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[CSE] Bang Combo Posting and Discussion Updated with Bnb!


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Posted
http://youtu.be/uTKbtOmabBU

Too many to list, so that's the easiest way to tell you. When you watch it I'm sure you can notice which ones are easier to start with. Almost all of them are BnBs you would want to know, outside of a handful.

For starting out you need,

-Standing (2A/5A/5B/2B all go into the same combos for the most part)

-Crouching (2A/5A/5B/2B all go into the same combos for the most part)

-5C (it is basically the same as the crouching one anyway)

-3C

-Each Drive

-Throw/Air Throw

-Command Throw>RC (although if you're just starting out you can ignore this for now at least)

You will want to know mid-screen and corner combos for each one, that video pretty much shows you and tells you what you would want to learn starting out.

Just know that if you do things like 5A>2A>2A>5B the combo is going to get heavily prorated which means you'll need to cut it short cause some won't work off that string. I'm not gonna go into details as that video does a good enough job showing plenty of combos to learn starting out.

Also standing combos into 6C>j.D don't work on Carl / Valkenhayn / Rachel unless you jc the j.D which means you don't have another jump to use to go into Web Nail combos. So you'll have to do different ones for them.

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Posted
Is there another copy of that video anywhere? The account got taken down by Youtube suits. :(

Just getting back into this after binging on Persona 4 Arena

Posted

for this combo:

(Standing) 5A>5B>2B>6C>j.B>j.4C>j.C>d.5A>5B>j.A>j.B>j.4C>dj.4 C>j.C

How do you connect the d.5A after? I'm assuming the d means dash? Whenever I try to dash and do 5a the dummy always techs way before the 5a comes out. However if I dont attempt to dash at all I can connect 5A just fine.

it also seems like a ton of combos dont work on rachel or you have to be super close for them to work.

Posted
for this combo:

(Standing) 5A>5B>2B>6C>j.B>j.4C>j.C>d.5A>5B>j.A>j.B>j.4C>dj.4 C>j.C

How do you connect the d.5A after? I'm assuming the d means dash? Whenever I try to dash and do 5a the dummy always techs way before the 5a comes out. However if I dont attempt to dash at all I can connect 5A just fine.

it also seems like a ton of combos dont work on rachel or you have to be super close for them to work.

Posted

Input dash just before you land and A after it. You must get the feel for it. I do not delay j.C, actually I do air combo as fast as possible.

Posted
For the combo you mentioned there are some characters where you don't need to dash, but it is something you should be working on anyway since other characters DO need the dash. I want to say it doesn't work against Litchi. And I believe the timing is tricky against Platinum I think as well but should still be possible if I remember right.

As for landing it, one thing to try is to delay the initial j.C very slightly. The other thing you could try is to sort of let the stick go back to neutral after the j.C before you try to dash, if you don't play on stick obviously you still know what I mean.

As for doing combos to Rachel, I mentioned it in the post you quoted from me. Standing combos into 6C>j.D does NOT work on Rachel / Valkenhayn / Carl unless you jump cancel the 6C. This takes up one of your jumps which means you can't do the usual seal combos against her but there are some alternatives. Instead you could do the combo you mentioned as an example. Rachel has a fairly weird hitbox and in some cases Tager too.

Posted (edited)
ah, thanks for reminding me.

Currently I input the dash before landing but it seems like a go into a full dash animation before 5a comes out. When I look at the combo tutorial vids Bang barely moves forward before the 5a comes out, so Im not exactly sure how early you do the 5a, because right now I do it as early as possible and im not even close to making my dash look like how its done in the videos.

Also what does dj mean? dash jump as in instant air dash?

Edited by zeth07
Posted (edited)

Thanks, I'll just keep practicing it then.

On another note what makes this combo useful considering its low damage and heat gain:

5A>5B>6A/2B>2C = [1,220] / 9 Heat

Also what are some common oki setups and enders? Is the stickied thread still useful because it seems like its for CS2 and not Extend.

Edited by onemic
Posted
Thanks, I'll just keep practicing it then.

On another note what makes this combo useful considering its low damage and heat gain:

5A>5B>6A/2B>2C = [1,220] / 9 Heat

Also what are some common oki setups and enders? Is the stickied thread still useful because it seems like its for CS2 and not Extend.

That would be literally Minute 1 Bang combo which would work on Standing/Crouching and technically give oki, but quite literally you would never do that combo once you've spent more than an hour with Bang lol. Or you could use it as the most basic combo to go into a Distortion to finish someone easily with low health. That's really the only reason they showed it besides it being part of Bang's typical pressure strings I guess.

Bang doesn't really have "oki setups" since he doesn't really have anything to force the opponent to neutral tech+block after a knockdown. Maybe in the corner you could count some stuff as oki setups though, but mid-screen you are more or less forced to guess how they will tech or not tech before doing anything. I guess I'll go over enders first.

Most combos will probably end with j.C to at least give you a knockdown. Or you can end air combos with Poison Nail but then anything remotely related to oki is lost. Seal combos tend to end with 5D, which gives no oki but you can try for an air tech trap but people know of it by now so don't expect it to work much. Other times combos will just "end" with 623B or j.623B which pushes them to the corner so no real oki there either. Sometimes your standing combos will be too far for 6C to connect, so you would probably want to end it with 3C and then try to punish a possible roll tech. Other times you might want to end combos with 6D or 2C to give fairly good oki or setup a bumper mixup after them.

For "oki setups" there isn't really much of anything to really do for Bang.

After mid-screen air combos if you do the 2nd part of the air combo with neutral jump, you can throw a B-Nail after you j.C as you are falling. Because of the spacing and the explosion this will HOPEFULLY stop people from trying to jump away on oki while also POSSIBLY making them block the explosion. This setup only works well if the person neutral techs after the knockdown, if they roll it isn't as effective. For people that respect this setup you actually get a pretty good mixup chance off this. If they DO get caught by the explosion you can follow up with a combo, if they are in the corner when this happens you can go into Explosion hits>5C>combo for pretty good damage.

Ending combos with 6D and 2C give good oki cause you will be right near the opponent but it doesn't really force them to respect anything you go for. As I mentioned you could setup a Bumper after these moves and try to do mixup off the bumper or just use it for mindgames, but they don't have respect any of that either.

In the corner you will mostly have j.C enders as well. One thing to do is another falling j.C which will stop them from rolling or not teching by just knocking them down again anyway. Or there is a whiff air command throw setup after a combo, where you then do Web Nail to catch them doing something stupid (like rolling again). While in the corner, doing a Poison Nail at the end of certain air combos will allow you to get a relatively good mixup off them due to it knocking them down as you are landing almost immediately on top of them. If they don't tech you can follow up with more of a combo while the Poison still ticks. If they do tech, your mixup will be relatively hard to react to so there's a chance they'll get hit or of course they could reversal you.

Another thing to try is after 2C or 6D setting up a bumper in the corner about a character length away, this is part of the old Nezu setup, and if the opponent doesn't have a good reversal it can be really useful to mixup the opponent and almost constantly put pressure on them.

Finally there are some gimmicky tricks with cross unders/overs. With the relaunch combo that you first were asking about, if you actually ignore the d.5A part you can do a dash under 2A and cross them up for a mixup if they tech after your j.C. Of course after that you can fake it so it adds to the mind games or you can just do that for a position advantage.

You can also do something similar near the corner when you do j.623B to wall bounce them, then instead of continuing the combo you can cross under late as well for a mixup. Taking that even further if you do the j.623B wall bounce from slightly outside the corner, you can dash under them INTO the corner and then as they are still falling dash 2A under OUT of the corner then mixup. And to add to that, you could just cross over them with j.4B out of the corner.

(the d.2A isn't actually supposed to hit, it is just for the momentum and to go under them)

I guess another thing to do would be to just use late D-Nails after you knock them down with j.C (meaning don't do it as part of the combo). This could let you close the gap to get in for a mixup but just know you're using valuable resources.

One last thing to consider against Tager is actually ending your air combos with a pink air command throw. He more or less can't do anything about it after teching, while you get to move away or hit him with a poison nail and this removes the threat from his "guessing game" on YOUR oki just for his lucky guess when you try to go for an actual mixup.

I think covered almost everything.

Posted

Another fun oki setup:

X>5D>9j.4C>j.5C>j.236B

You can run up and do a 5C and have the explosive nail give enough hitstun to go into a 5A. If the overhead isn't blocked, the explosive nail won't hit, making it not reduce your combo damage.

you can time a command throw just enough so that the nail and throw hit at the same time. This is only to look cool.

You can stand still or run forward and then backdash to bait DPs, then use the nail counter to do 66C>623B>to corner or 66C>jump cancel>j.5B>j.4C>j.5C>5A>5B>air ender or any other combo that hits out of explosive nail.

Go for a 6D>[Nail Hit]>j.5A>j.4C>jump cancel>j.5B>j.4C>j.5C>j.236B>665A>j.5D>j.2369C>66D/662C>Oki. (Character specific, look at one of my earlier posts for list of which characters this combo works on)

Instant Airdash to j.5C>Nail Hitstun>Mixup of your choice.

Its really just a cool oki mixup there just to look cool.

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Posted (edited)

First post here but have been a lurker since BBCT:

Don't know if this has been posted before but been doing this combo in FRKZ for a while with my friend who mains Taokaka and subs Rachel which is very handy as this combo only works for them... this combo works with Tager but only with 2 loops non-CH possibly 3 can't verify on CH.

starter is anything that knocks them down like 6D or 2C

mine usually starts with JC>2dash>2C>(6C>6dash>4C>no input>5C)4x->6D>Daifunka -7603 Damage without CH

Edited by xsinkerboyx
  • 4 weeks later...
Posted

Gah, a lot of the videos are down; particularly the ones on the first post.

Still trying to figure out how to get j.C>5A to connect reliably. I keep hitting the emergency tech.

Posted
Gah, a lot of the videos are down; particularly the ones on the first post.

Still trying to figure out how to get j.C>5A to connect reliably. I keep hitting the emergency tech.

Some chars need a microdash before the 5A. (if you're referring to the 5A>5B>2B>6C>JB>J4C>JC>5A>5B>jA>jB>J4C>J4C>JC combo)

You also need to be somewhat close to them, if you're max range with your starter you will need a microdash against even those who don't normally need one and it may drop on some smaller chars.

Posted
Some chars need a microdash before the 5A. (if you're referring to the 5A>5B>2B>6C>JB>J4C>JC>5A>5B>jA>jB>J4C>J4C>JC combo)

You also need to be somewhat close to them, if you're max range with your starter you will need a microdash against even those who don't normally need one and it may drop on some smaller chars.

The problem isn't distance, it's time. The opponent is landing and teching before I get the 5A out. I get the "Wiffed on recovery" animation, so I know I'm in range.

(Also, how DO you do the microdash on the 2nd 5A? Whenever I try to fit in a dash, it just makes the timing problem even worse.)

Posted
The problem isn't distance, it's time. The opponent is landing and teching before I get the 5A out. I get the "Wiffed on recovery" animation, so I know I'm in range.

(Also, how DO you do the microdash on the 2nd 5A? Whenever I try to fit in a dash, it just makes the timing problem even worse.)

Hmm, I dunno exactly what you're doing wrong. You want each thing to come out as soon as possible and just practice it on Ragna since he doesn't need the microdash. Watch videos of it to see the timing if you're doing something which keeps failing but, yeah, the advice would be to "just do everything as fast as possible".

The microdash is just timed for the precise moment of landing, it's somewhat of a tight input but not that bad, though if you can't get the non-dashing variant at all it'd seem like a tall order I guess lol.

Posted
Hmm, I dunno exactly what you're doing wrong. You want each thing to come out as soon as possible and just practice it on Ragna since he doesn't need the microdash. Watch videos of it to see the timing if you're doing something which keeps failing but, yeah, the advice would be to "just do everything as fast as possible".

The microdash is just timed for the precise moment of landing, it's somewhat of a tight input but not that bad, though if you can't get the non-dashing variant at all it'd seem like a tall order I guess lol.

Well, I've been trying to watch videos...and most of them are down. I can get random youtube fodder, and that's it.

Posted

Could someone take a look at my BnB combos? They feel damn stale right now compared to what I see other people doing. Almost too basic. So in a way I'm asking you to just look at my combos and maybe tell me what I could do to make them better or something? Or just tell me to do another combo? (Starters are just part of the example)

Midscreen Standing: 5A > 5B > 2B > 6C > j.D > TK C Nail > 66 > 5C > 6D > xx ( I also use the relaunch on characters that dont need the dash)

Midscreen Crouching: 5A > 5B > 2B > 5D > j.B > j.4C > j.B > j.C

Corner: 5A > 5B > 2B > 2C > 623C > 5B > 6C > j.4C > j.4C > j.623C > Dash Under > 5A > 5B > j.A > j.B > j.4C > j.C

Of course I alter the combos depending on CH / Starter / Meter etc. I'm not 100% Basic. But these just feel so cardboard. Tell me some places I can IAD or something haha

Posted

Midscreen Standing: 5A > 5B > 2B > 6C > 7.j > IAD > j.4C > delay j.C > 5A > 2B > j.B > j.4C > dj.B > j.4C > j.C (no dash needed)

Midscreen Crouching: 5A > 5B > 2B > 5D > j.4C > IAD > j.4C > delay j.C > 5A > 5B > j.A > j.B > j.4C > dj.4C > j.C (no dash needed)

Corner: There's a lot of options here but if you want to use your corner combo as the basis I would just change the ender for better oki. (omit 5A) 5B > sj.A > sj.B > sj.4C > sdj.C > WF j.C.

Posted
Could someone take a look at my BnB combos? They feel damn stale right now compared to what I see other people doing. Almost too basic. So in a way I'm asking you to just look at my combos and maybe tell me what I could do to make them better or something? Or just tell me to do another combo? (Starters are just part of the example)

Midscreen Standing: 5A > 5B > 2B > 6C > j.D > TK C Nail > 66 > 5C > 6D > xx ( I also use the relaunch on characters that dont need the dash)

Midscreen Crouching: 5A > 5B > 2B > 5D > j.B > j.4C > j.B > j.C

Corner: 5A > 5B > 2B > 2C > 623C > 5B > 6C > j.4C > j.4C > j.623C > Dash Under > 5A > 5B > j.A > j.B > j.4C > j.C

Of course I alter the combos depending on CH / Starter / Meter etc. I'm not 100% Basic. But these just feel so cardboard. Tell me some places I can IAD or something haha

Standing:

Back to Corner/Far From Corner:

-Use your BnB if you only need 2 seals or want to be on top of your opponent at the end.

-Relaunch combo, you should really know how it works (or not) against everyone. Do this if you have ZERO interest in FRKZ because the 2 seal combo sacrifices almost 300 damage. You can also throw a B-nail at the end as part of the setup. This combo can also be used in place of any standing combos involving j.D against Valkenhayn/Carl/Rachel since you need to jc the 6C against them (to land j.D) which means you can't do the typical combos anyway. You can still do a 1 seal combo that does 175 less than the regular relaunch. The standing relaunch StayFree posted does a whopping 9 more damage than the regular relaunch but imo has more places for error, so it's up to you if you think it is worth the difference.

-5A > 5B > 2B > 6C > (jc) > j.D > (d.)2B > 5B > j.A > j.B > j.4C > jc j.4C > j.C = This is the 1 seal combo you can do. Does 175 less than regular relaunch, but still gives good corner carry/heat and can still do a B Nail at the end. It is a more universal BnB that is easy enough to use on everyone as far as I'm aware (probably need a slightly different ender for some characters I think).

-There's also the 3 or 4 seal combos if you really want FRKZ.

Starting Positions (opponent at least at Player 2's spot):

-5A > 5B > 2B > 6C > IAD j.4C > j.623B > (d.5C) > 6D > 623B > 2B > 5B > j.A > j.B > j.4C > 7j.4C > j.C > B Nail = 3452 DMG = This should absolutely be one of a Bang player's BnBs at this range. You don't necessarily have to do that ender but this kind of combo is definitely something every Bang player should be doing. Obviously you have to judge the distance, and if you are too far for either d.5C or d.6D to hit you can easily do d.5B instead straight into air ender. Another thing to note is if you're slightly too far out but have 50% you can RC after the j.623B then air dash forward>land>continue the combo. This is a situation you should keep in mind because normally that j.623B might not have wall bounced so now you need to hit them with another combo, instead you continue to follow-up the same combo and possibly kill them. In other words you SHOULD know some form of this combo. It is a difference of 857 damage compared to the regular relaunch, now that is A LOT of lost damage if you aren't doing these combos.

-You can also do seal combos off the IAD j.4C stuff. That way you can get seals + damage, but it still wouldn't be more damage outright.

Crouching:

Back to Corner/Far From Corner:

-You can do the relaunch StayFree posted, but you better make absolutely sure you can do it all the time cause there are a few places that it is likely to drop. It is a difference of 442 damage though compared to the basic crouching BnB, so it is worth it if you learn it, at least compared to the other standing one that was just 9 more damage than the other basic relaunch.

-If you REALLY want FRKZ, with 50% you can get 4 seals off 5A crouching. 5A > 5B > 2B > 5D > sj.4C > C Nail > RC > j.D > C Nail > j.D > C Nail > 5D = Only does 1733 DMG for 50% but you get 4 seals.

Starting Positions (opponent at least at Player 2's spot):

5A > 5B > 2B > 5D > j.B > j.4C > j.623B > (d.5C) > d.6D > 2B > 6C > j.4C > j.C = 2818 (2935) DMG = Easy enough for extra damage.

Corner (standing or crouching):

-5A > 5B > 2B > (2C) > 623B > 5B > 6C > 7j.4C > j.623B > 5B > j.A > j.B > j.4C > jc (j.4C) > (7)j.C > (B Nail) = 3287 DMG = Corner off 5A or 2A or 5A>2A. You can include the 2C with 5A starter.

Corner Standing (character specific):

-5A > 5B > 2B > 6C > "dash under" 5C > 2C > 623B > 2B > 5B > j.A > j.B > j.4C > jc (j.4C) > (7)j.C > (B Nail) = 3452 DMG = More damage but character specific and standing only, so less "universal". The 5C is being done as you're dashing so it isn't really dash under>5C, it is "dash under" 5C. You are more likely to mess this combo up than the above.

Corner (standing or crouching):

[5B > 2B] or [5C] > 2C > 623B > 5B > 6C > 7j.4C > j.623B > 6C > j.B > j.4C > j.C > (5A > 5B > Ashura) = 4076 (5166) DMG = Slightly different combo than off of 5A or the others. 5C starter does less damage.

Posted

Corner (standing or crouching):

[5B > 2B] or [5C] > 2C > 623B > 5B > 6C > 7j.4C > j.623B > 6C > j.B > j.4C > j.C > (5A > 5B > Ashura) = 4076 (5166) DMG = Slightly different combo than off of 5A or the others. 5C starter does less damage.

My variant meterless for max efficiency in the corner is a slight variant of this:

5B>2B>623B>5B>6C>7J>DELAYJ4C>J623B>6C>JD - at this point you can do a 4-seal variant or a max damage meterless ender, they would respectively be:

2369C>6D>2369C>6D>2369C>5D>JC

2B>6C>J4C>JC

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