: 2227

3 Seals

Starting with: 2A > 5B > 2B > 6C > jD > 5D > tk.623B > 66~6D

Damage: 1674

3 Seals

Starting with: 5B > 2B > 6C > jD > 5D > tk.623B > 66~6D > 623B > 2B > 6C > j4C > jC

Damage: 3028

3 Seals

-------

3 seals on everyone [including Valk, Jin, Arakune ,but excluding Rachel.

Starting with: 5A > 5B > 2B > 6C > jD > j.236C> 66~6D > tk.623B > 66~D

Damage: 1948

3 Seals

Starting with: 5B > 2B > 6C > jD > j.236C> 66~6D > tk.623B > 66~D

Damage: 2416

3 Seals

Starting with: 2A > 5B > 2B > 6C > jD > j.236C> 66~6D > tk.623B > 66~D *Doesnt work on Tager*

Damage: 1640

3 Seals

-----

Random corner throw combo on Tager I just made.

Throw > 66~5D > 623B> 66~5C > 2D> j.623B> dash back> 5C > 6D > 623B

Damage: 3370

3 Seals

Edited by Tsu_na
  • 2 weeks later...
Posted
List of Seal Combos

Nice list. But most of them are just regular combos and due to the recovery of doing j.623B instead of 623B and being near the corner, you can follow up with another d.6D. I guess it seems more like stating an obvious possibility due to positioning and the nature of j.623B, but I'm sure not everyone knows what's possible so it's good to have in the thread.

You could take the list a step further and provide the seal combos off each possible hit, since I'm sure the whole point of it is to get FRKZ asap and knowing the best seal combos off each hit would be good for those wanting to know.

Remember that some allow you to follow up with d.6C>j.D>Web Nail>5C>6D or some variation of that in the corner, which will probably mean a 3 seal or 4 seal depending on which starter. And Hazama and Taokaka have character specific 3 seals or maybe even 4 seals ( I can't remember) off of regular hits as well. There's also another one that ends in a 5D that sets them up perfectly for a tech trap in the corner, pretty sure that was in some combo video as well.

I could've provided help but I deleted my combo list for CS2 when I started working on the one for CSE.

Posted

You could take the list a step further and provide the seal combos off each possible hit, since I'm sure the whole point of it is to get FRKZ asap and knowing the best seal combos off each hit would be good for those wanting to know.

seanpink.gif

Aaand... only air.

A list of "This x-seal combo works on x" stuff would be nice for character specific stuff and maybe stand/crouch specifics, but going off of every possible hit seems a bit extreme.

Posted (edited)
zeth's post

:psyduck:

I read it a few times over, and I kind of didnt get it.

midscreen non-ch fire punch

LETS DO IT

:psyduck::psyduck::psyduck:

:psyduck::psyduck::psyduck:

:psyduck::psyduck::psyduck:

Edited by Tsu_na
Posted
:psyduck:

I read it a few times over, and I kind of didnt get it.

:psyduck::psyduck::psyduck:

:psyduck::psyduck::psyduck:

:psyduck::psyduck::psyduck:

Well it was just the way you worded the post that you "made" those combos and "no one does them / or discovered them". Those combos are literally just the regular combos without 5C which you already see in other seal combos and a TK'd Fire Punch instead of a regular one which helps with recovery and other stuff, which allows the follow-up 6D if you're close enough to the corner. I more or less mean there wasn't much for you to make out of it or to discovery, when the fundamentals of those combos should be common knowledge, especially to anyone who has seen Nezu or Zanzan play since they are apart of other seal combos.

And my point about doing a list off each hit is because of the fact that the whole point of your list I imagine is to get the most seals off any button press at a certain part of the screen so you can FRKZ asap. So if you're going to post seal combos off "move X" at mid-screen/near corner, what about the other moves? And what about in the corner? Wouldn't you and anyone else interested in going for FRKZ want/need to know the seal combos at each part of the screen and off each "legit" hit? That was what I was getting at.

Not saying you HAVE to do that, especially with CSE coming out sooner rather than later, but if I was serious about learning and utilizing FRKZ I'd make sure I knew everything there was to know about seal combos (that I don't already.)

Posted

http://www.youtube.com/watch?v=qGncyL4B9Yg

Not sure if there was a post that covered back throw combos, but i went ahead and tested the strength of bang's back throw corner carry. The b/a-nail dash d.3c link works on everyone excluding arakune and rachel. As for valkenhayn, platinum, and mu, i am unsure. What's interesting to note, however, is vs. Makoto, back throw can be combo'ed off without the nail dash. you can simply back throw, air dash jc (whiffs) then d.3c upon landing.

  • 4 weeks later...
Posted

I just started playing this game and i have a very noobish question:

Most awesome Man vs everyone else

so this combo right at the start of the round, when at some point Bang hits rachel with a 5D that launches her in the air and he follows up with an air combo... HOW? HOW? i've been trying and trying but no matter how i land it, 5D never sends the opponent flying in a combo (only on CH). and i think i'm using the correct version (1.03). I guess I'm missing something. Someone would be so kind to explain what happens during that combo and how to recreate it? I thought it was a character specific combo but i was wrong.

Posted

That's a video for BBCS Extend which is the most recent update to the game. Right now you can only play it if you live in Japan and go to an arcade, it will be available on console very soon in Japan. The version you're playing is BBCS II, and as you've seen... 5D does not launch on normal hit in that version. The US has to wait until February to get this.

Posted
That's a video for BBCS Extend which is the most recent update to the game.

oooooh i was assuming that it was bbcs2 since that's what the title says. thanks!

Posted

Is there a limit to how many times I can use j.A on a blocking Airborne opponent? I say this because I see Dora / Satoshi ticking into Command Grab quite a lot.

Posted

You can do it as much as you want. It just happens to make a really great air-tick grab. Otherwise, jA is bang's only repeatable air normal.

  • 2 weeks later...
Posted (edited)
I've found 2 very good universal combos to use midscreen that are practical and good damage, let me share'em, i've been meaning to post them somewhere after talking to Linear about them at T12

the combos tie in with the blockstring:

J.C, 5B, 2C, 6A, (repeat with J.C)

lots of possible mixups like doing crossup J.C twice, or doing multiple 6A with dash cancels

If J.C hits or 5B hits -> (1st combo)

j.C, 5B, 2C, 6DASH, 5C, 6D, 6DASH, 2D, 6DASH, 5C, 6DASH, 2B, 6C, 9DASH, j.4C, 9DASH, j.4C, j.D, WebNail, Daifunka

This does 6200 damage and builds good heat and allows you a VERY STRONG hit confirm because you get to use 5B instead of just j.C -> 2C like in most high damage FRKZ combos. Against Rachel, you substitute the WebNail -> Daifunka with 2B->Ashura

And if you manage to find the wall along the way, you can substitute the Webnail with land-> 2B, SupahCrash and go right into the ending of challenge #10 for 6.9k

If instead the 2C knocked them down, and youre hit confirming on 6a: (6A Combo)

2C, 6A, 6C, 8DASH or 9DASH, j.4C, 6DASH cancel (the dash must not come out for this to work), j.D, 2DASH, 5C, 6D, Daifunka

This is the easiest way to hit confirm an unblocked 2C without going into j.C again making them tech and ruining the opportunity for some damage.

There is a second combo that is really important to know in case you were forced to use 5a because it would be the only thing fast enough to land in time to start the combo or if you used it for extra hit confirm: -> (2nd Combo)

j.C, (5A), 5B, 2C, 6DASH (no crossup) 2D, 6DASH, 5C, 6DASH, 2B, 6C, 9DASH, j.4C, 9DASH, j.4C, j.D, WebNail, 5C, 6D, Daifunka *EDITED FOR CSX, the 5D at the end of this combo is no longer possible*

This does around 5800 Damage without the 5A and works on everyone no matter what even if you start with 5A instead of j.C. With the 5A it does around 4k i believe. I'll edit later with the exact damage values.

IMPORTANT STUFFS: the first combo doesnt work on litchi hakumen and valkenheyn, so you have to opt for the second combo on those chars.

Any time you dont have nails, you can always land, 2B, Ashura instead.

Any time you don't have heat, after webnail you can: 6C, 9DASH, j.4C, 9DASH, j.C for good extra damage and Okizeme. You can also omit the final j.C for a very good tech trap, just land after j.4C then 9dash grab or command grab.

Air grab is an awesome way to get good damage too and is fairly easy to land in FRKZ, it's the same as the 2C 6A combo above

Air Grab (hold down to cancel the last hit), 2DASH, 6C, 8 or 9DASH, j.4C, 6DASH cancel (the dash must not come out or it wont work), j.D, 2DASH, 5C, 6D, Daifunka this does 6888 Damage

You can do the same combo if you land a j4C Counter Hit mid screen.

J.4C CH-> land, 6C, 8 or 9DASH, j.4C, 6DASH cancel (the dash must not come out or it wont work), j.D, 2DASH, 5C, 6D, Daifunka

(will edit later in case of mistakes, sorry was a quick writeup while im not home)

I received my jap copy of BBCSX yesterday and i was able to test all my previous FRKZ combos on jin and valkenhein (will test later when i get a bit more time)

Not only do all of these combos still work, they all do more damage. I urge anyone who wants to learn FRKZ to try these blockstrings and combos out, theyre very simple and easy to use and surprisingly practical.

(small edit, omitted last hit of "second combo")

EDIT AGAIN: air grab in the viscinity of corner -> cancel second hit into j.623B -> land 5b -> 623B -> Daifunka is still 5.1k in CSX, have yet to see japanese players use it though.

Edited by kaeru
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