Spark Posted May 17, 2011 Posted May 17, 2011 (edited) Punishes: 623B: On IB is punishable with 3C if you have no meter or 236B if you want to spend meter. At 16 frame start up if you're quick you can 2D, or 6D it too. 2C: If he ends his block string here punish it with 2A if you IBed it. Any drive attack: If Bang auto-guards any of your attacks you can just use 2D on reaction to all of them and just counter him. This will even work on j.D. 236236A: 6D it during super flash if you're on the ground and (delay)j.D it if you're in the air. Otherwise it's only -10 on IB so you can only get 3C or 236B as a punish. 2363214C: If point blank then do 5D during the super flash for an unavoidable punish if he has 100% meter. Otherwise do your standard 5C (CH) > whatever. 632146B: If you can't doge it, then you can 2D x N for the entire duration of it, or IB it all for a ton of meter. If he does it on wake up, you can throw him out of it and then 2D for the entire duration of it/IB it. Else if he just does it mid screen for no reason IAD over to him and j.2C > whatever. Anti-airing: 5A and 5B: Can work depending on the situation. 2C: Works best when Bang is on the way up, otherwise it will probably lose to most jump ins. If he j.Ds your 2C cancel into 623A to go right under it. 5C: Can work on occasion and when it does you get huge damage, but it's very risky. Zoning: j.2A: Works great for cutting nails and can be useful as an air to air poke. On hit you can air dash after it and get a small combo. j.C: Works for cutting nails, but it's better to use j.2A for this because of it's way faster recovery. This will pretty much out range all of Bang's normals in the air. If he j.Ds this and teleports in cancel into j.214B. 5B: Will beat out Bang's 5B on the ground. Though 3C will go under it and 2B has a odd hit box so it can avoid it. Though those 2 moves are risky to use as pokes. Strategy: Hakumen can almost always kill Bang for using his D moves outside of combos, so he can't really rely on them in this match. The nails can be countered or cut for very little risk so he cannot approach from full to mid screen with them. While he can't approach with nails he still has more mobility than Hakumen so if he guess around a poke correctly he can still get in instantly. Mix up and pressure: Since he has a command grab if he's point blank with 5A and 2As FD to keep him out of range. He can't even combo off one of his standing overheads 6B without CH or RC, so you don't really have to worry too much about it. If you think a command grab is coming the safest option is to TK j.214B as it will beat the ground command grab and the air command grab if he thinks you are going to jump. His other overhead 5C hits Hakumen faster because he's taller when he's crouching, but it is a fairly telegraphed overhead so it shouldn't be too hard to block. However it is jump cancelable so Bang can use it to TK D nails and get back in for more pressure, or IAD over you for a cross up and continue pressure that way. His 6A is plus and is jump cancelable, so it is one of the more common ways to reset pressure for Bang that you have to watch out for. It's kind of slow, so people tend to stand up when they see it and expect an overhead. If you get used to seeing this and countering it, it would greatly hurt Bang's pressure. D nails from full to mid screen are pretty much useless against Hakumen because you can just cut or counter like any other projectile. But if they're used in a block string it can be dangerous because you're forced to deal with at least 1 mix up after blocking them. The only way to avoid this is to try to guess when Bang is going for D nails in his pressure and counter them. Char specific details: j.B: This will work as an instant overhead on Bang. Edited May 17, 2011 by Spark
mAc Chaos Posted May 18, 2011 Posted May 18, 2011 (edited) Good job, Spark. By the way, I don't know if you've seen how Lord Knight breaks down matchups in the Litchi forums, but if you haven't you should take a look at some of his posts. He does a pretty good job and the way he does it could be useful to bring on over here. (Actually, now that I look, it's pretty similar.) There were some 2A option selects for dealing with some of Bang's pressure / command grab setups, although I'm not sure how much of it carried over from CS1. If someone knows what I'm talking about (huey) then it'd be nice if they could drop that here. You hit 2A (without IB) after Bang's 5A, and if he goes a command grab or various attacks, you land a CH. The other attacks are airtight and keep you in blockstun so 2A never comes out. I think there's one situation where you'd eat a combo, but all the other routes Bang could go would end up in your favor. Edited May 18, 2011 by mAc Chaos
huey253 Posted May 18, 2011 Posted May 18, 2011 (edited) Good job, Spark. By the way, I don't know if you've seen how Lord Knight breaks down matchups in the Litchi forums, but if you haven't you should take a look at some of his posts. He does a pretty good job and the way he does it could be useful to bring on over here. (Actually, now that I look, it's pretty similar.) There were some 2A option selects for dealing with some of Bang's pressure / command grab setups, although I'm not sure how much of it carried over from CS1. If someone knows what I'm talking about (huey) then it'd be nice if they could drop that here. You hit 2A (without IB) after Bang's 5A, and if he goes a command grab or various attacks, you land a CH. The other attacks are airtight and keep you in blockstun so 2A never comes out. I think there's one situation where you'd eat a combo, but all the other routes Bang could go would end up in your favor. because bang's 6A is speed up, and bang's 5B is kinda trashy, most bang players will be using 5A 6A and 5A 2B as blockstrings, which would frame trap the 2A. it was pretty useful in CS, because if bang used 5A 2B as a blockstring in CS1, he would have to jump cancel or go into 2C.... and 6A was too slow to serve as a frame trap off 5A in CS2, bang can go 2B 5B now, so they are more likely to use 5A 2B in CS2 i'll think of stuff thats annoying for bang when i get back from school there is a gap between 2A and 5B now, so you could occasionally get away with 2D after bang's 2A Edited May 18, 2011 by huey253
Rudi Posted May 21, 2011 Posted May 21, 2011 Thought that instant jB worked when Bang was crouching Spark haha. Which reminds me. Doing a fuzzy guard vs. Bang into j214C gives you enough time to land, 6C, dash and do a full combo. Worth noting I guess.
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