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[CSE] Bang Thread: Continuum Shift EXTEND Pre(American)Release Changes/Discussion/VIDEOS


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Posted

Though I'll admit that, personally, I had more fun with CS2 Bang.

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Posted

Hi guys, Eurobro there. I have CSE on ps3 since 2 weeks or so, and I'll admit it, Bang is strong.

From what I saw and experimented, 5A is almost as godlike as CS1. I mean, punishing a move really far away with a 5A...That's totally a CS1-feel, isn't it?

Then, his 5B. I think that from now on everybody knows the 5B is a lot like the CS1 one. It reaches so far and it's so fast, it's ridiculous. I'll skip this.

For his 5C, the only thing I -can- tell is, it has a LOT more pushback than before. On the corner, I can't even connect 5C > 5D if I'm too far, nor doing 5C > 2C. That's kinda bullshit but eh, that can't be helped, I guess?

His 2B and 2C seems to be the same in order on priorities and proprieties, though I have a feeling the 2B's hitbox has been a ~little~ changed.

About his drives, I'm a little sad they nerfed the prorate of 6D and 2D. But where I am really upset is when they removed the special prorate of jD's counter hit. I mean, why? It was good the way it was. ):

jA is godlike, j4C is godlike, 3C is...3C. Also LOL @ command grab nerf. Well, I guess the creators didn't wanted a 7k combo off of a command grab in CS2 :v

There are a bunch of things I didn't tried yet, guess I'll do that later, like...after the finals :v

TL;DR

Bang's cool and stuff but not as cool as in CS2, IMHO.

Posted (edited)

go test it, its 10 frames.

EDIT: jD totally has better prorate than the old CH proration. It was actually a buff lol.

Edited by huey253
Posted

kinda wondered how i would do a 4 seal combo if it had worse proration.. thanks for clearing it up

and word on detailed frame data/mook? id really love to properly fill the wiki with proper framedata

Posted

nope I had spark test 5B's speed.

i think 5B is a level 3 move now but i'm not sure. It most likely has a bigger hitbox now. But it isnt faster.

no mook date afaik

Posted
kinda wondered how i would do a 4 seal combo if it had worse proration.. thanks for clearing it up

and word on detailed frame data/mook? id really love to properly fill the wiki with proper framedata

Also because of the Web Nail change.

Posted
nope I had spark test 5B's speed.

i think 5B is a level 3 move now but i'm not sure. It most likely has a bigger hitbox now. But it isnt faster.

Aw, okay. Too bad then, maybe next time ):

Anyway anyone has a good corner combo off 5C > 5D? Sometimes 2C whiffs so :v

Posted
Aw, okay. Too bad then, maybe next time ):

Anyway anyone has a good corner combo off 5C > 5D? Sometimes 2C whiffs so :v

Mid-Screen:

・5C>5D>j.B>j.4C>dj.B>dj.4C>dj.C

*Mid-Screen*/Near Corner:

・5C>5D>j.4C>IAD dj.4C>dj.623B>d.6C>j.4C>j.C>Poison Nail (knocked down)

Near Corner:

・5C>5D>j.B>j.623B>d.623B>5B>2B>j.A>j.B>j.4C>dj.C

・5C>5D>j.4C>j.623B>d.5B>623B>6C>j.4C>j.C

・(FC) 5C>5D>j.4C>j.623B>d.623B>5B>2B>j.A>j.B>j.4C>dj.4C>dj.C>Poison Nail (knocked down?)

Corner:

・5C>5D>623B>5B>6C>jc j.D>2B>6C>j.C = [~2,800]

・5C>5D>623B>5B>6C>j.4C>j.623B>5B>6C>j.4C>j.C>(Poison Nail) = [3,472]

・5C>5D>j.623B>6C>j.D>2B>6C>j.4C>j.C = [2,869]

・5C>5D>j.623B>6C>j.D>Web Nail>5C>6D>623B = [~2,700 / 3 Seals]

That's all I got for now without being able to play the game myself. I listed the other ones just because I figured they probably work in the corner as well with some adjustments.

There might be a relaunch combo possible as well off it if you do an IAD j.4C off the first j.4C into j.C>5A>etc. Without playing the game I don't know for sure and I haven't made a note of it from videos, but it could be possible.

Posted

Not sure if this has been covered yet...

Was testing a few things in extenze, and it seems 5B > 2B > 6C > j.D doesn't work on Carl? He just floats right outside of the reach of j.D...

I even popped in CS2 to make sure I wasn't just high off this dank ass kush (works in cs2...) nahmeen?

Popped in ExtenZe to try it on characters I thought might because of size (tao, plat, arakune, lambda, rachel) and it all worked...

Posted

you cannot 6C->j.D without a jump cancel on Carl Valkenhayn and Rachel. With Rachel it works under certain conditions. You can still make it work if you jump cancel the 6C, but then you have no more jump cancels left.

Posted

Does that combo work without the IAD j.4C? I'm not overly consistent with it yet, Can you substitute it for anything else?

(Carries on ignoring IAD j.4C. Foreverbad)

Posted (edited)
Does that combo work without the IAD j.4C? I'm not overly consistent with it yet, Can you substitute it for anything else?

(Carries on ignoring IAD j.4C. Foreverbad)

you can use j.A j.4C j.C as a substitute. That said tho, I'd recommend trying to learn the original(u be lazy) since the only thing you need to kno is to delay the j.C at the end for the 5a pick-up .

CH version:

CH 5C 5D j.4C iad j.4C j.C 5A 2B j.B j.4C j.B j.4C j.C (Dnail dash cancel) or 623B (on large hitboxes)

(puts on shades)...and if you wanna be stylin:

CH 5C 5D j.4C iad j.4C j.C 5A 2B 5D sj. j.C

Edited by StayFree( ' 3')
Posted (edited)

Yeah I really should just man up and learn it. Thanks for the reply!

Also, With the Web Nail changes, FRKZ is going to be incredibly easy to get in most circumstances. I think I'm going to learn the "basic" j.C / 5B Confirm. If you can get 4 seals from 1 combo, Not knowing how to style in FRKZ would be a crime, Same with IAD j.4C.

High Risk High Reward all day. Go Hard.

Edited by YukiBlue
Posted (edited)
In addition you also get more carry with the original than you do with the easier variation.

To elaborate a little more on this with an actual match example:

The difference between landing an IAD j.4C combo and doing something more basic could very well determine the results of a match. Getting that wall bounce means you're extending your combo for more damage and/or being able to combo into Daifunka and usually putting them into the corner. That in itself can end a close match, where as if you just did some basic combo into knockdown or 623B, you're giving them more of a chance to make a comeback and sometimes not even getting solid oki.

One other thing that should be noted and I might've mentioned in the past, if you're doing one of those IAD j.4C combos but aren't quite at the right range to get the wall bounce and still kinda close, if you have the meter you can RC after the j.623B then air dash towards to the corner which forces the screen to adjust thus creating the wall bounce. The above reason is why this is something you should always have in the back of your head that you can go to use. I can tell you from watching a lot of Japanese matches that there were times that the Bang players could have done this and outright won the round but instead either lost the match or maybe made it drag on longer than it should have.

The j.4C IAD stuff really is THAT important to potentially winning or losing matches. Any Bang that is playing competitively really needs to learn how to do it imo.

EDIT: And to add a minor tip on how to do it, what I do is just do 6C (or j.4C)>8>66>j.4C. When we first started talking about it and it being a "IAD", you don't have to actually do it like one (96).

For practice just break it down into parts. Do your combo into 6C then just jump straight up and end there, repeat that til you get it down. Then do the same thing except add the air dash. Once you consistently get the jump cancel>air dash part down the rest is relatively easy.

Then when it comes to doing it off j.4C while in the air, it's going to seem a little weird but if you just remember that it's the same basic steps as it is off 6C you'll pick up on it as well.

Edited by zeth07
Posted

If you're having trouble with that combo, there are a couple of things you might be doing wrong:

-You're jump-canceling the 6C too early.

-You're messing up the input for 623B after the j.4C

-You're not going back to neutral (after the dash) after the wall bounce for 5C.

In the first case, you know this is the problem if the IAD is not coming out at all and all you're getting is a normal jump. Just go slower.

In the second case, you have a little more time to do 623B after the j.4C then you probably think, again, just go slower and try to make your inputs cleaner.

In the third case, you can try holding back when you do the 5C so you don't get 6C by accident, you also don't have to dash that far.

The rest of the combo is pretty easy, hopefully this helps.

Posted
5B is the exact same speed as CS2 :(

I know this post was done like, 1 week ago but i want to make sure if this is confirmed. 5B is still 10F? and here i was hoping the first thing they would fix was that 5B being piss slow to the point it's slower than all 5B's but Tager's(ironically same startup).

I sadly cant test it myself, and i am sorry if this was already confirmed and i am just really bad at reading stuff.

Posted

When I was playing Extend 5B felt faster. I was able to throw it out and compete with Ragna's 5B. Did they increase the hitbox on Bang's 5A and J.B vertical hitbox...because it feels like it to me.

Posted
I know this post was done like, 1 week ago but i want to make sure if this is confirmed. 5B is still 10F? and here i was hoping the first thing they would fix was that 5B being piss slow to the point it's slower than all 5B's but Tager's(ironically same startup).

I sadly cant test it myself, and i am sorry if this was already confirmed and i am just really bad at reading stuff.

5b is 10f

It's now faster than just about every move with a comparable hitbox.

When I was playing Extend 5B felt faster. I was able to throw it out and compete with Ragna's 5B. Did they increase the hitbox on Bang's 5A and J.B vertical hitbox...because it feels like it to me.

The hitbox on all of Bang's air normals has been buffed.

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