bakahyl Posted February 17, 2013 Posted February 17, 2013 Yes, yes head invincibility It doesn't look that practical as an actual AA to react on someone's attack in the air because it's a slide :0 Can you even cancel 3c into something or can you only do something with it on CH?
Dreiko Posted February 17, 2013 Posted February 17, 2013 It doesn't look that practical as an actual AA to react on someone's attack in the air because it's a slide :0 Can you even cancel 3c into something or can you only do something with it on CH? You can pick up from it with 2A depending on spacing actually. Doesn't need to be fatal or RCd.
GreekAscendedDust Posted February 17, 2013 Posted February 17, 2013 (edited) It doesn't look that practical as an actual AA to react on someone's attack in the air because it's a slide :0 Can you even cancel 3c into something or can you only do something with it on CH? Comboing from a 3C largely depends on how it was landed. If it was a fatal, just combo into (2B>6B)x4, but if its a regular hit, a 2A pick up would suffice. http://www.youtube.com/watch?v=FBX_JBAhLp4&feature=player_detailpage#t=416s A NAIL confirms are hilarious Edited February 18, 2013 by GreekAngel
YukiBlue Posted February 18, 2013 Posted February 18, 2013 It's still gonna be the 1# cause of Bang deathsThis is the absolute truth haha! Can't count how many times I've lost games due to 3C
huey253 Posted February 18, 2013 Author Posted February 18, 2013 Okay! 3C is head invincible but it probably won't be a reliable AA... Can anybody tell me why?
Ctrlaltwtf Posted February 18, 2013 Posted February 18, 2013 (edited) Okay! 3C is head invincible but it probably won't be a reliable AA... Can anybody tell me why? Because Bang has dainty feet. Okay its because its a slide that will both take you under and past the opponent most of the time and because it has shit for vertical range and huge recovery frames that prevent combos even when you do hit WHERE'S MY GOLDEN STAR. Edited February 18, 2013 by Ctrlaltwtf
YukiBlue Posted February 18, 2013 Posted February 18, 2013 Okay! 3C is head invincible but it probably won't be a reliable AA... Can anybody tell me why?It would catch stupid jumps with good spacing, It's just that if they block it you're going to suffer a lot more than let's say Ragna's 6A being blocked in the air.
wilde_jagd88 Posted February 19, 2013 Posted February 19, 2013 It doesn't look that practical as an actual AA to react on someone's attack in the air because it's a slide :0 Can you even cancel 3c into something or can you only do something with it on CH? it's not only limited to 2a. it can also combo into 2b and 2c without meter, but there are strict spacing requirements on those confirms--and those confirms are not as easy to judge as 3c > 2a.
crystalwind Posted February 19, 2013 Posted February 19, 2013 Well.. 3C's head invincible frame doesn't make it normal AA indeed. But, I've been seen some situations 3C can be used as anti-air from recent JP playings. For example, 3C against Hazama's Drive-D dives. Thanks to 3C's head invincible frame, it can be used as AA. Other situation? No idea. But having head invincible is much better than nothing.
heavymetalmixer Posted February 19, 2013 Posted February 19, 2013 Maybe it would be better for "safe sliding move", o for crossdowns if the enemy is in the air.
GreekAscendedDust Posted February 19, 2013 Posted February 19, 2013 3C has now brought more shenanigans than we ever needed. So much we can do with it
iw2ma Posted February 19, 2013 Posted February 19, 2013 lol i disagree. Bang's needed an Anti-Air since CT so, whether it makes for a funny one or not, 3C being that move is awesome.
GreekAscendedDust Posted February 19, 2013 Posted February 19, 2013 lol i disagree. Bang's needed an Anti-Air since CT so, whether it makes for a funny one or not, 3C being that move is awesome.All of my love
YukiBlue Posted February 19, 2013 Posted February 19, 2013 Maybe we can just Indiana Jones weird jumps with good reactions. Sounds like a Shenanigan. I agree and disagree with Bang having an AA. Our normals aren't amazing, especially in the AA department. I think this encourages strong movement and stuff. Play to his strengths etc.
Dat_Boy_DeAnte Posted February 19, 2013 Posted February 19, 2013 it's not only limited to 2a. it can also combo into 2b and 2c without meter, but there are strict spacing requirements on those confirms--and those confirms are not as easy to judge as 3c > 2a. Also 5C as well timing is way too strict but it is possible. Also I would love to fight you again CrystalWind!!! Who else wants some casuals?
Dreiko Posted February 19, 2013 Posted February 19, 2013 It's not gonna be a reliable antiair due to spacing and recovery factors but in some specific situations it's gonna give us a lot more options than we ever had in the past as long as we have the meter to RC it. It just takes one 4.7k meterless combo off of an antiair to scare your foe into not jumping in at you...and that solves Bang's lack of good AAs problem too, albeit in an indirect way.
kaeru Posted February 19, 2013 Posted February 19, 2013 Keep in mind that 3C is low to the ground. Odds are if someone jumps in and you react with a 3C, it will allow the opponent to whiff, land and block without getting hit (just like a safe jump). And then potentially punish Bang during recovery. A safe jump is a jump in that whiffs on invincible moves and allows you to land to skip the recovery of your air attack. Unless this is used on a move that has landing recovery it's not going to work out. What this will allow, though, is for it to low profile more attacks. Which is exactly what 3C needed.
Dreiko Posted February 19, 2013 Posted February 19, 2013 Keep in mind that 3C is low to the ground. Odds are if someone jumps in and you react with a 3C, it will allow the opponent to whiff, land and block without getting hit (just like a safe jump). And then potentially punish Bang during recovery. A safe jump is a jump in that whiffs on invincible moves and allows you to land to skip the recovery of your air attack. Unless this is used on a move that has landing recovery it's not going to work out. What this will allow, though, is for it to low profile more attacks. Which is exactly what 3C needed. But it hit Arakune out of the air during his JB (the move where he's all spiky and moves downward) for a fatal. It is a pretty low move but it does hit airborn people. It's gonna be all about how you time it. Also it's gonna be most effective against moves such as Tager's and Plat's J2C, stuff that stays out in the air for a while.
C0R Posted February 19, 2013 Posted February 19, 2013 Okay! 3C is head invincible but it probably won't be a reliable AA... Can anybody tell me why? Because the head invunerability starts too late into the move to use in reaction to jumpins! Because a low reaching hitbox is oxymoronic when trying to shoot down an opponent above you! Because it is very unsafe on block due to a lack of special cancel, jump cancel and or gatlings! Because it won't help specifically against the types of air approaches that are prevalent in Bang's bad matchups!
YukiBlue Posted February 19, 2013 Posted February 19, 2013 Though it would be amazing to two-foot slide someone IAD'ing away.
Ctrlaltwtf Posted February 19, 2013 Posted February 19, 2013 Because the head invunerability starts too late into the move to use in reaction to jumpins! Because a low reaching hitbox is oxymoronic when trying to shoot down an opponent above you! Because it is very unsafe on block due to a lack of special cancel, jump cancel and or gatlings! Because it won't help specifically against the types of air approaches that are prevalent in Bang's bad matchups! GOLD STARS FOR EVERYONE
DragonLordZ Posted February 21, 2013 Posted February 21, 2013 (edited) http://www.youtube.com/watch?v=QiCDUE-oJOk We finally have a basic combo video, enjoy! EDIT: The video says basic, but this is just a little bit out of the ordinary for the average BnB lol http://www.youtube.com/watch?feature=player_detailpage&v=QiCDUE-oJOk#t=128s EDIT2: Forget the above edit, the whole video is insane Edited February 21, 2013 by DragonLordZ
kaeru Posted February 21, 2013 Posted February 21, 2013 Looking at just the first couple of those combos, i have to say i didn't realize air super crash in the corner gave such good Oki. Looks like you could meaty anything you wanted there.
Solemen Posted February 21, 2013 Posted February 21, 2013 Is Overdrive meter based on a certain range of health (example, a character's health ranged between 35% to 25% will have x amount of time) or specific amount ( 35% giving you x amount of time and 25% giving you y amount of time) and does it round up? Anyway, nice combos! Very open in options =D. Hoping the advance combos covers more on rapid (with command grab and 3C) and crouching combos (5D rapid or corner combo). I am amazed to see that a 5B starter of a basic BNB that ends with jD into daijunka did around 4k. http://youtu.be/QiCDUE-oJOk?t=6m27s Also, the capabilities of jD in combos are surprising... I am loving those grab options by the way >=D!~
gamester Posted February 21, 2013 Posted February 21, 2013 I enjoyed watching that combo video. I'm just wondering how much extra damage could added on if Rapid Cancel is used at the end of snazzy OD Daifunka, just curious (I haven't been keeping tabs on much Bang info tbh, need to pop by and check more often for news)
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