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Posted (edited)

http://www.youtube.com/watch?feature=player_detailpage&v=STASHMKtOJw#t=1748s I wonder, did anyone already post this combo before, because its pretty dumb how it starts

EDIT: 3 seal throw combos are pretty freaking sweet http://www.youtube.com/watch?feature=player_detailpage&v=STASHMKtOJw#t=1781s

EDIT EDIT: FOR FUCKS SAKE IKEGAMI, STOP MAKING ME WORK DX http://www.youtube.com/watch?v=SYkm7gFhwp8&feature=player_detailpage#t=19s

EDIT EDIT EDIT: IKEGAMI FRKZ COMBO TAKE 2!! SERIOUSLY IKEGAMI, CALM DOWN http://www.youtube.com/watch?feature=player_detailpage&v=SYkm7gFhwp8#t=300s

EDIT EDIT EDIT EDIT: Ok seriously, this is getting a bit too much..... Here's an FRKZ combo into a possible(?) reset attempt http://www.youtube.com/watch?v=SYkm7gFhwp8&feature=player_detailpage#t=402s

Ikegami's hitconfirm lesson number one: http://www.youtube.com/watch?v=LdvcHdZ5tU8&feature=player_detailpage#t=821s This post is EXTREMELY oversaturated.

Edited by GreekAngel
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Posted (edited)

Loving his command grabs cancels into FRKZs. And everything that has the FRKZ command grab super is epic xD

I'm pretty sure you can make the 3 seal grab combo into 4 seal if you do 6D>web before the 5D

Edited by Assassin Cross
Posted
This is your first and second (last) warning. Do not double/triple/quad post again. If you have more things to post, PLEASE use the edit post feature.
Sorry man didn't mean no disrespect. Understood. Any who I am so hype for these OD Combos I want MOAR! Love your hype btw GreekAngel!
Posted
Loving his command grabs cancels into FRKZs. And everything that has the FRKZ command grab super is epic xD

I'm pretty sure you can make the 3 seal grab combo into 4 seal if you do 6D>web before the 5D

FUCK YEAH.

I called that technology a page or a few back and based Ikegami must have seen that and thought "God damn, I'm havin me some of that!"

Posted (edited)

Is there anyone who wants translation of CP bang information about his moves&etc from jbbs and jp bang wiki? If so, I would translate and post them here but..

If everyone here already knows the information, there is no need for me to waste time.

Edited by crystalwind
Posted
Is there anyone who wants translation of CP bang information about his moves&etc from jbbs and jp bang wiki? If so, I would translate and post them here but..

If everyone here already knows the information, there is no need for me to waste time.

I would like that.

Posted

Do it x n

I'd personally appreciate if you did that for Arakune as well (obviously in the Arakune section).

Posted
Do it x n

I'd personally appreciate if you did that for Arakune as well (obviously in the Arakune section).

arakune is evil! don't do it!!!!

Posted
arakune is evil! don't do it!!!!

D:

Posted

So with FRKZ being an OD now, do you think more people will start to use bumpers? I think it would be nice if bumpers become inaccessible during FRKZ, it's annoying whenever I drop FRKZ combos because of bumpers that I placed earlier. :v

Posted
So with FRKZ being an OD now, do you think more people will start to use bumpers? I think it would be nice if bumpers become inaccessible during FRKZ, it's annoying whenever I drop FRKZ combos because of bumpers that I placed earlier. :v

True indeed. I for one always loved to use his bumpers! I feel that you should use all of your tools and don't take them for granted. It makes him so fun to use!!

Posted
So with FRKZ being an OD now, do you think more people will start to use bumpers? I think it would be nice if bumpers become inaccessible during FRKZ, it's annoying whenever I drop FRKZ combos because of bumpers that I placed earlier. :v

As long as BB has a tech roll system the answer to that question (will more people use them?) is no in my opinion. I still think it will be match-up and player dependent just like it has always been.

Even without considering FRKZ combos, I guarantee you bumpers will mess up people's combos. Just think of all those "IAD" j.4C (j.C) combos or 22A mid-combo combos, if a bumper just so happens to be there you just got screwed out of a ton of corner carry and more damage. Instead you'll have to settle for Stuff into j.D>5A>5B>Air Combo or whatever it is. Even with the 4 input being removed from j.4C, you are still doing a lot of air movement mid-combo, and now double "IAD" combos are the common thing instead of just doing it once.

Reading the question initially I wanted to just say those two things were irrelevant to each other because FRKZ being OD doesn't change anything in that regard. Like the decision you make hasn't changed at all just because of that fact. It would've made more sense if you said, "So with FRKZ being an OD now, do you think more people will use it or still use it?".

Much like FRKZ, I myself use bumpers if I feel like it or if I think it provides some kind of benefit in a match-up. Like DeAnte said, I do think Bang players should at least have an understanding of all their tools or else you're limiting yourself. Using them as a core function of your gameplan is another story entirely.

Posted

Bumpers are an option. They have positives and negatives. The problem is that the Pro's and Con's are equally situational. You may get that mixup and score a combo only to later have said bumper ruin your round winning combo causing you to lose for example.

Personally. I use them regardless if I feel the need. Especially against Hakumen for some reason.

Posted

I find bumpers make fighting Carl a whole lot easier. Getting out of the sandwich is really a good thing and so is stopping him from using Ada as a shield to make his entry safe.

Posted (edited)

Blazblue CHRONO PHANTASMA

Bang Shishigami シシガミ・バング

Normal Moves

5A P1:100 P2:77

: see P1.

2A P1:85 P2:75

: see P1.

5B P1:100 P2:89

: <NEW> Jump cancel on block. Better P1.

2B P1:100 P2:89

: <NEW> Jump cancel on block removed. New revolver action 2B>6B added. Better P1.

5C P1:80 P2:92

: Same as EX

2C P1:90 P2:79

: During OD, untechable. (Same as EX)

6A P1:90 P2:89

: <NEW> Jump cancel removed. New revolver action 6A>6B added.

6B P1:80 P2:92

: Main combo part of 3C fc.

3C P1:95 P2:94

: <NEW> Much better proration. During 10f-23f head invincible added. Fatal counter on CH.

JA P1:90 P2:77

: Hitbox nerfed?

JB P1:90 P2:85

: Hitbox buffed?

JC P1:90 P2:92

: J4C of CS~EX. Easier input would save your days.

J4C

: Removed

J4B P1:80 P2:94

: Same as before

J2C P1:90 P2:89

: JC of CT~EX.

Forward grab P1:100 P2:60

: Rapid cancel->combo is not available anymore. If Bang throw his opponent at the corner, the opponent will slide down instead of wall bouncing.

Backward grab P1:100 P2:60

: Start-up is slower than the forward grap by 1f.

Air grab P1:100 P2:60

: Same as EX?

Crush trigger(CT) P1:80 P2:100

: New system move. Induce guard break if the opponent didn't barrier block it. Same movement proration exist.

Drives

General change from EX to CP:

Four icons of Furikazan is now only obtained through hit of corresponding drive move.

5D=風 6D=林 JD=火 2D=山

Once an icon is obtained, the damage of corresponding drive move increases. (1.2x)

Once all icons are obtained, the damage of all drive moves increase. (1.5x)

Each furikazan icon gives bang a trait during his overdrive.

風:The number of air dash 1->3

林:Bang's dash has invincible frame and Bang can pass through his opponent.

火:Combo rate of Bang changes

山:All drive moves have GP of Head+Body+Leg. In other word, his drive can block all attacks.

5D

: No longer launches his opponent on ground hit. Frame advantage on normal hit. Can combo if it CH.

Blow away his opponent in the air. Wall slide at corners. Wall bouncing on CH->combo.

2D

: Same as EX.

6D

: 1f~ GP. <New> Special move cancel on block removed.

JD

: <New> Now JD is overhead. Jump cancel removed. But, Bang can cancel its landing recovery by jump cancel or his special moves.

original source: http://www14.atwiki.jp/sisigamibangu/

translated by crystalwind

Edited by crystalwind
Posted

1. JD

: <New> Now JD is overhead. Jump cancel removed. But, Bang can cancel its landing recovery by jump cancel or his special moves.

2. 5D

: No longer launches his opponent on ground hit. Frame advantage on normal hit. Can combo if it CH.

Blow away his opponent in the air. Wall slide at corners. Wall bouncing on CH->combo.

3. Once an icon is obtained, the damage of corresponding drive move increases. (1.2x)

Once all icons are obtained, the damage of all drive moves increase. (1.5x)

Each furikazan icon gives bang a trait during his overdrive.

風:The number of air dash 1->3

林:Bang's dash has invincible frame and Bang can pass through his opponent.

火:Combo rate of Bang changes

山:All drive moves have GP of Head+Body+Leg. In other word, his drive can block all attacks. OMG YOOOOO!!!!! No homo but I think I have a boner right now......yep.

Posted
jD is an overhead

are you kidding me

Who the hell is going to get hit by that though? It's 24 frames and he has to be in the air which is blatantly obvious. You're not actually complaining about that are you?

Outside of better proration on moves (which is probably universal anyway), some of those things are real head-scratchers.

Posted

what the fuck kind of Ikaruga god wizardry is this!? JD OVERHEADS, FRKZ DASH INVINCIBILITY, 3C INVINCIBILITY, D ATTACKS GUARD ALL, 3 NEW AIRDASHES, YO THIS SHIT IS TOO FUCKING HYPE!!

"Forward grab P1:100 P2:60

: Rapid cancel->combo is not available anymore. If Bang throw his opponent at the corner, the opponent will slide down instead of wall bouncing"

GOD FUCKING DAMMIT LIFE!!!! Now we'll never get our CS1 astral combo back T.T

Pardon my language

Posted (edited)

Greek I am sure we will think of something believe me In this head of mine in training mode I will come up with a combo into astral or trap. Orrrrr someone will do it first don't worry your little head.

Edited by Dat_Boy_DeAnte
Posted

I hope there is some crazy ass astral trap that I can just abuse all day once we get CP :D. Besides, the Arksys team decided to give Bang more stuff. We all love more stuff.

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