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Posted
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?

:I:

I don't even main Bang and I'm already thinking of ways to utilize j.D in pressure strings.

Assuming j.D still gatlings off j.C:

airdash j.B > j.C > j.D

falling j.C > j.D

6B > RC > airdash j.B > j.C > j.D

Basically any aerial pressure string that traditionally ended with j.C is now a 50/50 between Bang landing and going for 2A or throwing out an extra overhead. That's gotta be worth something.

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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

Uh.. um. "When Bang is at a corner side and he grab his opponent toward mid-screen, then the opponent gonna slide down instead of wall bounding" would help your feeling i guess?

Sorry for misconception.

Posted
:I:

I don't even main Bang and I'm already thinking of ways to utilize j.D in pressure strings.

Assuming j.D still gatlings off j.C:

airdash j.B > j.C > j.D

falling j.C > j.D

6B > RC > airdash j.B > j.C > j.D

Basically any aerial pressure string that traditionally ended with j.C is now a 50/50 between Bang landing and going for 2A or throwing out an extra overhead. That's gotta be worth something.

Can you tell me what he gets off j.D starter in BBCP?

Posted

Damage isn't that important. Look at Haku 6B. The reason it's good is because it screws with the opponent's reflexes and stops them from just holding down back.

Posted
Can you tell me what he gets off j.D starter in BBCP?

Assuming he's close enough to the ground, 2A should work. At least it does in Extend. Or were you asking how much damage/heat he gets from a full combo? I'd have no idea.

Posted
Probably 2A, 2B,2C? who knows until we see it. LET THE HYPE CONTINUE!!!!

He can only combo off it from CH as far as I'm aware in BBCP.

I don't think it is worth complaining about is all I'm saying.

Posted
Uh.. um. "When Bang is at a corner side and he grab his opponent toward mid-screen, then the opponent gonna slide down instead of wall bounding" would help your feeling i guess?

Sorry for misconception.

Ohhhhh.... I see. Thanks for the translations, though.

Posted

Frame data seems to be in par with zeth07's post. http://www.dustloop.com/forums/showthread.php?14980-CP-Bang-Changes-and-Discussion/page37&p=1439838&viewfull=1#post1439838

I loved CS2 Bang's Grab where it slides and his corner combo was damaging because of it.

I've never liked Bang's current EX grab to be honest...

I am now curious to know what is the range when the grab will switch to a bounce or slide...

FRKZ 2C is still untechable. I have to find a clip that shows that cause most Bang's I've seen go for 2C -> FRKZ dash -> 6C.

Also, god damn, its P2 proration D=...

I think I can see why they turn down a bit of Bang's damage because of the buff traits the seal now do.

I wonder if the damage drives stack with FRKZ's damage buff? Sorry if this was answered already...

I feel they should slightly buff the P2 proration of 623B and 2C tho.

On a side note, doesn't jD now causes a mini ground bounce instead of untech time?

Because of that, you can't combo into 2B but into 5A or Daifunka.

I am not sure if this is different in FRKZ tho (may not be an issue if a FRKZ dash is available).

Posted

On a side note, doesn't jD now causes a mini ground bounce instead of untech time?

Because of that, you can't combo into 2B but into 5A or Daifunka.

I am not sure if this is different in FRKZ tho (may not be an issue if a FRKZ dash is available).

For standing combos yes, you can go into 5A for a simple combo, or do the seals combo if you don't go into 5A. Or you do the better "IAD" combos ignoring j.D entirely (like in Extend).

For CH combos, you can go into 2B. Near or in the corner you can get 4 seals, anywhere else you can do a different combo for ~3000.

Seal combo:

(Corner) JDch>2B>5D>dash 6D>C Nail>2D>JC>J2C

Other combo:

JDch>2B>5B>JC>IAD JC>delay J2C>5A>5B>Aerial

From the jp wiki (which has a lot of information actually).

Posted (edited)

http://www.youtube.com/watch?feature=player_detailpage&v=ZShKSBjNrEY#t=663s Because Dora is experimenting with FRKZ and It would take too long to get everything individually, plus, Dora's doing some pretty stupid shit

Dora Training part 2: http://www.youtube.com/watch?feature=player_detailpage&v=ZShKSBjNrEY#t=1411s

Edited by GreekAngel
Posted
Messing up an input then dropping the combo is the "most clutch confirm you've ever seen"? Ok......

Bang's JD momentum seems completely different now, so maybe it makes picking up a combo after whiffing it easier?

Posted

I think JD has less recovery on whiff which allows for the 5A to combo or 2D counter has a longer/higher stun property. Either way, he seemed to just instinctively mash 5A to pick up just for the hell of it and he did get it. That's clutch. :D

Posted

It's nice to see Bangs winning tournaments, it means our character isn't nerfed to crap but I'm sad to see that no one has used Bang's new DD since the first two months lol, maybe everyone caught on to it and its just another silly gimmick.

Profound sadness.

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