AegisTheImmortal Posted May 28, 2014 Posted May 28, 2014 I'm beggining to think I should just leave this forum open in a tab, so many gimmicks go by here that I miss.
ReynTime180 Posted May 28, 2014 Posted May 28, 2014 I'm beggining to think I should just leave this forum open in a tab, so many gimmicks go by here that I miss. Or, if you have a smartphone, get tapatalk and subscribe to the thread, so it'll tell you whenever there's a new posy
Putin Posted May 31, 2014 Posted May 31, 2014 Are Bang's air normals ridiculous or it's just me? He's one of the few characters who I can't anti-air for the life of me, beside obvious yolo airdashes That coupled with his D nails pretty match equal free jump ins for him, which is exceptionally bad for characters with no defensive options, in my case Hazama. Â Also what do I do against 5D "ender" into dash up 5A? Sometimes I can backstep out of 5A > command throw, sometimes I just can't do anything in this situation, is it 100% free pressure? Even barrier doesn't seem to help, haven't tried IB barrier yet though. Â He's one of those characters which irritate me the more I fight them, no matter how strong or weak they are. Ugh pls just stay in one place for a second god damn
AegisTheImmortal Posted June 1, 2014 Posted June 1, 2014 Hazama is IMO one of bangs worst matchups. Hungry coils/ouroburos provides a very difficult to get around air guard. Keep in mind he only gets 4 uses of his D-nails per round. Also, air throws can be a solid option. Barrier guarding in general hurts bangs pressure options. As for the dash in 5as on wake up.....That's kinda what bang's good at, you might be out of luck there. Can't say I've seen 5d used as an ender though, do you have an example you can show me? Bang's air normals aren't so great, it's his air maneuvarability thats probably bothering you. I think just more practice at the matchup should help  Just my two-cents. Might want opinions from the better bang players here.
GreekAscendedDust Posted June 1, 2014 Posted June 1, 2014 Are Bang's air normals ridiculous or it's just me? He's one of the few characters who I can't anti-air for the life of me, beside obvious yolo airdashes That coupled with his D nails pretty match equal free jump ins for him, which is exceptionally bad for characters with no defensive options, in my case Hazama.  Also what do I do against 5D "ender" into dash up 5A? Sometimes I can backstep out of 5A > command throw, sometimes I just can't do anything in this situation, is it 100% free pressure? Even barrier doesn't seem to help, haven't tried IB barrier yet though.  He's one of those characters which irritate me the more I fight them, no matter how strong or weak they are. Ugh pls just stay in one place for a second god damn I think if I could provide my own two cents here, bang's air normals are average at worst and around above average at best. Bang is probably one of the few characters that can actually give Hazama a run for his money in terms of jumpin around and getting pressure in general. As Aegis said, barrier blocking hurts bang's pressure in general since he has to get close to you in order to be effective. I would also recommend, as Hazama, always keep a stock of 50 meter with you for a houtenjin or counter assault for whenever Bang is near you so that you can fuck his stagger pressure into a 4K combo. As for the 5D thing, yeah, thats Bang at his best. He'll probably use 5A to tick you into a command grab, but I have gotten thrown and/or mashed out of that from people ALOT when I attempt it. And if you wanna know a secret, Bang is kinda fucked by overhead meaties on wakeup. Make sure you have 50 meter for that in case they block it, because 6D is a frame 1 guardpoint and one of Bang's only ways to escape wakeup mixup that doesn't hit overhead. Bang's nails are actually reallly good tools to annoy people with. B nails in general are good full screen spacing tools and A nails are great for entry and harassment. D nails, while good, use up 3 of his twelve in his supply of nails. And also watch out for Bangs who use bumpers, because they will abuse that added mobility like the DICKENS!! So in general, Bang has what could possibly be an easy time against hazama unlike some of the cast. Thats just my opinion though, but in general, Bang vs Hazama feels pretty even. Its all about gaining that momentum from that first knockdown and running with it. I hope this heeeellppppssssss ^_^
Putin Posted June 1, 2014 Posted June 1, 2014 That's some useful insight which I'll definitely keep in mind, however what's really baffling to me is that I often find myself in situations where I think "I could AA pretty much any character now", but when I do it against Bang I get hit in the face. Â Thankfully I don't have particular problems in neutral with any of my characters, even though he is a tad harder to keep pinned down with Haz. I just can't wrap my head around what's going on with his air to ground game, that is all. I was thinking of throwing out 5C instead of 2C since it has sightly better vertical hitbox, I'll probably try it out but I'm not expecting much
GreekAscendedDust Posted June 1, 2014 Posted June 1, 2014 Well, for Bang's air to ground, JB and J2C are what you don't want to get hit by. I'm not entirely sure on how to anti air bang, because thats a fuckin pain that we Bangs looooove watching people go through, but everything else should possibly hold up. I think what you want to do is not really engage bang in a Hazama ground to Bang's air battle, but more along the lines of getting Bang to anti air YOU. (And knowing Bang's poor anti air options, just fuckin go ham, watch out for 3C anti airs) Having 2 airdashes is a pretty nice feature, but you have chains to move around in from compromising positions, so use that to your advantage to keep Bang from actively messing with you with his airdashes and jump ins.
Dreiko Posted June 2, 2014 Posted June 2, 2014 Bang Hazama is definitely even. Hazama becomes dangerous once meter is there but due to his bad defensive tools and ease with which he can be sniped out of the air by nails and jAs he has trouble early on. You just need to adjust how you fight him some. I call out chains with 3C or full screen A nails to the point where they get frustrated and pull themselves into my 2D. You just need airtight oki and good mixups and he can't do much. Also Bang has a Hazama specific seal combo route he can do midscreen, it's not a big deal but it's something.
ReynTime180 Posted June 9, 2014 Posted June 9, 2014 So Dacid found a weird, useless little glitch the other day, if you exit Fu-Rin-Ka-Zan on the ground and don't move after, you aren't able to jump.
ReynTime180 Posted June 9, 2014 Posted June 9, 2014 Also I noticed that if Fu-Rin-Ka-Zan runs out during a combo (mainly daifunka) you lose the benefits of OD but still do the OD version. if you imputed the super before OD finishes, but OD runs out before Daifunka hits, you'll get the ID version. Where in 1.0 you wouldn't. Also tapatalk is being dumb and not letting me edit poste
DLM UNDEAD Posted June 12, 2014 Posted June 12, 2014 So when you do  CH 6B > rapid > Airdash J.B > J.2C > land stuff  The air dash J.B whiffs on alot of the characters that have small crouching hitboxes.  It whiffs on Ragna and Jin (for example) and it doesn't on regular hit so I just thought it'd be something to keep in mind.  If you hit confirm the CH then of course this isn't a problem.Â
Lucalibur Posted June 13, 2014 Posted June 13, 2014 He mentioned that if you hit confirm the CH then it isn't a problem. You can't just magically guess it's gonna CH when you're mentally prepared to RC the move the moment it connects.
ReynTime180 Posted June 13, 2014 Posted June 13, 2014 I was just pointing out that he didn't have to specify 6B CH
DLM UNDEAD Posted June 15, 2014 Posted June 15, 2014 I was just pointing out that he didn't have to specify 6B CH I specified that CH because the j.B ONLY WHIFFS on CH 6B. For whatever reason. Was kinda the whole point of the post.
ReynTime180 Posted June 15, 2014 Posted June 15, 2014 I specified that CH because the j.B ONLY WHIFFS on CH 6B. For whatever reason. Was kinda the whole point of the post. Waaa? That's weird. You should try doing a successful 6B>j.B on normal hit, then record it and played it back with CH on
DLM UNDEAD Posted June 16, 2014 Posted June 16, 2014 That's what I was doing and then I turned on CH and got those results lol. It's stupid that it whiffs and I can't think of a reason why it does.
Errol Posted June 16, 2014 Posted June 16, 2014 characters heads and stuff snap back when they get hit. they return to normal standing/crouch state as they recover from attacks. the longer the hitstun, the longer their head is knocked back. other characters have the same thing, on various combos/pressure strings.
Dreiko Posted June 19, 2014 Posted June 19, 2014 A simple way to counteract this is to not autopilot the 6B rc mixup. You have enough time to notice and do j2C right after the dash. If you can't, you might wanna skip the iad and just do a falling jB, that should connect. You do sacrifice a bit better mixup and pressure for that extra stability though.
Lord Cruxis Posted June 23, 2014 Posted June 23, 2014 Alright my fello Bang mainer's I'll be repping my rust bang at CEO. Wish me luck. Also does anyone got tips on handling koko since that whore will be everywhere? haha. I know nails help. But after the neutral, blocking is his...unholy. That super ball, super into covering me and I can't see what shes doing anymore.
Dreiko Posted June 23, 2014 Posted June 23, 2014 Just get in and stay in. Not much else can be said. Block super ball in the air so she can't blindside mixup you.
Lord Cruxis Posted June 24, 2014 Posted June 24, 2014 Just get in and stay in. Not much else can be said. Block super ball in the air so she can't blindside mixup you. And don't get air grab. Got it. God damn. Lol, I'll see if I can make you guys proud. ugh x.x
ReynTime180 Posted July 2, 2014 Posted July 2, 2014 http://evo2014.s3.amazonaws.com/brackets/bbcp_h3.html  Root for me guys, I got first match, first pool, first day. 8am :o oh boy, thats going to be rough, and against a Kokonoe no less. Any tips for the MU?
HoudiniJr100 Posted July 2, 2014 Posted July 2, 2014 OUR MANLY SPIRITS SHALL KEEP YOU HIGH AND ALIVE!
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