epicdamage4673 Posted July 23, 2009 Posted July 23, 2009 Thanks for the response i appreciate the advice, it makes sense. However, i was more or less interested in which is the best style/combos period for most match ups not considering my own skill level at all.
10stars Posted July 23, 2009 Posted July 23, 2009 Thanks for the response i appreciate the advice, it makes sense. However, i was more or less interested in which is the best style/combos period for most match ups not considering my own skill level at all. Mixup bang is the best for beginners. Seal bang requires alot of matchup experience to know what you can punish on reaction with what drive move. Combo bang takes alot of training mode to get character specifics to max your damage on everyone, as well as getting max damage out of bnbs. Start off with mixups, then move to combos, then move to seal bang. If you get good with mixups, bangs mixups can carry you to the upper ranks of other beginning players.
Reioumu Posted July 24, 2009 Posted July 24, 2009 Expanding on Daioucho's counterhit jD combo that was against Ragna... Tested on Ragna again CH jD \/ 2b (or 6a but stricter timing) 623b d. 2b 623b 2363214C 5251 damage with 2b in the start. 5591 damage with 6a!!! If they've bursted, it's 7881/8389 damage.
WUT Posted July 24, 2009 Posted July 24, 2009 CH j.D is disgusting. Wish I could actually get one in matches. I have more luck getting a CH 6C as AA, which leads to the same combo (6C, jc AD j.D, V, 2B etc.). Such a shame.
10stars Posted July 24, 2009 Posted July 24, 2009 CH j.D is disgusting. Wish I could actually get one in matches. I have more luck getting a CH 6C as AA, which leads to the same combo (6C, jc AD j.D, V, 2B etc.). Such a shame. and i started to feel like i was retarded for using 6c as AA, good to see someone else is at least trying it.
WUT Posted July 24, 2009 Posted July 24, 2009 and i started to feel like i was retarded for using 6c as AA, good to see someone else is at least trying it. It trades/beats quite a few things. Litchi's AD j.B for instance. I need to tinker with it more in training.
faultydefense Posted July 24, 2009 Posted July 24, 2009 I don't want to be accused of spamming, but I want to give a shout out to ATG and anyone else that helped out with the first post. This is undoubtedly the best source of combos for any character in this game on any site I've been to. Dmg, imput, and tips on getting it down, sources, suggestions, on and on good show and really really really really helpful to me while pickin up bang
Reioumu Posted July 24, 2009 Posted July 24, 2009 CH j.D is disgusting. Wish I could actually get one in matches. I have more luck getting a CH 6C as AA, which leads to the same combo (6C, jc AD j.D, V, 2B etc.). Such a shame. It's funny, I get it a lot. On big characters I do the 5.5k damage combo now, and on smaller non-carl characters I use 6a 623b daifunka when I get my CH j.D On Carl I need to use a delayed C Nail and I usually just use Daifunka off of it. Though you can do 2b 6c on Carl otg I believe since he floats too high for 623b, but I'm pretty sure you can 6c him.
10stars Posted July 25, 2009 Posted July 25, 2009 Whats up with 6d ch combos? 6dch > iad > j.4c > land > 623b > distortion is like 4183 6dch > iad > j.4c > land > 623b > 2b > 6c > j.c is like 2900 Only tested on ragna before my roomate kicked me off the ps3.
WUT Posted July 25, 2009 Posted July 25, 2009 That's a jacked up launch. You need a slightly delayed IAD and a late j.4C to pick up off the ground, lol. I've been doing the same thing I do with a normal 6D hit: 6D, j.236C, V, d.6C, (d)j.D, V, 6A/2B, 623B, ender. Combo with both 6A and DD ender is 3964. 6A and a dashing 6C, j.623B ender is 3077. EDIT: I've been trying to find a decent combo for an air throw in furinkazan. Against Ragna/Hakumen/Tager you can do a 3-dash before the kick, land, and do a 6C j.D, j.D into combo. A more universal version is a simple 3-dash j.D, j.D into combo. What I'd really like is to include the teleport kick as the first hit. Starting off with 2160 damage would be so hot.
Reioumu Posted July 26, 2009 Posted July 26, 2009 Some shit 10stars and I came up with tonight. YOU CAN do FRKZ before ANY Daifunka and follow up with Daifunka to have a 5 way mixup afterwards AND MORE DAMAGE. This is a MUCH better idea than RCing the last hit of DFK (I'm using this from now on for Daifunka) and doing 5c 623b. CH jD 6a 623b FRKZ DFK - 6167 damage CH 2D jD 6a 623b FRKZ DFK - 5271 damage Also, while in FRKZ. 2D jD 2dash 6a 623b DFK - 5784 damage CH jD 2dash 6a 623b DFK - 6621 damage yeah. FRKZ is godly Also fun trick. If you ever bait a heat with a 2d during a combo and hit them with it for a free combo. (damage against bursted opponent) 2D jD 2b (not 6a since this isn't a CH combo) 623b FRKZ DFK - 7516 damage which is certainly the end of any opponent. Though I'm also experimenting with blockstrings to mess with people, but I might keep those secret since I don't other people studying up on it.
Reioumu Posted July 26, 2009 Posted July 26, 2009 Furinkazan, Bang's more notorious of moves. With the most noticeable startup of "BANG BANG BANG BANG!" and changing the music to a loud version of "Bang a Nail with your Hammer" This usually leaves all watchers in awe, especially if Bang can utilize it correctly and flawlessly. Character specific high damage combos will be posted under this. 1. Basics 3. Control 4. Setups 5. Combos 6. Tips 1. Basics You need four of the FRKZ seals which are obtained through your drive attacks. The input for FRKZ is 214214D (QCBQCB+D) Reacts on the very first frame you hit D and gives you a 2 frame advantage at the end of it. Bang does 1.2 times more damage Bang obtains an 8 way dash instead of normal movement Bang cannot block without using barrier Bangs moves cause half of the guard libra push that they cause normally. 2. Control In mine and 10star's opinion, the biggest turnoff of FRKZ to new Bang players is controlling it, the 2nd being the fact you can't block (without using barrier)with the mobility which which you can't control yet. It's too fast, or they cannot put their inputs in right since they keep dashing. There is no fear. It's easiest to go into training mode and screw around with it for awhile. That's the only way to perfect it or get used to it. You're going to have to buffer your moves by inputting them during other moves, etc. I have my own tricks for working with Bang install, as do other players. You should find your own trick for making it work the way you want it to. 3. Setup You can set up into FRKZ since it happens on frame 1 and gives you a 2 frame advantage on use. You can do it during a combo between inputting moves like for example. 5a 5b 2b FRKZ 2c 6d 6239b. There are some times where it would be a lot more useful than this, but it's a very flexible move and great when you want to add in more damage and more mixups while the enemy is getting up making your okizeme game even better. My absolute two favorite setups are off of Drive counterhits, since they are so flexible in what they can do. These work on everyone but Carl j.D(counter hit) > 6a > 623b > FRKZ > 2363214C - 6167 damage Video j.D > 2b > 623b > FRKZ > 2363214C - 5791 damage Video 2D(counter hit) > j.D > 6a > 623b > FRKZ > 2363214C - 5271 damage Video 2D > j.d > 2b > 623b > FRKZ > 2363214C - 5009 damage Video 6d(counter hit) > air dash > j.4c > land > 623b > FRKZ > 2363214C - 4621 damage Video This works on carl. 5c > FRKZ > 2363214C - 4892 damage (Hit confirmable with Daifunka) Video 4-seal combo 3-nail into FRKZ. Works on Carl. Doesn't work on people you normally can't 4-seal. 2D jD 2369C land jD 2369C land jD 2369C land FRKZ 2363214C - 4342 damage The only problem with these are that you need 100% heat for these combos, but as you can see from the damage, they are worth it 100% of the time. These should be combos that I feel you should MEMORIZE when the time comes. Carl however, he's a bitch and doesn't get combod into 623b from 6a/2b on the ground. So you'll need to use it whenever you think it would be safe or a good choice. One of the funnier setups, which I've seen DORA BANG use is FRKZ on wakeup. If your opponent is in the middle of an attack use 2363214C immediately after and get a free 4249 damage on your opponent as well as putting them in the corner. 5. Combos The post directly under this one will take care of all character specific combos. We have a pretty visual library as well as EVERY SINGLE CHARACTER listed. 2D jD 2dash 6a 623b DFK - 5784 damage Video CHjD 2dash 6a 623b DFK - 6621 damage Video 6. TipsAfter Daifunka (2363214C) when you put the enemy in the corner. You have 7 mixup options with FRKZ! They are left, left low hit, right low hit, right overhead, left overhead, right or throw/command throw. Either way, once they're in the corner, you have a ton of options to destroy your opponent and make them have only a few options. Don't run away afterwards, because that is literally giving your opponent breathing room. VideoWatch out for Dragon Punches. If you don't have barrier, they will DESTROY you. Try to avoid them alltogether unless you're gutsy and can bait one into a drive or just dash back then dash forward. You can cancel your air dashes with attacks with the exception of A-Nail. See the next section for A Nail cancels. You can also cancel your ground dashes with command inputs such as 6a 6b 6c and 3c. You can cancel your ground dashes at any point with drive attacks as well. Video a-Nail (236A) will make you fly in the direction you threw it at. So if you threw it while 9-dashing you'll fly forwards through the air to the other side of the screen. Video 7. Pressure: Since all of Bangs regular moves are dash cancelable in Bang Install mode, once you get the hang of it you really can just run your opponent into the ground with pressure and mixup. Having complete control over furinkazan gives you an edge in every offensive situation once they're in blockstun: Video 8. Defensive Bang Installs. If you instant block in this game and you have a reversal, you can beat pretty much everything with it. So instant blocking > bang install > daifunka, and instant block > 6d works very well if you catch opponents off guard by IBing the first move they open with, as shown here: Video Feel free to add more, this was made in a rush and more help would be appreciated.
10stars Posted July 26, 2009 Posted July 26, 2009 Character specific worthwhile high damage combos Just go straight to the character section you're trying to learn combos for. __________________________________________________ Iron Tager Midscreen If you're mid screen against Tager, and you land a hit while he is standing in Bang install mode. In my opinion, the only combo you need to know off of that is the Tager loop, because it can be reset as well as start off of any of Bangs normal hits. BI Tager standing loop: 5a > 5b > 2b > 9 dash > j.a > j.b > land > Video However, if Tagers crouching, there's a different loop all together. One I haven't shown because I've been too lazy previously to make a video, but here it is. Tager crouching loop 2b > 9 dash > j.b > 2 dash > land Rinse + Repeat (lower damage, easier) 2b > 9 dash > j.4c > 1 dash > land Rinse + Repeat(slightly higher damage, harder) Video Both of the above can be started off of any poke as shown in the video. Against both standing and crouching Tager: 6d: 6D > 6 dash > 2D > 9 dash > j.D > 3 dash > j.D > land > 2B > 6C > 9 dash > j.B > 6 dash > j.D > 2 dash > j.D > land > 2C > oki. 4459 damage damage Thanks WUT. You can also add an extra j.d into this 6d combo: 6d > 6 dash > 2d > 9 dash > j.d > 3 dash > j.d > 6 dash > j.d > land > 2b > 6c > 9 dash > j.b > 6 dash > j.d > 2 dash > j.d > land > 2c > oki. 4639 damage. No video available atm. 5d: 5d > 9 dash > j.d > 3 dash > j.d > 3 dash > j.d > land > 2b > 6c > 9 dash > j.b > 6 dash > j.d > 3 dash > j.d > land > 2c > oki. 4835 damage 5d > 9 dash > j.d > 3 dash > land > 6a > 6c > 9 dash > j.b > 6 dash > j.d > 3 dash > land > 2b > 6c > 9 dash > j.b > 6 dash > j.d > 3 dash > j.d > land > 2c > oki. 5057 damage. No video currently available. j.d: j.d > 2 dash > land > 2b > 6c > 9 dash > j.b > 6 dash > j.d > 3 dash > j.d > land > 2b > 6c > 9 dash > j.b > 6 dash > j.d > 3 dash > j.d > land > 2c > oki. 5634 damage 2d: 2d > 8 dash > j.d > 2 dash > land > 2d > 8 dash > j.d > 2 dash > land > 6a > 6c > 9 dash > j.b > 6 dash > j.d > 3 dash > j.d > land > 2c > oki. 5112 damage 2d > 8 dash > j.d > 2 dash > land > 2d > 8 dash > j.d > 2 dash > land > 6a > 623b > 2363214c [50% heat] 6104 damage Throw Throw > throw hit connects > 6 dash > j.b > 6 dash > j.d > land > 6a > 6c > 9 dash > j.b > 6 dash > j.d > 3 dash > j.d > land > 2c > oki. 3710 damage Corner All combos listed above work on Tager in the corner. __________________________________________________ Ragna The Blood Edge Midscreen Since Ragna doesn't have standing loops like tager, he actually has combos etc. Against standing Ragna 5a: 5a > 5b > 2b > 6c > 9 dash > j.b > 6 dash > j.d > 3 dash > j.d > land > 2b > 6c > 9 dash > j.b > 6 dash > j.d > 3 dash > j.d > land > 2c > oki. 4633 damage if started with 5a. Starting this combo with 2a drastically reduces its damage, however the combo still works. If you start it with j.C you have to omit the 5a in the combo completely, or the otg wont work. Against crouching Ragna 5a 5b 2b all start this. You can also start it with j.C, but you have to dash to the other side of Ragna after j.C connects 5a > 5b > 2b > 9 dash > j.4c > 3 dash > land > 2b > 9 dash > j.4c > 3 dash > land 2b > 9 dash > j.4c > 3 dash > land 2b > 9 dash > j.4c > 1 dash > land > 2b > 2c > 6d > 623b > 6 dash after recovery for oki. 4699 damage if started from 5a. Against both standing and crouching Ragna: 5d 5d > 9 dash > j.d > 3 dash > land > 6a > 6c > 9 dash > j.b > 6 dash > j.d > 3 dash > land > 2b > 6c > 9 dash > j.b > 6 dash > j.d > 3 dash > j.d > land > 2c > oki. 5057 damage 6d 6d > 6 dash > 2d > 9 dash > j.d > 2 dash > j.d > land > 2b > 6c > 9 dash > j.b > 6 dash > j.d > 3 dash > j.d > land > 2c > oki. 4459 damage 2d 2d > 8 dash > j.d > 2 dash > land > 6a > 6c > 9 dash > j.b > 6 dash > j.d > 3 dash > land > 2b > 6c > 9 dash > j.b > 6 dash > j.d > 3 dash > j.d > land > 2c > oki. 5141 damage j.d j.d > 2 dash > land > 2b > 6c > 9 dash > j.b > 6 dash > j.d > 3 dash > j.d > land > 2b > 2c > 9 dash > j.b > 6 dash > j.d > 3 dash > j.d > land > 2c > oki. 5634 damage Throw Throw > Throw hit connects > 6 dash > j.b > 6 dash > j.d > land > 6a > 6c > 9 dash > j.b > 6 dash > j.d > 3 dash > j.d > land > 2c > oki. 3710 damage Corner In the corner if Ragna is standing all normal standing FRKZ combos listed above work on him. If Ragna is crouching in the corner, all drive combos listed above work on him. If Ragna is crouching in the corner and the combo starts with any normal moves: 5a > 5b > 2b > 2c > 6a > 6c > 8 dash > j.b > j.d > 2 dash > j.d > land > 2c > oki 3551damage __________________________________________________ Noel Vermillion Midscreen Against standing Noel 5a 5a > 5b > 2c > 6 dash > 5d > 9 dash > j.d > 2 dash > land > 6a > 6c > 9 dash > j.b > 6 dash > j.d > 3 dash > j.d > land > 2c > oki. 3825 damage 5a / Normal hit against crouching noel: Same as above combo. Against both standing and crouching Noel 6d 6d > 6 dash > 2d > 8 dash > j.d > 2 dash > j.d > land > 2b > 6c > 9 dash > j.b > 6 dash > j.d > 3 dash > j.d > land > 2c > oki. 4459 damage 5d 5d > 9 dash > j.d > 3 dash > land > 6a > 6c > 9 dash > j.b > 6 dash > j.d > 3 dash > land > 2b > 6c > 9 dash > j.b > 6 dash > j.d > 3 dash > j.d > land > 2c > oki. 5057 damage 2d 2d > 8 dash > j.d > 2 dash > land > 6a > 6c > 9 dash > j.b > 6 dash > j.d > 3 dash > land > 2b > 6c > 9 dash > j.b > 6 dash > j.d > 3 dash > j.d > land > 2c > oki. 5141 damage j.d j.d > 3 dash > land > 2b > 6c > 9 dash > j.b > 6 dash > j.d > 3 dash > j.d > land > 2b > 6c > 9 dash > j.b > 6 dash > j.d > 3 dash > j.d > land > 2c > oki. 5634 damage Throw Throw > throw hit connects > 6 dash > j.b > 6 dash > j.d > land > 6a > 6c > 9 dash > j.b > 6 dash > j.d > 3 dash > j.d > land > 2c > oki. 3710 damage Corner Noels standing, crouching, and drive combos all work in the corner. __________________________________________________ Arakune Midscreen Against standing Arakune: 5a/5b/2b/j.c 5a > 5b > 2b > 6c > 9 dash > j.d > 3 dash > j.d > land > 2b > 6c > 9 dash > j.b > 9 dash > j.b > land > react to recovery > oki. 4356 damage Against crouching Arakune: These hits all go into the loop: Arakune crouch loop is 2b > 9 dash > j.4c > 3 dash > land > 2b > Rinse + Repeat 5a > 5b > 2b > loop j.C > 2b > loop 5b > 2b > loop j.B > 5b > 2b > loop Video Against both standing and crouching Arakune midscreen: 5d 5d > 9 dash > j.d > 2 dash > j.d > land > 2b > 6c > 9 dash > j.b > 9 dash > j.b > 623b > land > react to recovery oki. 4166 damage 6d 6d > 6 dash > 2d > 8 dash > j.d > 2 dash > j.d > land > 2b > 6c > 9 dash > j.b > 9 dash > j.b > 623b > land > react to recovery oki. 4183 damage 2d 2d > 8 dash > j.d > 2 dash > j.d > land > 2b > 6c > 9 dash > j.b > 9 dash > j.b > 623b > land > react to recovery oki. 4250 damage j.d j.d > 2 dash > land > 2b > 6c > 9 dash > j.b > 9 dash > j.b > 623b > land > oki. 3847 damage Throw Throw > Throw hit connects > 6 dash > j.b > 9 dash > j.b > land > 9 dash > j.b > 9 dash > j.b > 9 dash > j.b > 623b > land > oki. 2876 damage Kinda pathetic, but I'm sure this will be getting replaced eventually. Corner Corner against standing arakune: 5a 5a > 5b > 2b > 6c > 9 dash cancel > j.d > 3 dash > j.d > land > 2b > 6c > 8 dash > j.b > j.d > 2 dash > j.d > land > 2c > oki. 4649 damage Corner against crouching arakune: 5a 5a > 5b > 2c > 6 dash > 5d > 9 dash > j.d > 2 dash > land > 6a > 6c > 9 dash > j.b > 6 dash > j.d > 3 dash > j.d > land > 2c > oki 3825 damage Corner combos against both standing and crouching Arakune: Note that you HAVE to 6 dash still between j.b and j.d for all the corner combos, or for one reason or another, arakune can tech before the last j.d hits. 2d 2d > 8 dash > j.d > 2 dash > land > 6a > 6c > 9 dash > j.b > 6 dash > j.d > 3 dash > land > 2b > 6c > 9 dash > j.b > 6 dash > j.d > 3 dash > j.d > land > 2c > oki. 5141 damage 6d 6d > 6 dash > 2d > 9 dash > j.d > 2 dash > j.d > land > 2b > 6c > 9 dash > j.b > 6 dash > j.d > 3 dash > j.d > land > 2c > oki. 4459 damage 5d 5d > 8 dash > j.d > 3 dash > land > 6a > 6c > 9 dash > j.b > 6 dash > j.d > 3 dash > land > 2b > 6c > 9 dash > j.b > 6 dash > j.d > 3 dash > j.d > land > 2c > oki. 5057 damage j.d j.d > 2 dash > land > 2b > 6c > 9 dash > j.b > 6 dash > j.d > 3 dash > j.d > land > 2b > 2c > 9 dash > j.b > 6 dash > j.d > 3 dash > j.d > land > 2c > oki. 5634 damage Throw Throw > Throw hit connects > 6 dash > j.b > 6 dash > j.d > 3 dash > land > 6a > 6c > 8 dash > j.b > 6 dash > j.d > 2 dash > j.d > land > 2c > oki. 3710 damage __________________________________________________ Nu Midscreen Against standing Nu 5a: 5a > 5b > 2b > 6c > 9 dash > j.b > 6 dash > j.d > 3 dash > j.d > land > 2b > 6c > 9 dash > j.b > 6 dash > j.d > 3 dash > j.d > land > 2c > oki. 4633 damage if started with 5a. Starting this combo with 2a drastically reduces its damage, however the combo still works. If you start it with j.C you have to omit the 5a in the combo completely, or the otg wont work. Against crouching Nu 5b 2b j.C all start this. 5b > 2b > 9 dash > j.4c > 3 dash > land > 2b > 9 dash > j.4c > 3 dash > land 2b > 9 dash > j.4c > 3 dash > land 2b > 9 dash > j.4c > 1 dash > land > 2b > 2c > 6d > 623b > 6 dash after recovery for oki. 4699 damage damage if started from 5a. Against both standing and crouching Nu: 5d 5d > 9 dash > j.d > 3 dash > land > 6a > 6c > 9 dash > j.b > 6 dash > j.d > 3 dash > land > 2b > 6c > 9 dash > j.b > 6 dash > j.d > 3 dash > j.d > land > 2c > oki. 5057 damage 6d 6d > 6 dash > 2d > 9 dash > j.d > 2 dash > j.d > land > 2b > 6c > 9 dash > j.b > 6 dash > j.d > 3 dash > j.d > land > 2c > oki. 4459 damage 2d 2d > 8 dash > j.d > 2 dash > land > 6a > 6c > 9 dash > j.b > 6 dash > j.d > 3 dash > land > 2b > 6c > 9 dash > j.b > 6 dash > j.d > 3 dash > j.d > land > 2c > oki. 5141 damage j.d j.d > 2 dash > land > 2b > 6c > 9 dash > j.b > 6 dash > j.d > 3 dash > j.d > land > 2b > 2c > 9 dash > j.b > 6 dash > j.d > 3 dash > j.d > land > 2c > oki. 5634 damage Throw Throw > Throw hit connects > 6 dash > j.b > 6 dash > j.d > land > 6a > 6c > 9 dash > j.b > 6 dash > j.d > 3 dash > j.d > land > 2c > oki. 3710 damage Corner In the corner if Nu is standing all normal standing FRKZ combos listed above work on him. If Nu is crouching in the corner, all drive combos listed above work on him. If Nu is crouching in the corner and the combo starts with any normal moves: 5b > 2b > 2c > 6 dash cancel > 5d > 9 dash > j.d > 2 dash > land > 6a > 6c > 8 dash > j.b > 6 dash > j.d > 2 dash > j.d > land > 2c > oki. 3674 damage __________________________________________________ Taokaka Midscreen Against standing Taokaka: 5a/5b/j.c start this, after the 5b you go directly into the 2c. 5a > 5b > 2c > 6 dash cancel > 5d > 9 dash > j.d > 3 dash > land > 6a > 6c > 9 dash > j.b > 6 dash > j.d > 3 dash > j.d > land > 2c > oki. 3825 damage Against crouching Taokaka: She low profiles under 5a. So 5b/2a/j.c etc as starters: 5b > 2b > 2c > 6 dash cancel > 5d > 9 dash > j.d > 3 dash > land > 6a > 6c > 9 dash > j.b > 6 dash > j.d > 3 dash > j.d > land > 2c > oki. 3674 damage Against both standing and crouching Taokaka: 5d 5d > 9 dash > j.d > 3 dash > land > 6a > 6c > 9 dash > j.b > 6 dash > j.d > 3 dash > land > 2b > 6c > 9 dash > j.b > 6 dash > j.d > 3 dash > j.d > land > 2c > oki. 5057 damage 6d 6d > 6 dash > 2d > 9 dash > j.d > 2 dash > j.d > land > 2b > 6c > 9 dash > j.b > 6 dash > j.d > 3 dash > j.d > land > 2c > oki. 4459 damage 2d 2d > 8 dash > j.d > 2 dash > land > 6a > 6c > 9 dash > j.b > 6 dash > j.d > 3 dash > land > 2b > 6c > 9 dash > j.b > 6 dash > j.d > 3 dash > j.d > land > 2c > oki. 5141 damage j.d j.d > 2 dash > land > 2b > 6c > 9 dash > j.b > 6 dash > j.d > 3 dash > j.d > land > 2b > 2c > 9 dash > j.b > 6 dash > j.d > 3 dash > j.d > land > 2c > oki. 5634 damage Throw Throw > Throw hit connects > 6 dash > j.b > 6 dash > j.d > land > 6a > 6c > 9 dash > j.b > 6 dash > j.d > 3 dash > j.d > land > 2c > oki. 3710 damage Corner Taokakas normal standing and normal crouching combos both work in the corner. __________________________________________________ Litchi Faye Ling Midscreen Against standing Litchi 5a: 5a > 5b > 2b > 6c > 9 dash > j.b > 6 dash > j.d > 3 dash > j.d > land > 2b > 6c > 9 dash > j.b > 6 dash > j.d > 3 dash > j.d > land > 2c > oki. 4633 damage if started with 5a. Against crouching Litchi She low profiles under 5a. So 5b/2a/j.c etc as starters: 5b > 2b > 2c > 6 dash cancel > 5d > 9 dash > j.d > 3 dash > land > 6a > 6c > 9 dash > j.b > 6 dash > j.d > 3 dash > j.d > land > 2c > oki. 3674 damage Against both standing and crouching Litchi: 5d 5d > 9 dash > j.d > 3 dash > land > 6a > 6c > 9 dash > j.b > 6 dash > j.d > 3 dash > land > 2b > 6c > 9 dash > j.b > 6 dash > j.d > 3 dash > j.d > land > 2c > oki. 5057 damage 6d 6d > 6 dash > 2d > 9 dash > j.d > 2 dash > j.d > land > 2b > 6c > 9 dash > j.b > 6 dash > j.d > 3 dash > j.d > land > 2c > oki. 4459 damage 2d 2d > 8 dash > j.d > 2 dash > land > 6a > 6c > 9 dash > j.b > 6 dash > j.d > 3 dash > land > 2b > 6c > 9 dash > j.b > 6 dash > j.d > 3 dash > j.d > land > 2c > oki. 5141 damage j.d j.d > 2 dash > land > 2b > 6c > 9 dash > j.b > 6 dash > j.d > 3 dash > j.d > land > 2b > 2c > 9 dash > j.b > 6 dash > j.d > 3 dash > j.d > land > 2c > oki. 5634 damage Throw Throw > Throw hit connects > 6 dash > j.b > 6 dash > j.d > land > 6a > 6c > 9 dash > j.b > 6 dash > j.d > 3 dash > j.d > land > 2c > oki. 3710 damage Corner Litchis normal standing and normal crouching combos both work in the corner. __________________________________________________ Rachel Alucard Midscreen Against standing Rachel: 5a 5a > 5b > 2c > 6 dash cancel > 5d > 9 dash > j.d > 3 dash > land > 6a > 6c > 9 dash > j.b > 6 dash > j.d > 3 dash > j.d > land > 2c > oki. 3825 damage Against crouching Rachel: She low profiles under 5a. So 5b/2a/j.c etc as starters: 5b > 2b > 2c > 6 dash cancel > 5d > 9 dash > j.d > 3 dash > land > 6a > 6c > 9 dash > j.b > 6 dash > j.d > 3 dash > j.d > land > 2c > oki. 3674 damage Against both standing and crouching Rachel: 5d 5d > 9 dash > j.d > 3 dash > land > 6a > 6c > 9 dash > j.b > 6 dash > j.d > 3 dash > land > 2b > 6c > 9 dash > j.b > 6 dash > j.d > 3 dash > j.d > land > 2c > oki. 5057 damage 6d 6d > 6 dash > 2d > 9 dash > j.d > 2 dash > j.d > land > 2b > 6c > 9 dash > j.b > 6 dash > j.d > 3 dash > j.d > land > 2c > oki. 4459 damage 2d 2d > 8 dash > j.d > 2 dash > land > 6a > 6c > 9 dash > j.b > 6 dash > j.d > 3 dash > land > 2b > 6c > 9 dash > j.b > 6 dash > j.d > 3 dash > j.d > land > 2c > oki. 5141 damage j.d j.d > 2 dash > land > 2b > 6c > 9 dash > j.b > 6 dash > j.d > 3 dash > j.d > land > 2b > 2c > 9 dash > j.b > 6 dash > j.d > 3 dash > j.d > land > 2c > oki. 5634 damage Throw Throw > Throw hit connects > 6 dash > j.b > 6 dash > j.d > land > 6a > 6c > 9 dash > j.b > 6 dash > j.d > 3 dash > j.d > land > 2c > oki. 3710 damage Corner All of the above combos work on her in the corner. Wind that, biatch. __________________________________________________ Carl Clover Midscreen If a combo works on Carl, it works whether he's standing or crouching, so the combos following these manly words work on him in every situation: 5a 5a > 5b > 2b > 2c > 6 dash > 6a > 6c > 9 dash > j.b > 9 dash > j.b > 623b > land > react to recovery > oki. 3260 damage 5d 5d > 9 dash > j.d > 2 dash > j.d > land > 2b > 6c > 9 dash > j.b > 9 dash > j.b > 623b > land > react to recovery > oki. 4166 damage 6d 6d > 6 dash > 2d > 8 dash > j.d > 2 dash > j.d > land > 2b > 6c > 9 dash > j.b > 9 dash > j.b > 623b > land > react to recovery > oki. 4183 damage 2d 2d > 8 dash > j.d > 2 dash > j.d > land > 2b > 6c > 9 dash > j.b > 9 dash > j.b > 623b > land > react to recovery > oki. 4250 damage. j.d j.d > 2 dash > land > 2b > 6c > 9 dash > j.b > 9 dash > j.b > 623b > land > react to recovery > oki. 3847 damage Throw Throw > Throw hit connects > 6 dash > j.b > 9 dash > j.b > land > 9 dash > j.b > 9 dash > j.b > 9 dash j.b > 623b > react to recovery > oki. 2876 damage Corner Against standing and crouching Carl in the corner: 5a 5a > 5b > 2b > 2c > 6 dash > 6a > 6c > 8 dash > j.b > 6 dash > j.d > 2 dash > j.d > land > 2c > oki. 3551 damage 5d 5d > 8 dash > j.d > 2 dash > j.d > land > 2b > 6c > 8 dash > j.b > 6 dash > j.d > 2 dash > j.d > land > 2c > oki. 4536 damage 6d 6d > 6 dash > 2d > 9 dash > j.d > 2 dash > j.d > land > 2b > 6c > 9 dash > j.b > 6 dash > j.d > 3 dash > j.d > land > 2c > oki. 4459 damage 2d 2d > 8 dash > j.d > 2 dash > land > 6a > 6c > 9 dash > j.b > 6 dash > j.d > 3 dash > land > 2b > 6c > 9 dash > j.b > 6 dash > j.d > 3 dash > j.d > land > 2c > oki. 5141 damage Throw Throw > Throw hit connects > 6 dash > j.b > 6 dash > j.d > land > 6a > 6c > 9 dash > j.b > 6 dash > j.d > 3 dash > j.d > land > 2c > oki. 3710 damage __________________________________________________ Bang Shishigami Midscreen Against standing and crouching Bang: 5a 5a > 5b > 2b > 2c > 6 dash > 6a > 6c > 9 dash > j.b > 6 dash > j.d > 3 dash > j.d > land > 2c > oki. 3551 damage 5d 5d > 9 dash > j.d > 3 dash > land > 6a > 6c > 9 dash > j.b > 6 dash > j.d > 3 dash > land > 2b > 6c > 9 dash > j.d > 3 dash > j.d > land > 2c > oki. 5057 damage 6d 6d > 6 dash > 2d > 9 dash > j.d > 2 dash > j.d > land > 2b > 6c > 9 dash > j.b > 6 dash > j.d > 3 dash > j.d > land > 2c > oki. 4459 damage 2d 2d > 8 dash > j.d > 2 dash > land > 6a > 6c > 9 dash > j.b > 6 dash > j.d > 3 dash > land > 2b > 6c > 9 dash > j.b > 6 dash > j.d > 3 dash > j.d > land > 2c > oki. 5141 damage j.d j.d > 2 dash > land > 2b > 6c > 9 dash > j.b > 6 dash > j.d > 3 dash > j.d > land > 2b > 2c > 9 dash > j.b > 6 dash > j.d > 3 dash > j.d > land > 2c > oki. 5634 damage Throw Throw > Throw hit connects > 6 dash > j.b > 6 dash > j.d > land > 6a > 6c > 9 dash > j.b > 6 dash > j.d > 3 dash > j.d > land > 2c > oki. 3710 damage Corner All above combos work in the corner. __________________________________________________ Jin Kisaragi Midscreen Jin does not low profile under Bangs 5a. So all combos listed below work on both standing and crouching Jin. 5a 5a > 5b > 2b > 2c > 6 dash > 6a > 6c > 9 dash > j.b > 6 dash > j.d > 3 dash > j.d > land > 2c > oki. 3551 damage 5d 5d > 9 dash > j.d > 3 dash > land > 6a > 6c > 9 dash > j.b > 6 dash > j.d > 3 dash > land > 2b > 6c > 9 dash > j.b > 6 dash > j.d > 3 dash > j.d > land > 2c > oki. 5057 damage 6d 6d > 6 dash > 2d > 8 dash > j.d > 2 dash > j.d > land > 2b > 6c > 9 dash > j.b > 6 dash > j.d > 3 dash > j.d > land > 2c > oki. 4459 damage 2d 2d > 8 dash > j.d > 2 dash > land > 6a > 6c > 9 dash > j.b > 6 dash > j.d > 3 dash > land > 2b > 6c > 9 dash > j.b > 6 dash > j.d > 3 dash > j.d > land > 2c > oki. 5141 damage j.d j.d > 2 dash > land > 2b > 6c > 9 dash > j.b > 6 dash > j.d > 3 dash > j.d > land > 2b > 6c > 9 dash > j.b > 6 dash > j.d > 3 dash > j.d > land > 2c > oki. 5634 damage Throw Throw > Throw hit connects > 6 dash > j.b > 6 dash > j.d > land > 6a > 6c > 9 dash > j.b > 6 dash > j.d > 3 dash > j.d > land > 2c > oki. 3710 damage Corner All above combos work in the corner. __________________________________________________ Hakumen Midscreen Against standing Hakumen 5a 5a > 5b > 2b > 6c > 9 dash > j.b > 6 dash > j.d > 3 dash > j.d > land > 2b > 6c > 9 dash > j.b > 6 dash > j.d > 3 dash > j.d > land > 2c > oki. 4633 damage if started with 5a. Against crouching Hakumen: 5a 5a > 5b > 2c > 6 dash cancel > 5d > 9 dash > j.b > 6 dash > j.d > 3 dash > j.d > land > 2c > oki. 3825 damage Against standing and crouching Hakumen: 5d 5d > 9 dash > j.d > 3 dash > land > 6a > 6c > 9 dash > j.b > 6 dash > j.d > 3 dash > land > 2b > 6c > 9 dash > j.b > 6 dash > j.d > 3 dash > j.d > land > 2c > oki. 5057 damage 6d 6d > 6 dash > 2d > 8 dash > j.d > 2 dash > j.d > land > 2b > 6c > 9 dash > j.b > 6 dash > j.d > 3 dash > j.d > land > 2c > oki. 4459 damage 2d 2d > 8 dash > j.d > 2 dash > land > 6a > 6c > 9 dash > j.b > 6 dash > j.d > 3 dash > land > 2b > 6c > 9 dash > j.b > 6 dash > j.d > 3 dash > j.d > land > 2c > oki. 5141 damage j.d j.d > 2 dash > land > 2b > 6c > 9 dash > j.b > 6 dash > j.d > 3 dash > j.d > land > 2b > 6c > 9 dash > j.b > 6 dash > j.d > 3 dash > j.d > land > 2c > oki. 5634 damage. Video currently unavailable. Throw Throw > Throw hit connects > 6 dash > j.b > 6 dash > j.d > land > 6a > 6c > 9 dash > j.b > 6 dash > j.d > 3 dash > j.d > land > 2c > oki. 3710 damage Corner All above combos work in the corner.
DaiAndOh Posted July 26, 2009 Posted July 26, 2009 FRKZ blockstrings? Something I've been thinking of. I mean, starts up frame 1 and +2? Gotta be.
DaiAndOh Posted July 26, 2009 Posted July 26, 2009 Nice nice. Some other things: Similar to the 214214D->Daifunka, you have 214214D->6D->combo. 1 frame autoguard lets you do that kinda thing. FRKZ out of pressure strings as mentioned in other thread. How about some combos into FRKZ that don't take 100%? Maybe some combo string resets? Maybe some char specific tips and usage?
10stars Posted July 26, 2009 Posted July 26, 2009 Nice nice. Some other things: Similar to the 214214D->Daifunka, you have 214214D->6D->combo. 1 frame autoguard lets you do that kinda thing. FRKZ out of pressure strings as mentioned in other thread. How about some combos into FRKZ that don't take 100%? Maybe some combo string resets? Maybe some char specific tips and usage? The 6d and FRKZ out of pressure strings was included, i just had to edit and update after the video was done, it's currently part 8 and has a visual reference. I also included a pressure part of the video, however with how freestyle bang is in BI mode, really I could make endless amounts of videos. I do want a full list of FRKZ character specifics here, corner, midscreen etc. I will be working on this when i have the time and updating them in my placeholder post.
10stars Posted July 26, 2009 Posted July 26, 2009 FRKZ blockstrings? Something I've been thinking of. I mean, starts up frame 1 and +2? Gotta be. oh, you mean true blockstrings. Yeah, you can activate it mid blockstring off of pretty much everything. The problem is that unlike guilty gear, blazblues pushback and tech system is different: In guilty gear after so many hits, you're pushed back very far from your opponent. In guilty gear after so many hits, your opponent can also tech earlier, so even though j.s > j.h would normally link, after 20ish hits, the opponent can recover. This stays true for hits in blazblue, after so many hits you're pushed back, and after so many hits things that normally link will no longer link (prime example 623b > 2b > 623b wont link more than twice in any given situation) Blazblue also has a second rule about teching and pushback though, if a blockstring or a combo LASTS too long, your opponent can recover early, and you take pushback overtime. This is why things like 2c > 6 dash > 6a > 6c work when you're already in FRKZ, but if you do 2c > frkz > 6 dash > 6a > 6c, the 6c will not connect, because the timer has ended for untechable time. After babbling about all that though, it stays the same with pushback from blocking. If you decide you want to RC 2b and run in and keep a chain going you can, however if you 2b > FRKZ, then 5a, you suffer MAJOR pushback because of the internal timer on teching/pushback. Even though time technically stops for gameplay, the internal timer continues to tick. Try it in training mode, 5a > 5b > 2b > frkz > 5a > 5b. You'll see bang get pushed away like facing two magnets against eachother. However this can be avoided by just dash canceling the 5a after FRKZ. But it still puts a hamper on it and it doesn't continue your original pressure much.
WUT Posted July 26, 2009 Posted July 26, 2009 Yeah, FRKZ into dashing DD is the manliest of ways to enter Bang Install. I always try for it whenever I manage to get 100% Heat and 4 seals at roughly the same time. Blockstrings into FRKZ are awkward, due to the delay in pushback from your normals thanks to activating FRKZ. You can blockstring into 2B, do another 2B after and they'll go alot further than you would think. Normally the blockstring I use is 5A, 2A, 5B, 2B, FRKZ. If you throw in a 2B after you activate FRKZ and then 9-dash, j.C, it won't cross-up. Omit the extra 2B and the j.C will. FRKZ needs its own thread. There's far too many possibilities and we're just going to end up cluttering threads with our exclamations of Bang Install's awesomeness. EDIT: 10stars beat me to it. I will add that activating FRKZ in a blockstring always leaves you with frame advantage. If you activate from a lvl3 move (2B, 2C, 5C are notable) you can get up to +17, making your next move after you've entered FRKZ either guaranteed or a frame trap.
DaiAndOh Posted July 26, 2009 Posted July 26, 2009 Yeah and we can branch out the strats to the matchup threads.
10stars Posted July 26, 2009 Posted July 26, 2009 Yeah and we can branch out the strats to the matchup threads. You guys are going to be having to do alot of the strats part. I still stick by rtsd, land a blocked 5a and have them guessing the rest of the match if I'm in bang install mode.
10stars Posted July 26, 2009 Posted July 26, 2009 Yeah, FRKZ into dashing DD is the manliest of ways to enter Bang Install. I always try for it whenever I manage to get 100% Heat and 4 seals at roughly the same time. Blockstrings into FRKZ are awkward, due to the delay in pushback from your normals thanks to activating FRKZ. You can blockstring into 2B, do another 2B after and they'll go alot further than you would think. Normally the blockstring I use is 5A, 2A, 5B, 2B, FRKZ. If you throw in a 2B after you activate FRKZ and then 9-dash, j.C, it won't cross-up. Omit the extra 2B and the j.C will. FRKZ needs its own thread. There's far too many possibilities and we're just going to end up cluttering threads with our exclamations of Bang Install's awesomeness. EDIT: 10stars beat me to it. I will add that activating FRKZ in a blockstring always leaves you with frame advantage. If you activate from a lvl3 move (2B, 2C, 5C are notable) you can get up to +18, making your next move after you've entered FRKZ either guaranteed or a frame trap. FRKZ thread is up, I would like majority of not all of the furinkazan information to be put there from here on. Still waiting for a response back from ATG if it's cool with that thread having the FRKZ combos, and this thread linking to them instead of them being in both.
tataki Posted July 26, 2009 Posted July 26, 2009 Add this to the opening post: 1. Basics * Every hit now has x0.5 guard crush power.
Justice7541 Posted July 26, 2009 Posted July 26, 2009 FuRinKaZan BnB: 9-Dash j.C,3-Dash, land, 5A,5B,2B,2C,tap 6, hold D, j.D, 3-Dash j.D, OTG 2C. Dunno if this has been brought up before, but this combo is WAY easier if instead of "tap 6, hold D" you just do 4D, since he isn't really going anywhere anyway with the actual dash (you're just canceling the 2C) and with 6D you don't have to worry about overlapping with 6D. Probably already super obvious to everyone, just thought I'd bring it up.
10stars Posted July 26, 2009 Posted July 26, 2009 Add this to the opening post: 1. Basics * Every hit now has x0.5 guard crush power. Good point, added.
HurricaneDennis Posted July 26, 2009 Posted July 26, 2009 Hey, I've thrown some 3C's out online and if they hit for a counter, there are some nice possibilities. (tested on Tager, Ragna and Carl). And yes, these work without the CH, but you have to be at such a strict range that I don't think it's worth going for (I also don't think it's worth going for a 3C unless you KNOW it's going to hit). 3C CH, 2B, 6C, jc, j.B, j.623C - 4373 That's good damage for no tension and a relatively easy set up, but because a combo is not a combo if there is a throw in it, you can try this out too: 3C CH, 2B, 6C, jc, J.A*, j.623B - 2131 Can sometime hit j.B here instead of the j.B, but j.A seems to be easier. Try it out. YMMV. Now, this is a little tricky because you can't be at max range of the 3C. It still works at a very realistic range though. I hit the 3C online sometimes. It's not really safe, but I can get it to CH on reaction vs a B-Sledge from Tager (this is how I found this out). If you are far from an opponent, so they think they can throw out some slow long range move, it could work there too. I just don't have enough experience to know if these are useful combos or not. What do you think?
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