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Posted
Sorry for my ignorance, but i didn't uderstand. Does this mean that 2B is jump cancelable on whif?

It means we can follow up throw with something other than 3C. HURRAY

Posted
It means we can follow up throw with something other than 3C. HURRAY

But Dora was already using 2B to follow air Throw since one week ago (or more), why nobody noticed?

Posted
IAD Combos always made me trip up compared to ones with Tsubaki etc. Holding back after doing it was a pain to learn.
THANK YOU! that is why bang's IAD WAS hard to learn but after a while it easy still make a mistake every now and then.
Posted
what is the input for it?

No idea. I saw it the cpu do it during one of those streams when they just had the game idling a while back, and mentioned it on twitter.

I looked on the JP wiki and they didn't seem to mention anything about it either in the move descriptions. I'm sure it was mentioned in the jbbs at some point since CP came out but I'm not about to search for it since there's so many posts, lol.

Posted

Only way this would be useful I think is with the B nails really...if you're gonna throw more than one nail, might as well have it be the one that bounces off of the floor, neither A nor C nails are that good for that kind of application. It's basically something to do to keep someone blocking, since triple-poison is just...poison and the web nails have SMP I think. (or at least higher proration so that they'll drop the combo to a crappy version)

Posted
We can find a use for all the nails. Triple C nail pressure reset?

Thing is, if you hit with more than one of the 3 nails, the combo won't do crap and we can already sorta do these resets with the single nail. Only situation that comes to mind is punishing a wakeup roll with it and people shouldn't roll anyways.

Posted

I personally don't think it's that useful, A nail specifically. The benefit from pressure that includes A nails is that Bang keeps his momentum.

Posted
I personally don't think it's that useful, A nail specifically. The benefit from pressure that includes A nails is that Bang keeps his momentum.

Hell, even D nails do this now.

Posted

Yes, D nails lost some beneficial angles with that change, but it gained so much more.

I think it's a buff that simply challenges the comfort of it stopping momentum for 4 years. Once everyone gets used to it, it'll be a huge buff to Bang's pressure.

Posted

I was under the impression that the FRKZ cross loop was remove from CP, guess its still in :D

Oh, and j.D seal, double AD, poison nail ender mid screen combo. Dunno if it requires j.4B starter:

http://www.youtube.com/watch?feature=player_detailpage&v=pMw7sV1Jpp4#t=420s

http://www.youtube.com/watch?v=JhoBIxa1pCg&feature=player_detailpage#t=979s

Stupidest reset I've ever seen in the history of Bang. I'm just extremely excited for this

Oh god, that is golden xD

Posted
I just realized, for that OD DD reset, all the opponent has to do is delay teching until they see super flash.

/sadface

I been theory fighting that reset since I learned that;

The air version is nigh unavoidable.

OD gives it almost twice as much damage.

You can simply react to the tech with FRKZ > DD. I see no reason why you can't.

It's better as a reactive reset in contrast to a proactive reset, even though in this case it worked as one.

Posted
I just realized, for that OD DD reset, all the opponent has to do is delay teching until they see super flash.

/sadface

Correct me if I'm wrong but in CP you hold to tech so that means there will be times when people (netplay people lol) will just hold and not think so this'll be great on netplay probably.

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