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Posted

...Because that would be incredibly stupid. It's like, you got hit with 4 seals, now you don't have the right to exist. SORRY BRO. Right now they don't have the right to feel comfortable jumping around, which is pretty fair. Bang is the one doing who should be doing all the airdashing all over the screen!

Posted
...Because that would be incredibly stupid. It's like, you got hit with 4 seals, now you don't have the right to exist. SORRY BRO. Right now they don't have the right to feel comfortable jumping around, which is pretty fair. Bang is the one doing who should be doing all the airdashing all over the screen!

I actually feel ok with this. Now my fears are gone.

Posted

You can punish a ton of unsafe stuff with it so it'll stop people from doing a whole lot more things than simply jumping. Tsubaki won't get to charge, Rachel won't be able to throw anything out from afar, same for Nu. It's gonna be very useful to have 4 seals now.

Posted

So It has the same use as Chipps maximum spider super in that it can't be comboed into and can pretty much punish anything because it is either INSTANTANIOUS or damn well near that kind of speed

Posted (edited)
That was nice. Now we just need to see what starters can be done off of it.
New here and I main bang. I've seen in the video a CH 6B and then 2A as a hit confirm and also 2B into 5D into 6C gattling JD plus 2 C nails as well as an air finisher so just maybe we can get this from a 5A in the corner just maybe we can do all 4 unique seals! H.Y.P.E. Edited by Dat_Boy_DeAnte
Posted
So It has the same use as Chipps maximum spider super in that it can't be comboed into and can pretty much punish anything because it is either INSTANTANIOUS or damn well near that kind of speed

Can't you combo into Chipp's super off a 6HS?

Posted

Is it stupid of me to think Bang looks weak in cp? I don't know if it's because I haven't much of him, but it seems that with fists no longer having any sort of wallbounce property outside of OD, not being able to combo off some of his drives, and from what it looks like drive teleports being knocked out before they hit has bang looking pretty weak.

Just want the input of Bang players is all. I haven't seen you guys say much about how you feel about cp Bang.

Posted

Havent been playing or following BB seriously since like CS1 really.

How much can you get off 623C RC now?

Posted
Havent been playing or following BB seriously since like CS1 really.

How much can you get off 623C RC now?

In Extend, around 4K off of RC 623C.

As of CP, it barely breaks 2.6K in the corner.

Posted (edited)
Is it stupid of me to think Bang looks weak in cp? I don't know if it's because I haven't much of him, but it seems that with fists no longer having any sort of wallbounce property outside of OD, not being able to combo off some of his drives, and from what it looks like drive teleports being knocked out before they hit has bang looking pretty weak.

Just want the input of Bang players is all. I haven't seen you guys say much about how you feel about cp Bang.

623B doesn't cause wall bounce midscreen now in Extend without FC anyway so it isn't THAT different. Even if it doesn't wall bounce in the corner, you can still see he gets combos off it anyway.

I'm pretty sure he can combo off all his drives if they are CH so that isn't changed either. Non-CH 2D can still be combo'd I'm sure I've seen. Non-CH 5D was an auto pilot combo in EX since you couldn't hitconfirm the difference between it and CH (since there really wasn't one). Now 5D has enough hitstun that you can get an almost guaranteed mixup opportunity. Non-CH 6D you couldn't get anything off of except 623B, I'm sure that hasn't changed. Non-CH j.D you could get 2A pickup combos, these might be gone but I haven't been paying close attention.

And his guard point teleports were never that good anyway since you could still get blown up even if you "guessed right" after the opponents initial attack.

His damage seems about the same on average so that isn't much of a change. Can't really comment on FRKZ cause I haven't really seen anyone use it for long combos, but being able to use it whenever is good but it being limited length is bad generally speaking. EDIT: Well Dora got 5.8k off 5B starter, so I don't think FRKZ damage is going to be a problem.

I haven't really noticed what kinda combos he gets against crouching characters though. His damage from crouching combos might be lower if all he gets is the 5D ender, but that at least gives another possible mixup which could lead to more damage overall.

Being able to jump/air dash after D-Nails is a buff in my opinion. It was one of the flaws of D-Nails at neutral since you didn't really get the full effect of their blockstun, now you have to chance to be immediately in their face after you throw them.

Seals being independent is an arbitrary nerf, but since you can get them relatively easy it isn't a big deal. In return we get an almost guaranteed anti-air if they even think of jumping. Combined with OD, having 50% + 4 seals will be able to completely turn a match around, very similar to how FRKZ was if you knew how to use it.

Steel Rain could be considered a buff since it functions the same but doesn't use up ALL your nails or cost 50%, so a proper use of it can give you pressure or let you make up space at neutral to get in (think a longer version of D-nails usage).

Flying Squirrel move will possibly add to mixups, is already used in combos, and can possibly let you punish the opponent's anti-airs if you do it after a "jump-in". In theory, if they use an anti-air and you make it whiff by using the move to delay your fall height, maybe when you cancel out of the flying squirrel move you'll hit them during recovery with your air attack.

It's only been a month....And already from what I've seen he does NOT look worse than CT or CS2 Bang, so there's no reason to be worried about the character this early if you've played him during those times. Give the character some time to grow.

Edited by zeth07
Posted

In my eyes the slide of 623B is a buff almost, it allows for 2B and even 5C to combo after it, that's great. J623B is probably the biggest nerf and what it basically does is diminish our random air poke confirms when near the corner.

Beyond that, Bang looks quite buffed in my eyes.

Posted

Bang seems to be at a limbo of being better than CT and CS2 but not as good as CS1 and EX. He kinda falls in the middle. I think the only times Bang actually gets crouching damage is in the corner after a 623B microdash 2A or 2B, and as Zeth said, most times, Bang goes for 5D which guarantees a mix up opportunity similar to the likes of Ragna's 22C pre-CP. Every day I see Bang, his new stuff always suprises me.

Posted
I haven't seen you guys say much about how you feel about cp Bang.
I don't see why people are saying Bang looks bad. I think he looks really solid this time round. Whilst it's nothing personal, I think the fact people are "Resolving" to Drop Bang already is silly as all hell. We have a hurdle to overcome, Sure. But we can do it, This board isn't the Litchi forum, We can play with Nerfs. But overtime I can see those "Nerfs" becoming """"""Buffs""""""" And ultimately restoring our faith in the character.

I mean. Who else can deliver manly justice?

His biggest nerf was FRKZ. But I can live with that. Bang still churns out solid damage, solid mixup and now his IAD combos just make me go :yaaay:

Posted

Thanks for the clarification guys :keke: your responses were appreciated. Now that Dora is officially on cp, I'll be watching more of his matches. Since he's the only real Bang player. Ever.

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