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Posted

jD is good for people having trouble with the IAD relaunches or something I guess though yeah the real bit part of it is the random height air to air confirms since those you can't IAD relaunch off of half the time due to weird spacing or distance.

Guys, are there any changes to steel rain? I see it used much more often in 2.0 and without RC :v:

It's more that 5D is special cancellable than anything. It allows you to special cancel it into the umbrella which is a good way of using the umbrella which we lacked before. It also seems to have a little bit less recovery too.

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Posted

It's more that 5D is special cancellable than anything. It allows you to special cancel it into the umbrella which is a good way of using the umbrella which we lacked before. It also seems to have a little bit less recovery too.

How much more HYPE can it get !? :BANG: :BANG:

Posted

j.C > j.D is going to be AMAZING for converting random air hits. Coupled with the new c nail just for high j.D hits, we get full, easy combos from any air hit

Posted

I don't know if you guys know but Nezu is playing BB again, at acho. I've played him maybe 10 sets Rachel vs Bang over there.  He's low dan, he didn't play during CP.  He doesn't feel that strong but probably needs time to develop.

Posted

I don't know if you guys know but Nezu is playing BB again, at acho. I've played him maybe 10 sets Rachel vs Bang over there.  He's low dan, he didn't play during CP.  He doesn't feel that strong but probably needs time to develop.

Oh yes, you made my day.

Posted

Hey you ninjas. I'm just dropping in because I'm curious about something. 

 

I keep hearing the Bang is so much better in CP2, and I can definitely see him doing better. The thing is I don't actually know what about him is so much better, he looks like he functions almost identically to his previous iteration. Besides ground bumper, I'm lost as to what is making him so good now. Anyone care to explain?

Posted

I'm not the most experienced Bang but AFAIK

- comboing from j.C to j.D is a big buff to random air confirms

- jump and special cancel added to 5D gives us more options off crouching hits and more mid screen seal combos

- uhh... I don't know much else... Blocking in FRKZ I guess couldn't be bad.

Posted

I am also not the best person to explain this to you. But I got my theory.

A large problem for Bang right now is his quality of life. He has the abilities but not the ease or consistency necessary to be reliably used. A lot of the changes will give him some wiggle room here.

His command grab now keeps air momentum, making it far more reliable and less "random", by giving you more options on how to use the command grab.

His FuRinKaZan can block, that teleport immunity thing, doesn't do weird things with his Ka seal, and won't force a long animation. All little usability buffs rather than damage or priority or whatever changes.

Same with the j.C into j.D change. Its more seal control as well as the option to drop them to the ground rather than punch'em with a DP or j 2C.

Add in the bumpers, Bang is now easier and more reliable to play, which is a huge buff in many ways.

Posted

So, was I right that Ashura was made more minus? I haven't kept track of the observations here, but I discussed that with a few Bang players a while ago.

Posted

http://www.twitch.tv/bgcallisto/b/591654061

Start of vod = me vs grant casuals
1:09:30 Me vs ChosenNinja (close lose. choked)
2:45:00 Me vs Woocash (won + styled on pretty hard)

right after that I lose to nobody_exe's Kagura pretty embarassingly. I usually play a lot better vs. him but he was on point that day. Poor adaptation on my part, but I know what to do now.

 

Random Chicago local = killers all day. Got 3rd

 

 

I won a major (Canada Cup) with bang guys! Who said Bang was low tier again?

 

I just watched the vod of this. We have an eerily similar playstyle. It's a little something I like to call correct, that I don't see very many US Bangs implement, gj. That said that looked more like a local's GF than a major's GF :[. How many entrants?

  • 2 months later...
Posted

with grounded 623B ender into b bumper in corner for spacing.

 

Your bumper oki will be ending a combo with: 5A>5B>j.A>j.B>j.C>dj.2C>falling 6bumper>j.D

 

the height makes it ~+5 on block and is low enough that if it hits, you can combo 5A after it.

 

Bumper corner mixup is just too strong.

 

(ignore this post, just my own thoughts, using it as a personal notepad)

Posted

just a question for current version. i tend to have a hard time maintaining pressure and oki eventho i feel his oki is fair at best in the game, i know combos and a few mixups but cant seem to condition the opponent well. any advice for a good pressure string? a link with frame data would also be appreciated ty.

Posted

just a question for current version. i tend to have a hard time maintaining pressure and oki eventho i feel his oki is fair at best in the game, i know combos and a few mixups but cant seem to condition the opponent well. any advice for a good pressure string? a link with frame data would also be appreciated ty.

We have 5A staggers, staggers from 6A, like 5A > 6A > 2C/6B seems to be a good double low/low high thing to go for.  Its relatively safe too.  Don't forget that 2C is around -1 in 1.1.  You also have like Jump cancel 5B J22A mixups as well as bumpers and all that.

The link to the frame data is here:  http://www.dustloop.com/wiki/index.php?title=Bang_Frame_Data_%28BBCP%29

These are just like basic suggestions that I have, but the frame data should help you a bit more.

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