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Posted

So I looked the combos over, the little change to mine does do more damage, but you need to be closer to the corner than the original. As for yours, getting an A-Nail in there would be good...

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Posted

Yeah, that old combo is still most optimal. I was thinking of a nail-less version in case you're out with the above. (and I just wanted to use that 6B for something lol)

Posted

so I've started ending combos in 2C more and created this:

 

X>2C>282A>oki options

 

 

barrier>airdash j.B>j.C (Overhead or catches backdash)

barrier>airdash j.623C (Catches upbacking)

Delay barrier>j.D (Overhead, doesnt combo on non-counter but will bait DPs)

barrier>falling j.A (Safejump)

barrier>2A (Catches rolls/quicktech or just used as a low)

Use 292 instead and j.4B for crossover works too.

272 into poison nail can catch some things if you just need a safe poke to win.

Posted

so I've started ending combos in 2C more and created this:

 

X>2C>282A>oki options

 

 

barrier>airdash j.B>j.C (Overhead or catches backdash)

barrier>airdash j.623C (Catches upbacking)

Delay barrier>j.D (Overhead, doesnt combo on non-counter but will bait DPs)

barrier>falling j.A (Safejump)

barrier>2A (Catches rolls/quicktech or just used as a low)

Use 292 instead and j.4B for crossover works too.

272 into poison nail can catch some things if you just need a safe poke to win.

I beg you to do a small video of this!

Posted

http://youtu.be/0ek0KZmFwYk?t=3m2s

Just making sure I got the notation right for this combo because I'm having trouble doing the bold portion, it's a jc.C not a 6C the 2nd time you go into the air dash "loop" right?

And there's no microdash needed for the 2nd 5A pickup right? I didn't see the little cloud or hear the squeak of his ninja boots from when he usually dashes in the video.

 

5B>2B>6C>jcIAD.C>j.2C>5A>5B>jc.C>jcIAD.C>j.2C>5A>5B>ashura

Posted

Hello everyone.

 

I haven't been playing much BB so I may be wrong on what I am about to say...

Also, I apoligize if these were mention earlier.

 

I am using the combo in trial 28 to demonstrate a few things I have notice...

 

Okay, so what I notice from this patch is that it seems easier to connect the corner combo that has the string 6C -> j22A -> jC -> j623B -> land -> 5B...

I usually miss the part around j623B often in the previous patch and this doesn't seem the case anymore for me in this one. Also, did this never worked on Tsubaki? The j623B completely whiffs on her.

 

Second, follow the string mention previously, it seems j623B -> 5B -> 2B -> 5D doesn't whiff on most cast anymore (tried on Carl, Arakune, Jin, Tager, Valk, Tao) because I remember that did not work on Jin and other cast.

 

If these comments were already mentioned or are not that useful, please ignore =D.

Posted

Hello everyone.

I haven't been playing much BB so I may be wrong on what I am about to say...

Also, I apoligize if these were mention earlier.

I am using the combo in trial 28 to demonstrate a few things I have notice...

Okay, so what I notice from this patch is that it seems easier to connect the corner combo that has the string 6C -> j22A -> jC -> j623B -> land -> 5B...

I usually miss the part around j623B often in the previous patch and this doesn't seem the case anymore for me in this one. Also, did this never worked on Tsubaki? The j623B completely whiffs on her.

Second, follow the string mention previously, it seems j623B -> 5B -> 2B -> 5D doesn't whiff on most cast anymore (tried on Carl, Arakune, Jin, Tager, Valk, Tao) because I remember that did not work on Jin and other cast.

If these comments were already mentioned or are not that useful, please ignore =D.

These were not mentioned, I will say that. The j.623B part works on everyone, except for some characters you have to change the timing on either the j.C or j.623B. The 5D after 5B>2B isn't the most optimal thing to do, the better thing would be to do 5B>623B>2B>5B>j.C>j.22A>j.2C>A-Nail>5A>5B and either the air ender string or ashura, you're going to want the poison damage, cause it adds 800 to the combo that it doesn't tell you. Or, if you want ease of combo, j.623B>5B>623B>2B>5D>5B>2B>Air Ender/ or j.A>j.C>C-Nail>Ashura. The combo will work from almost any starter (besides an A starter) not the best damage but also not the worst, while the other one I gave you is 6K an only works off of 5/2B
Posted

These were not mentioned, I will say that. The j.623B part works on everyone, except for some characters you have to change the timing on either the j.C or j.623B. The 5D after 5B>2B isn't the most optimal thing to do, the better thing would be to do 5B>623B>2B>5B>j.C>j.22A>j.2C>A-Nail>5A>5B and either the air ender string or ashura, you're going to want the poison damage, cause it adds 800 to the combo that it doesn't tell you. Or, if you want ease of combo, j.623B>5B>623B>2B>5D>5B>2B>Air Ender/ or j.A>j.C>C-Nail>Ashura. The combo will work from almost any starter (besides an A starter) not the best damage but also not the worst, while the other one I gave you is 6K an only works off of 5/2B

 

Yea, I just wanted to mention if anyone felt that the combo was easier or felt a bit different cause it was the case for me. I was using trial combo 28 to demonstrate my point of view.

I am a bit mix on Bang's combo priority a bit but that means I have to play more.

Part of me wants to get more seals while another wants more damage instead. This is because of the concept of overdrive for Bang compare to most of the cast kinda annoys me a bit.

 

Anyway, trying to see how much I have to delay for connecting j623B on Tsubaki. Everyone else seems fine.

Posted

I like to go for seals on combos that would be lower in damage. Such as a 5/2A starter, or just try to go for 5D and 6D guardpoints and CHs for all 4 in one combo

Posted

If you are between midscreen and corner, almost any grounded standing combo that connects into 6C can net you 4 seals but it is tricky. This includes throw I think.

5B in corner also nets you 4 seal.

 

My question is this tho, what is a decent combo if your starter is jD (both normal and CH version)?

Posted

I think I know the midscreen combo you're talking about and it's character specific, and I've never really messed around with j.D as a starter :P

Posted

Ha! You may never know when you need a combo from a jD starter. A lot of people tend to forget it is an overhead or accidentally hits its guard point.

 

I try to cover many possible starters I get with Bang and see what I work with.

 

I am currently working with jD, CH 623B/j623B and rapid 623C/j623C. If you guys got any suggestion, please tell me =D.

 

Just to clarify the combo, if you used 5A as a starter, it would be 5A -> 5B -> 2B -> 6C -> jD -> tk C nails -> dash -> 5D (with corner bounce) -> 6D -> tk C nail -> 2D -> jc -> j2C.

The 5D into 6D is tricky to land...

 

EDIT: Fixed a typo...

Posted

Its usually best to go for some oki setup off of a stray JD hit.  Most of the time you will not be able to effectively combo off of it in time or at all.  Just saying what I think on this.

Posted

*C-Nail

 

Ops, thanks =D.

 

 

Its usually best to go for some oki setup off of a stray JD hit.  Most of the time you will not be able to effectively combo off of it in time or at all.  Just saying what I think on this.

 

Yea, that's true...

In CSEX, you were able to 5C a CH jD and now you can't in this one.

I tried to see if I can do 5A -> 5B -> jc -> jC -> AID combo but that's a bit tricky to get it consistenly.

 

EDIT: On a CH jD!

Posted

I was thinking of another combo that puts the 6D before the 5D, and it works further into the screen, but character specific

Posted

Generally speaking, if you can go for poison route combos, go for poison route combos. Seals are alright and you wanna get jD and 6D so that you'll be able to OD but as for the rest, it's not worth tossing away damage to get em.

On the matter of jD, don't forget it's a short starter. You can do j623B after it but you have to commit to it and be low enough meaning if you don't get it to land you're getting punished. JD is hard enough to confirm reactively on ch so you just can't on normal hit at all. You have to autopilot after it and hope you hit with it. If you just have to go for it, just rc the jD itself and go for a 2A pickup or something. It'll not get you killed and you get a mixup in the (very likely) chance that it gets blocked.

Posted

Welp, can't see the edit button so double post it is.

Ops, thanks =D.

 

 

 

Yea, that's true...

In CSEX, you were able to 5C a CH jD and now you can't in this one.

I tried to see if I can do 5A -> 5B -> jc -> jC -> AID combo but that's a bit tricky to get it consistenly.

 

EDIT: On a CH jD!

You can just do jDch >5B >2B into the ias relaunch, no need for pitiful As and you get a bit better positioning. If they're too low, add a jB before the first jC.

Posted

Welp, can't see the edit button so double post it is.

You can just do jDch >5B >2B into the ias relaunch, no need for pitiful As and you get a bit better positioning. If they're too low, add a jB before the first jC.

 

Yea, 5B > 2B -> IAD combo works after CH jD, thanks =D.

 

Is CH 5D -> Astral a setup?

The only way I can get out is with a burst or overdrive. I think I might be slow on mashing or I am missing something obvious that makes this not a setup?

Posted

My friend BrooklynBull manages to tk it for full screen zoning punishes. He's the only bang I've played that uses his astral. Hes not on DL but you could try askin what he does.

Posted

Speaking of astrals... Does anyone have any tips on TKing it? Like , at all?

 

It's not that bad to be honest.

I do 63214 632147D, you can delay the haft circles from each other, like really delay. This really helps me pace the input.

Example, 63214 > wait a bit > 632147D

If you have the mentallity to input this during a combo or wake up, you are fine.

 

Once you get the pace, you can try speeding it up to get a better grip.

 

EDIT: Basically, there is a sort of delay you can use with the input, like do the first haft circle and do the next one again in terms of reaction. Instead of doing both haft circles in reaction, you do one instead cause you already buffered the first one. Hope this helps.

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