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Posted

Hi ATG I noticed that in the very first page of this thread it says that bang's pressure is limited because he only has a few moves are jump cancelble on block. However, i was messing around with 5c and i could swear it was jump cancelble on block which would make his pressure/mix-up game much better i believe. Not to mention the 2c is special cancelble so you can make it safe. I don't know i just saw his pressure and mixup to be his strong point and not sub par but i dunno.... my 2cents....Feel free to correct me.

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Posted

Hi ATG I noticed that in the very first page of this thread it says that bang's pressure is limited because he only has a few moves are jump cancelble on block. However, i was messing around with 5c and i could swear it was jump cancelble on block which would make his pressure/mix-up game much better i believe. Not to mention the 2c is special cancelble so you can make it safe. I don't know i just saw his pressure and mixup to be his strong point and not sub par but i dunno.... my 2cents....Feel free to correct me.

i never said it's bad. it's somewhat unintuitive at first, that's my point. jump cancel on 5C, yeah, forgot that one i guess.

Posted

just to give you guys a heads up on what im working on right now:

during furinkazan, the trick is to have as few hits as possible before going into the 2B,6C, j.B loop - with some nice results.

let's assume you hit with a random drive - 6D, 5D, 9+D (at the same time = most effective, btw). then you have the option of going into this loop right away:

(optional: 6D,dash cancel) 5D, j.D, 3-j.D,\/,2B,6C, 9-j.B,6-j.D,2/3-dash,\/,2C = 4210 damage

variation with less hits and slightly more damage:

5D, j.D, 2/3-dash, \/,[2B,6C,9-j.B,6-j.D,3-dash,\/] x2 , 2C = 4645 damage <- against everyone but carl?

off of 2D:

2D,9+D,2/3-dash,land, [2B,6C, 9-j.B,6-j.D,2or3-dash,\/] x2, 2C = 4729 damage <- against everyone but carl?

off of j.D:

9+j.D,\/, [2B,6C, 9-j.B,6-j.D,2or3-dash,\/] x2, 2C = 5106 damage <- against everyone but carl? hard against bang.

off of 5C: (yeah i know, i said 5C is useless compared to j.C in furinkazan, but nice to have a combo for it anyway)

5C,2C, dash cancel 5D, j.D,3-dash j.D,\/,2B,6C, 9-j.B,6-j.D,2/3-dash, \/, 2C: 3839 damage

5C, 2C, 6-Dash, 2D, 9-dash, j.D, 3-dash, V, 2B, 6C, 9-dash, j.B, 6-dash, j.D. Damage is ~3700.

this was wut's version of the combo, i'll now look at it and see if 2D is an alternative against carl, since he can't be hit by 2C->5D at all =( edit: just tested, carl can't be hit by 2D, and other chars as well, so i'd stick to 5D for now.

tested against taokaka. probably works on every char except carl, but i'll double check.

i'm sure there are other ways to get into this loop - gotta play around a bit with 2D and other normals i guess.

Posted

d. = dash, yes. i guess it's about time i edit the first post to avoid questions like this, sorry.

Posted

update: carl is a nightmare to combo. furinkazan: midscreen: combo into 2C, 6-dash 6A (slightly delayed), 6-dash 6C, 9-dash j.B, then 6-dash delayed j.D works but is too spacing specific and hard (at least for now). corner: chain into 2C, 6-dash, 5C, 6-dash 6A, 6-dash 6C, 9-Dash j.B, 6-dash j.D, 2-dash, land actually works, but is hard as hell. also saw this in a dora vs. dio matchvid: throw during furinkazan, on hit 6-dash j.B (turn around), 2-dash, \/, 6C actually combos. dio then tries 9-dash j.B but fails twice :/

Posted

just to clarify something: in furinkazan: any combo in 6C, 9-jump B, 6-jump j.D, 2-jump, land. this combo shouldn't be possible theoretically, since the 6C counts as the first jump. however, since you cancel the 6-jump very early (first couple of frames) into j.D (which is possible only with j.D according to the framedata), this must somehow override the 3-jumps limit in furinkazan.

Posted

Against everyone besides Carl, midscreen:

5c > 623b > 2b > 623b > 2363214C

4422 damage, hit confirmable. Much better than just doing 5c > distortion. 199 more damage, hit confirmable, more heat gain etc.

Video:

http://www.youtube.com/watch?v=F4OXuzgTpjU

The only problem is that it wont work in the corner. However, midscreen it's better.

Against Tager you do not need to dash forward and 2b, you can do it from where you are when you 623b.

I haven't seen this posted anywhere, and Diandoh said that he hasn't either, so for everyone to know.

Posted

I'm relatively new to the manliness of Bang and have been working on some BNB's in practice. The dummy was Jin and i was working on some air combos. I can get JA>JB>jc>JC or JA>JB>623B/C to go off consistently. What I'm having trouble with is JA>JB>jc>JB>(JC or 623B/3) to work consistently. I read in the original post that the air combos are rather character specific. I am only asking because i want to know if its a problem with Jin's height when i start the combo or if its just my execution. Thanks Bash Edit: The point in the combo that it drops is the JB after the jump cancel.

Posted

If your j.b is whiffing after the jump cancel then jump cancel and do j.c. It simply means that the spacing is wrong, and they are too low to be hit by it.

Posted

thanks, thats what i was thinking, the JC after the jump cancel always connects, which makes it much more of a reliable choice. much appreciated Bash

Posted

Further training tonight spent on his ground-to-air combos and mix-up. having trough with his one though [5A/2A/j.C/j.4C],5B,2B,2C,6D, 6239B. In this combo it seems unless i start with 2c, that the 6d always wiffs. Also with the 6239B, should the animation that comes out of this be a ground DP or air? (from the OP it looks like its suppose to cancel into ground version but just wanting to check since I'm trying to take my combo training time seriously). Edit: Just re-read the OP and it clearly states it cancels into the ground DP. Misread that. My sincere apologies, i thought i was in the execution thread when i posted this. also just realized going back to the console that i was inputing 2D which always wiffs, 6D works fine. Please disregard this post. My apologies

Posted

In case people haven't tried it. 5a > 5b > 2b > 2c > 6d > 6239b This bnb does 2212 damage. Since Bang has such low damage, I believe that all extra damage that can be thrown out, especially from the beginner bnbs such as this, should try to get as much extra damage as possible out. The 5as below are links, you can not mash them, but this combo works on anyone that's standing. 5a > 5a > 5a > 5a > 5b > 2b > 2c > 6d > 6239b This does 2351. An extra 150 damage may seem like nothing, but everyone knows there's been fights where your opponent would have died if that little tiny sliver of health was gone.

Posted

updated first post with corner 5C combos:

  • Corner 5C Combos:

    since you can go right into 2C,2D against many chars in the corner, some nice combos are possible.

  • everyone except Taokaka & Noel: 5C,2C,2D,j.D,\/,2B,6C,j.B,j.C [2 Seals]

    2874 Damage

    - Carl: no jumping B.

    - Rachel: sj.D and no jumping B.

    - Arakune: has to be a point blank dashing 5C.

    - Tager & Arakune: you can add a j.623B at the end. 3046 Damage.

  • Tager: 5C,2C,2D,j.D,j.2369C,\/,5C,5D, sj.C [1 Shuri, 3 Seals]

    2884 Damage

  • Ragna, Hakumen, Litchi, Jin, Arakune*: 5C,2C,2D,j.D,j.2369C,\/,2D, sj.C [1 Shuri, 3 Seals]

    2696 Damage

    *Arakune: has to be a dashing 5C

Posted

Against Noel and Taokaka: 5c > 623b > 5a > 5b > j.a > j.a > j.b > dj.b > dj.c 2697 damage, 0 seals, lands you with a 50/50 though Off of 6b midscreen: 6b RC > 2b > 623b > dash > 2b > 6c > j.c 3183 damage. Works on everyone besides Carl and V-13 I believe, double check and correct me if I'm wrong. Note: j.b > j.c can be used after the 6c if it's against Noel. 6b corner/midscreen: 6b RC > 2b > 623b > 2b > 623b > 2363214C 100% heat, 5053 damage. ONLY WORKS IN CORNERS AGAINST Taokaka and Rachel. NOTE: this combo works midscreen on everyone besides Carl, Bang, and V-13! You have to dash 2b to get the second one out midscreen though. Bigger note: You can remove the second 2b > 623b on V-13 and Bang then get the distortion out for a total of 4986 damage. 6b corner: 6b rc > 2b > 623b > insert height specific combo for character. Note that off of this combo you lose your corner, but you gain 50/50 anyway. Example: On hakumen, arakune, jin, ragna, tager in the corner: 6b rc > 2b > 623b > 5b > 2b > 6c > j.c > on the way down low to the ground air dash > high/low mixup during on their recovery. Also does 3393 damage. On Rachel and Taokaka, omit the 5b after the 623b, just do 623b > 2b. 3183 damage On Bang, Noel, and Litchi: 6b rc > 2b > 623b > 5a > 5b > j.a > j.b > dj.b > dj.c 3256 damage. On V-13 and Carl: If your spaced a little far away from them, you can 6b rc > immediate 236c > land > 2d > j.b > dj.b > dj.c for 2714 damage and one nail, with another mixup because of the recovery. If you do not have a nail, just do 6b rc > land > 2b > 6c > j.c, it's your only option without that nail. 2455 damage.

Posted

new find guys: after 6B RC you can cram in a j.D against rachel and probably tager and hakumen. i thought about the 6D, j.D combos agains those 3 and that got me thinking. now we gotta find nice variations. rachel: 6B RC, j.D, \/, 2B,623B, d.2B,6C, j.C -> 3632 damage.

Posted

new find guys: after 6B RC you can cram in a j.D against rachel and probably tager and hakumen.

i thought about the 6D, j.D combos agains those 3 and that got me thinking. now we gotta find nice variations.

I tried that a little bit against rachel earlier during 6b testing, you can j.d > land > 2b > 6c > j.C But it isnt worth it in comparison to the other combos, i think. Unless someone figures out something good with it at least.

Edit: Midscreen on rachel 6b rc > j.d > land > 2b > 623b > distortion 5199 damage.

Still messing around before i have to go.

Posted

updated the post above: rachel: 6B RC, j.D, \/, 2B,623B, d.2B,6C, j.C -> 3632 damage. no idea about corner though.

Posted

The j.d after the 6b rc only works on rachel. Edit: The above combo works on Rachel in the corner as well.

Posted

Throw > RC before hit > 5C > autocombo super. 100 heat required Not sure if that's a practical combo, but if you have the heat and your opp can't break throws worth a damn, that's a free super.

Posted

Throw > RC before hit > 5C > autocombo super. 100 heat required

Not sure if that's a practical combo, but if you have the heat and your opp can't break throws worth a damn, that's a free super.

you can just throw, j.236C shuriken before the dropkick, land, into some combo into super, needs much less tension, but the damage sucks. i guess it also sucks for the 100% combo, so, whatever.

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