Dreiko Posted February 28, 2013 Posted February 28, 2013 Is it gatling capable into itself or is that a jc/AD? He cancels j4B into 22A, then instantly does j4b again, the second one pushes them in front of you, then he cancels it into j623B.
Ctrlaltwtf Posted February 28, 2013 Posted February 28, 2013 What is j22A exactly? Is it an actual attack or is it just some kind of "utility" special if you know what I mean.
Daedron Posted February 28, 2013 Posted February 28, 2013 (edited) Think Platinum's Swallow Moon. Bang uses his...cape scarf thingy to make a parachute and float in mid-air. Edited February 28, 2013 by Daedron Lol scarf
Dreiko Posted February 28, 2013 Posted February 28, 2013 What is j22A exactly? Is it an actual attack or is it just some kind of "utility" special if you know what I mean. It'd like Platnum's Swallow Moon. He hovers with his scarf like he does in the intro. It's used to cancel air moves and to do stuff like dual air overheads or to keep you lower. It basically makes you be able to link combos in unthinkable ways when used to it's best...like in that combo here.
Assassin Cross Posted February 28, 2013 Posted February 28, 2013 What is j22A exactly? Is it an actual attack or is it just some kind of "utility" special if you know what I mean. It's the flying squirrel or something like that. It's when he grabs his scarf and uses it as a parachute to reduce fall speed and/or fly arround a bit, and for air cancels like j.4B>j.22A>j.4B
GreekAngel Posted February 28, 2013 Posted February 28, 2013 What is j22A exactly? Is it an actual attack or is it just some kind of "utility" special if you know what I mean. Its a utility like swallow moon. I'm just glad we have combos that involve Bang BREATHING FIRE
Dreiko Posted February 28, 2013 Posted February 28, 2013 Its a utility like swallow moon. I'm just glad we have combos that involve Bang BREATHING FIRE He seems to be able to do it after a FRKZ JD as well...and yes,...punching out fire is too easy, we need to exhale it now! :D
GreekAngel Posted February 28, 2013 Posted February 28, 2013 You think we have enough time to do it after a Normal JD in a combo?
Dreiko Posted February 28, 2013 Posted February 28, 2013 You think we have enough time to do it after a Normal JD in a combo? I seriously doubt it. I'm pretty sure he 2-cancelled the JD and that FRKZ JD has increased hitstun. Maybe after counter JD or something.
YukiBlue Posted February 28, 2013 Posted February 28, 2013 5B > 2B > 6C > IAD > j.B > j.C > Land > j.4B > j.4B > j.623B > Pretty much full corner combo into 4K Meterless LOL CP Bang
Assassin Cross Posted February 28, 2013 Posted February 28, 2013 5B > 2B > 6C > IAD > j.B > j.C > Land > j.4B > j.4B > j.623B > Pretty much full corner combo into 4K Meterless LOL CP Bang Pretty sure its j.4B>j.22A>j.4B
DragonLordZ Posted February 28, 2013 Posted February 28, 2013 I know we haven't player it yet but the j.22A part and the dash and jump before it after you land from the j.C scare me to death, they look like they're gonna be quite tricky to pull off but at least we'll have training mode.
YukiBlue Posted February 28, 2013 Posted February 28, 2013 Pretty sure its j.4B>j.22A>j.4BYeah yeah it is. Wrote that in a rush this morning from sheer hype tbh.
kaeru Posted February 28, 2013 Posted February 28, 2013 BTW, Part 2 of our awesome combo videos http://www.youtube.com/watch?v=Axt4o6kNvZM This new combo finally has me seriously interested in CP Bang. And it can be used to convert 5B some ways away from the corner into 4 seals. This is what I've been waiting for. Too bad it probably absolutely requires a 5B starter and is probably character specific. It would be nice to be able to go into this combo string from mixup and not as a punish.
YukiBlue Posted February 28, 2013 Posted February 28, 2013 Combos involving j.C into 5C (I think it was that) Look very spacing-specific to prevent 5C from doing that weird cross-under thing. A lot of them look very specific in their own way. It'll be good to see if any of them will turn into BNB's of sorts.
DragonLordZ Posted March 1, 2013 Posted March 1, 2013 http://www.youtube.com/watch?v=le-l-W4tWnk The Japanese are using these new combos now, less' go. WHY DID HE NOT 2B DAIFUNKAAAAAAAAAAA!??!
kaeru Posted March 1, 2013 Posted March 1, 2013 With a good starter, 5D Rapid Cancel against crouching opponents is going to be completely worth it, using the new combo paths.
Dat_Boy_DeAnte Posted March 1, 2013 Posted March 1, 2013 http://www.youtube.com/watch?v=le-l-W4tWnk The Japanese are using these new combos now, less' go. WHY DID HE NOT 2B DAIFUNKAAAAAAAAAAA!??! I KNOW RIGHT!!!!! AHHHHH *rips shirt*
GreekAngel Posted March 1, 2013 Posted March 1, 2013 With a good starter, 5D Rapid Cancel against crouching opponents is going to be completely worth it, using the new combo paths.Now our 5D is not as worthless as it was in CS2. Now its completely worth all the everything
DragonLordZ Posted March 2, 2013 Posted March 2, 2013 So in short, we're going to be even more meter based than we've ever been before, right? Or do you guys think that 5D's new non-launching forced mixup is going to be of substantial benfit to us in the long run anyway? Let's get some opinions here people, share the loooooooooooooooooooove.......AND JUSTICE!
Skye Posted March 2, 2013 Posted March 2, 2013 It's no major decision, nor is it new. Damage or oki, choose.
YukiBlue Posted March 2, 2013 Posted March 2, 2013 After 5D. Assuming we are at some form of advantage (+ Frames etc) We have a lot of options. 2A comes to mind. 6A > 6B RC. Grab, command grab. Block Mashed DP's / Jump 360's blah blah. I think after I land 1 5D I'll stick to 2C or something else. I don't like that kind of mixup at all.
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