Lunar_Divider Posted September 11, 2014 Posted September 11, 2014 Noob combo: filler > 5b >2b >6c > j.22a > j.c > 6c > j.d > C nail > 5d > 66 > 623b > 6b > air combo ender. It's whatever, idk. You all probably knew this. This game is dead anyway.
Dat_Boy_DeAnte Posted September 11, 2014 Posted September 11, 2014 I won't agree with that. cool combo too I would love to see a video if you would be so kind.
someonewhodied Posted September 11, 2014 Posted September 11, 2014 if you are close enough for 5D wallbounce there, you can do this: 5B>2B>6C>iadj.C>j.2C>5D>2B>5D>662D>j.D>j.236C>5C>6D>623B>2B>5B>delay 236236D reset..
NeMo Smash Posted September 11, 2014 Posted September 11, 2014 https://www.youtube.com/watch?v=dn4LaL4Aso0 The astral setup i mentioned above. Jumping neutral, onward or backward after the j.B you can avoid the astral. I'm sad u.u
someonewhodied Posted September 11, 2014 Posted September 11, 2014 it shouldn't be able to be upbacked out of. They should only be barely out of blockstun from j.B if they highblock. if they lowblock then the hitstun from j.B makes it unavoidable without a DP/OD
NeMo Smash Posted September 13, 2014 Posted September 13, 2014 it shouldn't be able to be upbacked out of. They should only be barely out of blockstun from j.B if they highblock. if they lowblock then the hitstun from j.B makes it unavoidable without a DP/OD Can you try it or you already tried it? Because i did it in training and get out jumping like I said before, if you say that maybe i'm doing it wrong. Now i'm confused.
someonewhodied Posted September 13, 2014 Posted September 13, 2014 well i could be crazy but upbacking didn't get me out. Maybe its by character? (I tested it using jin and having a recording of it try to astral me after I got hit by the j.B overhead) Or i could just be so bad at the game that i can't even upback correctly.
Errol Posted September 14, 2014 Posted September 14, 2014 that should be the correct way to test it. of course all you have to do to test that is hit the replay and hold up so it shouldn' be possible to mess it up.
bakahyl Posted September 16, 2014 Posted September 16, 2014 While looking through the wiki to find more on countering Bang I noticed some differences framedata in the wiki entries. How much negative is bang on blocked drives? http://www.dustloop.com/wiki/index.php?title=Bang_Shishigami_%28BBCP%29 http://www.dustloop.com/wiki/index.php?title=Bang_Frame_Data_%28BBCP%29 edit: oops, i posted in the wrong section x_x
Dreiko Posted September 16, 2014 Posted September 16, 2014 6D is the only punishable one. 5D you have to IB to punish and 2D he can jump cancel on block.
Felstalker Posted September 26, 2014 Posted September 26, 2014 Help! Basic knowledge of Terumi has helped me defeat his constant appearances as I learned the game and improved. I've gotten to the point where I start facing actually good opponents that do rapid cancel and don't drop the ball on their combo's and the part I need help with, pressure strings. What defensive tools can I use as bang? Right now its just "don't get hit" for me. And, any tips on how to use my bumpers more? They're awesome but I'm more for throwing them nails.
Dreiko Posted September 26, 2014 Posted September 26, 2014 Bang has no defensive tools that are particularly good outside of Ashura. You just have to, if not "not get hit", hit them until they die before they get a chance to do anything. This is how a lot of matchups work in this game. Basically, just buff your onslaught of mixups and pressure, save your burst, use counter assault and get good at reading when to do 6D and when to jump out cause they're trying to grab your 6D.
Dat_Boy_DeAnte Posted September 27, 2014 Posted September 27, 2014 Help! Basic knowledge of Terumi has helped me defeat his constant appearances as I learned the game and improved. I've gotten to the point where I start facing actually good opponents that do rapid cancel and don't drop the ball on their combo's and the part I need help with, pressure strings. What defensive tools can I use as bang? Right now its just "don't get hit" for me. And, any tips on how to use my bumpers more? They're awesome but I'm more for throwing them nails. Okay so Bang has a few options for block strings. But this all depends on what your opponent is about to do! 1. Mash most people do. 2. Jump out damn near everyone tries to. 3. Being to defensive or Reversing. So with all this in mind I will try to give you as many strings as I can with and without heat or meter. Bang has 4 attacks that are jump cancelable 5A, 5B, 5C and 2D. Ending your block strings with these give you time and breathing room to see what your opponent is doing. Also Bang has one move that is +1 and that is 6A. So lets say you are fighting Ranga and he is mashing 2A or 5B in your block string. If Ranga blocks Bang's block string <5A, 5B, 6A> and tries to mash after 6A he will get hit by Bang's 5A due to the fact that Bang's 6A is plus 1 on block, leaving you on the frame advantage. Same scenario but lets say Ranga is trying to jump out of your string. Bang's 5C, 5B, 6A, 2B (others too I forgot some) are Air unblockable meaning you have to use your barrier to block in the air. Lets say your block string is <5A, 2A, 2A,(after the second 2A this is a opening or hole in the block string but you can punish people who jump out of pressure with 2B.) 2B, 5B, 6A> If Ranga tries to jump out he will eat a 2B and you follow up with 6C or 5D whatever you feel is needed. Now lets say Ranga is blocking everything you are giving him and waiting for a opening to 623B or INFERNO DIVIDAH!!! If Ranga blocks <5A, 2A, 2A, 5B> After 5B Bang can jump cancel that and air barrier block Ranga's inferno divider and PUNISH the hell out of him for being too impatient! Bang also has 2 ground overheads 6B and 5C if you have 50 heat you can do this block string <5A, 2A, 2B, 5B, 5C, 6B, rapid cancel 66(this means air dash foward) J5B, J2C, 236D (D Nails) 5A> (continue on from here with whatever grab, command grab, or jump away, or stay offensive) Practice on the training dummy with <block everything> on or step up your own scenario! I will give more info about bumpers (My favorite tools that I could spend all day talking about!!!) later but I think I talk too much lol! Training Mode All Day!!!!
Chris Chaos Posted October 7, 2014 Posted October 7, 2014 BBCP 2.0 Bang Changes Video Reference Link Bumper placement change; 214A/B/C all about the same but on the same plain now, 214D places bumper right in front of him. Bang can walk past D bumper on ground and get a bumper dash; grounded Mixup game is better thanks to this. FRKZ activation is shorter unless low health. When at low health, you get the original OD animation. 6D Seal makes FRKZ dash look like a teleport. Can now block in FRKZ w/o barrier, THANK GOODNESS!
Dreiko Posted October 7, 2014 Posted October 7, 2014 6D also makes the dashes have projectile invuln based on an earlier confirmation and the command grab does 300~ more damage and ends quicker giving you better oki after it. 5D stagger also seems gone, wonder what they'll give that move to not make it basically punishable on hit lol.
GreekAscendedDust Posted October 7, 2014 Posted October 7, 2014 They at least showed 1 bumper trick in the video. So we can at least meaty 2B into a cross up/non crossup command grab overhead setup. Pretty nice, I do say.
Dreiko Posted October 7, 2014 Posted October 7, 2014 I already have multiple ideas. 2C>bumper>cross up before they recover so they won't roll away>IAD j4B>land on bumper>crossup into 5A/9j2C/2A. Stuff like that. Basically, if spaced right it's like any and all mixups you can do from a ground frkz dash. Stupid good XD.
GreekAscendedDust Posted October 7, 2014 Posted October 7, 2014 Oh dear god, its Yosuke glide mixup all over again.
GreekAscendedDust Posted October 8, 2014 Posted October 8, 2014 https://www.youtube.com/watch?v=V6KSEsBHqnY&feature=youtu.be Dora vs N-O FT10 The absolute scariest display of Bang I have ever seen.
Dreiko Posted October 8, 2014 Posted October 8, 2014 Yesssssssssssssssss yes yes! Oh yes. Special cancel on hit means 5D>CT is a thing. Yes!
bakahyl Posted October 8, 2014 Posted October 8, 2014 One thing that has been bothering for 1.1, why is Bang considered to be low/mid-tierish eventhough he looks to me (someone who doesn't play Bang but dislikes the matchup fighting him) that he is fairly solid? I mean he seem to have the right tools for most situations high mobility decent normals nice and sometimes tricky mixups/gimmicks guardpoints for situational escape nails to get in etc.
Recommended Posts
Create an account or sign in to comment
You need to be a member in order to leave a comment
Create an account
Sign up for a new account in our community. It's easy!
Register a new accountSign in
Already have an account? Sign in here.
Sign In Now