Dreiko Posted January 23, 2014 Posted January 23, 2014 Approaching is too matchup specific. It depends who it is against and the answer can change drastically. You don't wanna airdash too much vs Nu while against Tager you always wanna be on the move so he can't touch you with anything that will lead to a D. Max range 2B poking is great too, it baits things and has good range and you can gatling into 5B and then jump off on block. A nail glide is alright but you need to have someone who will block it for sure since you're commiting yourself to it. Doing it in a way that will make the nail meaty on wakeup is prolly the best way. Half the time it'll end in them being poisoned too lol.
Lord Cruxis Posted January 24, 2014 Posted January 24, 2014 (edited) In case any of you newer guys have missed this, here's my personal favorite Bang combo video. It's something about the song and the editing, it just works. Chipping people with B nails, that's about it really. I guess shotgun poison nails are good for a final hit chip cause they're faster than D nails but they don't bounce and to get em to go far enough you'd need to be high and then you'd suffer the long ass recovery. Just TK B nails and hope lol. god I miss that j.D from b nail...so amazing. Edit: Remember guys, in CT random(or you knew a dp was coming) j.D, 2b, 623b daifunka did 5.3k NOT EVEN COUNTER HIT. It just did that much and it was amazing. Edited January 24, 2014 by Lord Cruxis
GreekAngel Posted January 24, 2014 Posted January 24, 2014 god I miss that j.D from b nail...so amazing. Edit: Remember guys, in CT random(or you knew a dp was coming) j.D, 2b, 623b daifunka did 5.3k NOT EVEN COUNTER HIT. It just did that much and it was amazing. Ahhh, back when proration meant jack shit. I miss those days
superscience890 Posted January 24, 2014 Posted January 24, 2014 Uhhh another thing to keep in mind as a way to approach is super jump. It's nice that Bang still can jump afterwards and airdash where most characters can't do anything but airdash when they super jump which can be nice for both running away and approaching. Approaching with airdash A nail is not bad, but it is susceptible to mash depending on your spacing. Also ground approach with 5B can be pretty decent as well. But yea of course this is all very character dependent since changes the tools that you have to fight against
GreekAngel Posted January 31, 2014 Posted January 31, 2014 - Bang's Iron Storm's command changed from the new one (41236A) back to the previous command from BBEX (632146B) Does it become a distortion again or still a special? That is all. *Leaves room*
kaeru Posted January 31, 2014 Posted January 31, 2014 - Bang's Iron Storm's command changed from the new one (41236A) back to the previous command from BBEX (632146B) Does it become a distortion again or still a special? That is all. They're just reverting to the previous input.
GreekAngel Posted January 31, 2014 Posted January 31, 2014 They're just reverting to the previous input. Ok, because I was confused as to why a super input would be used for a regular move. Then again, we have Terumi's regular input supers, so I shouldn't be surprised
kaeru Posted January 31, 2014 Posted January 31, 2014 Ok, because I was confused as to why a super input would be used for a regular move. Then again, we have Terumi's regular input supers, so I shouldn't be surprised That's actually a very interesting point. It might be because it's a horrible move to get "by accident". With the way they're messing with input tolerance, they might be trying to avoid a specific problem, or adhering to some new standard they have? I am just guessing at the reason. I have actually managed to get umbrella out by accident before in a match, XD.
HoudiniJr100 Posted January 31, 2014 Posted January 31, 2014 That's actually a very interesting point. It might be because it's a horrible move to get "by accident". With the way they're messing with input tolerance, they might be trying to avoid a specific problem, or adhering to some new standard they have? I am just guessing at the reason. I have actually managed to get umbrella out by accident before in a match, XD. how did that go? :P
Dreiko Posted February 1, 2014 Posted February 1, 2014 Going from blocking to tk A nail has given me umbrella a couple of times as well, I think you cancel the jump startup with it when that happens. It's a welcome change.
GreekAngel Posted February 1, 2014 Posted February 1, 2014 Weird thing is that I never used the umbrella unless I just throw it out there in neutral for no reason other than to try to imitate the WORLD FAMOUS DERIKOO SPECIAL (Which is really just an umbrella forcing a jump so that Bang's Hyper Shadowstep Strike command grab super can hit people in the jump startup). I wished it didn't take FOREVER TO ACTIVATE!!
Dreiko Posted February 1, 2014 Posted February 1, 2014 Weird thing is that I never used the umbrella unless I just throw it out there in neutral for no reason other than to try to imitate the WORLD FAMOUS DERIKOO SPECIAL (Which is really just an umbrella forcing a jump so that Bang's Hyper Shadowstep Strike command grab super can hit people in the jump startup). I wished it didn't take FOREVER TO ACTIVATE!! It's nice when you get a high up and far awa j623B to wallbounce. It comes out quickly enough in that situation. Hell, just waiting till it activates before moving in is enough to cause people to somehow fall in it and get hit lol.
kaeru Posted February 4, 2014 Posted February 4, 2014 Oddly enough, I've always been able to get people to panic and do really dumb things when I intentionally throw out a completely empty umbrella.
ReynTime180 Posted February 4, 2014 Posted February 4, 2014 Oddly enough, I've always been able to get people to panic and do really dumb things when I intentionally throw out a completely empty umbrella. This is actually the only thing I use steel rain for anymore
ReynTime180 Posted February 4, 2014 Posted February 4, 2014 NOOOOOOOOO!!!!! http://shoryuken.com/2014/02/04/blazblue-chronophantasma-balance-changes-for-bang-jin-azrael-and-hakumen-teased-by-arc-system-works-planner-kato/
HoudiniJr100 Posted February 4, 2014 Posted February 4, 2014 NOOOOOOOOO!!!!! http://shoryuken.com/2014/02/04/blazblue-chronophantasma-balance-changes-for-bang-jin-azrael-and-hakumen-teased-by-arc-system-works-planner-kato/ only nerf I see is the 6B groundbounce...which is plain stupid IMO
ReynTime180 Posted February 4, 2014 Posted February 4, 2014 It'll make using it for blockstrings better, but we lose that magnificent 3C conbo! I have nothing to live for
Lucalibur Posted February 4, 2014 Posted February 4, 2014 Purely from a balancing standpoint, 6B groundbouncing doesn't sound too bad. You can still pick up with 5B(which actually does more damage for the same proration values than 2B) and do IAD combos, right? Hell, on FC you can do 5B>5C, which can definitely go into some swag stuff. From a character standpoint, fuck this the 2B>6B loop was hilarious.
HoudiniJr100 Posted February 4, 2014 Posted February 4, 2014 Purely from a balancing standpoint, 6B groundbouncing doesn't sound too bad. You can still pick up with 5B(which actually does more damage for the same proration values than 2B) and do IAD combos, right? Hell, on FC you can do 5B>5C, which can definitely go into some swag stuff. From a character standpoint, fuck this the 2B>6B loop was hilarious. considering it can groundbounce now....5b-6b loop anyone? XD
Lucalibur Posted February 4, 2014 Posted February 4, 2014 lol 5B doesn't have enough untechable even on FC, sadly. Only reason 5B>5C combos is because 5C technically has 18F startup only(which is ironically 1 less frame than 5B has of untechable on normal air hit), but 6B has 22F, so no combo even on FC.
Stellarcircle5 Posted February 4, 2014 Posted February 4, 2014 Just dropped by to offer my condolences to all the Bang players losing the FC 3C combo. That shit was hilarious to watch.
HoudiniJr100 Posted February 4, 2014 Posted February 4, 2014 Just dropped by to offer my condolences to all the Bang players losing the FC 3C combo. That shit was hilarious to watch. we appreciate the condolences my fellow user.
kaeru Posted February 4, 2014 Posted February 4, 2014 Honestly 6B ground bounce on air hit will be a buff. it will mean a LOT of new applications. There are many ways to combo into 6B that are a dead end, and 6B is damage/proration if you can fit it into your combos. With ground bounce on air hit, it will suddenly become usable in a lot of great places. Even doing things like 6C > j.D > webnail > 6B > air combo ender will be good times. The FRKZ applications will be even greater. Air Super Crash wall bounce into 6B ground bounce will lead to some interesting things.
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