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Posted
Generally speaking, it's kinda too prorated so web nail combos aren't worth using CT for, you'd tend to wanna DD if it's gonna kill and if you did a non-web nail variant of that combo the damage would be comparable.

I checked and saw that the P2 of C nail is actually 75. Not really good to use in combos, but it at least makes crush trigger a bit more practical to use inside of them. I wonder if we can use it late into a combo, get some unscaled damage and then super. How would that help us in the future?

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Posted

welp, after waiting over a month, I finally got the game, so now I can practice stuff.

rip every old combo I knew ;-;7

Posted (edited)
how so? Aside the fact all the web does is make inputting the DD easier and without the threat of counter

Web nails prorate horribly and the point of doing CTs in combos is that they have perfect proration but if you use them in an already-horribly-prorated combo then the benefit is for naught. The practical time to use a CT is early on in a combo from a heavy starter which has not been prorated much at all. Something like 5B>2B>3C>rc>CT would be the ideal way, which too, sadly, uses too much meter to really be practical. The only actually practical way to use the CT is from a 3C fatal in the corner or in a long FRKZ combo.

(5Cfatal>CT is awesome but you can't confirm it so you might as well be using CT in a blockstring just hoping to get a counter, not really what I'd call practical, if you're using it as a punish, anything you can get a known 5C fatal against you can get a 3C fatal against and 3C prorates way better than 5C)

I checked and saw that the P2 of C nail is actually 75. Not really good to use in combos, but it at least makes crush trigger a bit more practical to use inside of them. I wonder if we can use it late into a combo, get some unscaled damage and then super. How would that help us in the future?

Honestly, for 75 meter you can get better stuff. It might have very very specific situations but in the end due to the time limit you end up cutting the combo short so like, say you're doing the full poison nail combo up to 5A>6C>J>JD>236C part, well, you COULD do CT there but by that point you won't have time to do much else other than 2B>ashura or something, which kinda adds up to the same damage had you done 5C>6D>623B>2B ashura instead and uses an extra 25 meter. The only time CT's min damage is worth it is while in FRKZ really, all other times it's better to just do it early on or to simply keep the meter or blow it early in the combo to get something like a 3C>rc>CT thing going.

welp, after waiting over a month, I finally got the game, so now I can practice stuff.

rip every old combo I knew ;-;7

Hey! 5C>daifunka still works!

Edited by Dreiko
Posted

I know this may be off-topic, but Greek just posted a video showcasing U. Bang. Turns out you can do 5 "FIND ME!" inputs to completely cloak bang...aside his shadow...but whatever. Also triple jumps...

Greekif ya decide to make a U.Bang combo movie... I will love you for it...especially if ya do it to dragon ball music...or some kickass JAM project song....Rocks please???

anyways back ontopic. I appreciate the whle ideaon the web nails and proration dreiko, gives me an idea come march 25th

Posted
I know this may be off-topic, but Greek just posted a video showcasing U. Bang. Turns out you can do 5 "FIND ME!" inputs to completely cloak bang...aside his shadow...but whatever. Also triple jumps...

Greekif ya decide to make a U.Bang combo movie... I will love you for it...especially if ya do it to dragon ball music...or some kickass JAM project song....Rocks please???

anyways back ontopic. I appreciate the whle ideaon the web nails and proration dreiko, gives me an idea come march 25th

Here's the unlimited changes video. I'm pretty sure that this is off topic and no one may care for it, but dammit, this deserves a mention because fucking Bang Shishigami.

Anyways, on topic, Bang's pressure strings sure have changed alot. I feel as though the D nail change may have made us much more solid players because we have to do new things in his pressure.

Posted
welp, after waiting over a month, I finally got the game, so now I can practice stuff.

rip every old combo I knew ;-;7

Some still work... But if they involve 623B than forget it, ASW just hacked it's usefulness to pieces, an left it as a shadow of what it once was. Oh, no, wait, that's FRKZ. *Quiet sobbing*

Posted
Some still work... But if they involve 623B than forget it, ASW just hacked it's usefulness to pieces, an left it as a shadow of what it once was. Oh, no, wait, that's FRKZ. *Quiet sobbing*

Don't worry, I'm working on this as much as I can! I'll make FRKZ as viable as fuck!

Posted

FRKZ is awesome, it's just situatiunal is all. When the time comes, so does Bang! :D

Just learning to confirm 5Cs with it midscreen is enough to make it awesome since you don't need to use meter to do it.

Posted
My biggest thing with Fu-Rin-Ka-Zan is that it's on a timer now, so if you drop your combo, you've basically wasted your OD

Oh, of course, though that's not an issue with frkz being bad as much as with it being more difficult. If you never drop anything it's still awesome. Hell, sometimes even if you drop it you can still get a reset depending on how much OD you have left.

The timer is a double edged blade really. In the past you'd FRKZ, they'd burst, then you'd get trapped in neutral with no way in and unable to not-barrier block. Now you have to do your combos well but in exchange they can't burst out of em any more and once your combo ends you regain the ability to block. It's not all good stuff I agree but overall I think the positives and the negatives kinda even out. Also, AIR FRKZ, don't forget about it.

Posted
My biggest thing with Fu-Rin-Ka-Zan is that it's on a timer now, so if you drop your combo, you've basically wasted your OD

While it DOES put a hamper on his blockstring length, he still has an almost unmashable blockstring if your opponent respects it enough. Enjoy the power of the 8 way dash

Posted

how do I hit moving things. Practicing against standing cpus is one thing, but idk what to do once I land a hit confirm, I just spazz out and hit buttons, especially if it's in the air. what is the best way to get around stopping this

Posted (edited)

Guys, guys, it came to me. The best idea ever. I have a solution for the new and old FRKZ songs and how we can have both.

Bang simply needs to develop FRKZ-2. That way one song would be for frkz 1 and another for frkz 2. It fits perfectly, it even follows DBZ and GG since Sol did have dragon install 2 in accent core. I don't know how I didn't see it until now.

Just re-gain the seals while in FRKZ and poof, frkz 2! It can work with the OD system too, FRKZ can still be OD while FRKZ 2 would be a permanent state, with maybe some buffs.

how do I hit moving things. Practicing against standing cpus is one thing, but idk what to do once I land a hit confirm, I just spazz out and hit buttons, especially if it's in the air. what is the best way to get around stopping this

Play for hours on end while trying to react. If it's just random air to air stuff, watch for counter hits. If you CH a jB or jC you get full combos off of it, if it's not a counter hit then do whatever into j2C so you'll do oki or if you're near the corner do j623B to get a bit more damage and corner oki. Eventually, you'll get to a point of hitconfirming IAD jC stuff off of air to air pokes in no time.

Edited by Dreiko
Posted

Here's the unlimited changes video. I'm pretty sure that this is off topic and no one may care for it, but dammit, this deserves a mention because fucking Bang Shishigami.

Anyways, on topic, Bang's pressure strings sure have changed alot. I feel as though the D nail change may have made us much more solid players because we have to do new things in his pressure.

Thank you Man!

Posted
Guys, guys, it came to me. The best idea ever. I have a solution for the new and old FRKZ songs and how we can have both.

Bang simply needs to develop FRKZ-2. That way one song would be for frkz 1 and another for frkz 2. It fits perfectly, it even follows DBZ and GG since Sol did have dragon install 2 in accent core. I don't know how I didn't see it until now.

Just re-gain the seals while in FRKZ and poof, frkz 2! It can work with the OD system too, FRKZ can still be OD while FRKZ 2 would be a permanent state, with maybe some buffs.

FuuRinKaZan Kai! FUURINKAZAN KAI!! THE GOD MODE OF FKRZ, WOOOOOOOOOOOOOOO!!!

Posted
FuuRinKaZan Kai! FUURINKAZAN KAI!! THE GOD MODE OF FKRZ, WOOOOOOOOOOOOOOO!!!

I already did make a god mode furinkazan at a point

FU-RIN-KA-ZAN-IN-RAI! A mouthful but it gets my point across

Posted
I already did make a god mode furinkazan at a point

FU-RIN-KA-ZAN-IN-RAI! A mouthful but it gets my point across

In-rai is what he says during the Shippuugeki animation if you do it in OD actually, so that's sorta already in. :p

Posted
In-rai is what he says during the Shippuugeki animation if you do it in OD actually, so that's sorta already in. :p

FuuRinKaZanInRai Kai?

Posted
In-rai is what he says during the Shippuugeki animation if you do it in OD actually, so that's sorta already in. :p

CLOSE ENOUGH! Besides I was inspired by that to make FRKZIR lol

Posted

XD Oh my god, I love you guys!

how do I hit moving things. Practicing against standing cpus is one thing, but idk what to do once I land a hit confirm, I just spazz out and hit buttons, especially if it's in the air. what is the best way to get around stopping this

Usually what I do when I get a 5B hit confirm when the opponent is in the air is do the air ender, which is j.A>j.B>j.C>j.C>j.2C but you can actually get a full combo off of it with a j.C>IAD>j.C>j.C and so on, but that's kind of hard....

Posted (edited)

In case any of you newer guys have missed this, here's my personal favorite Bang combo video. It's something about the song and the editing, it just works.

Has anyone found a use for the triple nail command yet? Because I haven't.

Chipping people with B nails, that's about it really. I guess shotgun poison nails are good for a final hit chip cause they're faster than D nails but they don't bounce and to get em to go far enough you'd need to be high and then you'd suffer the long ass recovery. Just TK B nails and hope lol.

Edited by Dreiko
Posted

Looking back at the older games, it was amazing how slow they were compared to CP. And yeah, most of the close victories were attributed to the famed strategy of, "AIRDASH BACK, THROW THE FUCKIN NAIL!!"

Now onto some meatier stuff.... what should be we doing with apporaches? Airdash A Nail glides, or whatever? I just want to know, don't mind me.

pleasenoticemederikoosenpai

Posted

Air dash j.A is quite good as it cancels his airdash animation while maintaining the momentum, which in turn allows you to barrier instead of getting hit by something.

That's an old man tactic though. Been around for forever.

Just one I find continuously useful!

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