Dreiko Posted November 4, 2014 Posted November 4, 2014 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 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.
SixWingedAngel Posted November 4, 2014 Posted November 4, 2014 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:
ReynTime180 Posted November 5, 2014 Posted November 5, 2014 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
Errol Posted November 5, 2014 Posted November 5, 2014 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.
NeMo Smash Posted November 5, 2014 Posted November 5, 2014 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.
DLM UNDEAD Posted November 9, 2014 Posted November 9, 2014 I won a major (Canada Cup) with bang guys! Who said Bang was low tier again?
HoudiniJr100 Posted November 9, 2014 Posted November 9, 2014 I won a major (Canada Cup) with bang guys! Who said Bang was low tier again? pre-CSExtend players? XD
ReynTime180 Posted November 11, 2014 Posted November 11, 2014 I'm going to watch the stream archives today and see how you did. Update: Now this is just silly
ReynTime180 Posted November 18, 2014 Posted November 18, 2014 Yup, afraid 6D isnt f1 gp anymore https://www.youtube.com/watch?v=rw90adhMadg&list=UUyV9c57z3v5Ot5d4PklDxeA Edit: or maybe it still is? might be just reduced gp frames?
Dreiko Posted November 18, 2014 Posted November 18, 2014 Bang can combo after air command grab's third hit now lol. http://youtu.be/y7TsqJqQYCc?t=15m15s
Stellarcircle5 Posted November 18, 2014 Posted November 18, 2014 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?
Pen_Ninja Posted November 18, 2014 Posted November 18, 2014 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.
Felstalker Posted November 18, 2014 Posted November 18, 2014 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.
mAc Chaos Posted November 18, 2014 Posted November 18, 2014 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.
ReynTime180 Posted November 19, 2014 Posted November 19, 2014 Can someone give us a reminder as to which seals do what in Fu-Rin-Ka-Zan next game?
rei-Scarred Posted November 24, 2014 Posted November 24, 2014 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?
GreekAngel Posted February 16, 2015 Posted February 16, 2015 Hey look, CP2 FRKZ stuffs. https://www.youtube.com/watch?v=a31g5AqqEdY Based NEW ROUTES SON
GreekAngel Posted February 17, 2015 Posted February 17, 2015 They look pretty much the same to me They come with more Style
someonewhodied Posted February 17, 2015 Posted February 17, 2015 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)
Meximan2.0 Posted February 24, 2015 Posted February 24, 2015 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.
GreekAngel Posted February 24, 2015 Posted February 24, 2015 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.
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