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Hey Everyone. A lucky few in Texas have gotten to play BBCS2. Kensou was nice enough to write up full impressions for the manliest character in the game, Bang Shishigami!

EVERYONE'S FAVORITE NINJA: BANG SHISHIGAMI!

In this write up I'm going to go in depth with what I've currently experienced with Bang and my opinion on him in Continuum Shift 2. As a disclaimer, please take this information and do what you will with it but remember this is an opinion and as time goes by, may subject to change. Why? Well, games tend to evolve and opinions begin to change as new discoveries are found so again remember this isn't concrete! Now with all the formalities and disclaimers out of the way, let's get to the meat and potatoes shall we?

FIRST IMPRESSIONS?
My first impressions of Bang weren't really all that great to be completely honest. It felt like alot of work with him in the previous game went to waste. I felt he lost alot of what made him great and it really made me wonder about the balance decisions that were made for him. The more I play him the more I realize that you really just have to be on point with everything now. The margin for error is still there and luckily Bang has the hit points to deal with it. This version of Bang will teach players to learn more than the surface level stuff in Continuum Shift to fully exploit the more technical aspects of Bang's tool set. To be fair, Bang on mid to low level can scrounge by with the simple strategies but as you went up the ladder it's alot harder when your opponnent understands your options. Now it's not to say you can't win at a high level with the simpler strategies at all, Satoshi proved that countless times. However it's players like Dora and Nezu for example that raised the bar on Bang's potential dating back to Calamity Trigger till even now in Continuum Shift 2. The best way I can put it is, think of CS1 as a primer for CS2 Bang. Getting an understanding of him in CS1 will make the learning curve less by a far margin.

NORMALS
As you may already know Bang's important normals are alot slower and hitboxes have been re-worked, namely 5A and 5B. 5A is DEFINITELY 1f slower making it a 6f move. Not really all that bad but a bit harder to open with now not to mention anti air with. 5B I believe is now 10f start up now so already you can tell its a bit harder to use these as starters to open ground offense. I will say that 5B and 2B being air unblockables are pretty useful. The new 6B is still the same start up it just doesn't give you the knockdown to an OTG combo any more. However I believe on counter hit standing, it forces crouch and you can link 5A into a combo.

The new gatling listed 2B > 5B I feel is pretty good due to the new start up of 6A being 17f and it seems to be the same +1 adv on block. His strings now are more varied due to this making for some pretty cool frame trapping since instant blocking has been reduced from ground -5 and aerial -10 to -3 and -6. Mixing the 6A and every other normal is pretty neat now because the 6A locks them in place if no barrier was used yielding some interesting results. So definitely a plus in this department.

*NOTES ON GUARD POINTS*
-6D is your new best friend with the best amount of G.P.s. It stops highs and lows but is vunerable to overheads
-2D is good but slow to start with jump cancel attached to it. Pretty dangerous if used right
-5D really fast start up
-J.D feels about the same as CS1

SUPER CRUSH! aka PULVERIZING FIST~!
The loss of this move's old properties on hit is what really hinders Bang the most to me. The loss you ask? The loss of the wall bounce hurts his mid screen game and overall combo abilities specifically mid screen. Don't get me wrong, it still breaks one primer like CS1 so its application for that is still good. Unlike CS2, Bang could always rely on this move for all his standard combos mid screen, be it an ender or mid combo tool it was always there for his all purpose combo tool. Since the new focus of CS2 is corner positioning, this move no longer serves this purpose. Instead if you haven't seen in videos, it throws the enemy across the screen. Now, on Fatal Counter you get the wall bounce mid screen and in corner non Fatal Counter you get the wall bounce like you normally would. But the shift in corner positioning for everyone to dish out the damage doesn't hurt Bang all that much but the strategy is the problem. I feel his strongest position overall is the mid screen because his ability to mix up is alot stronger.

THE NEW STRATEGY?
With the new system of Instant Blocking, frame trapping seems to be pretty effective. Frame trapping with 5B >6A, 5A > 6A, 2B, 5B, 6A, all of these are viable and keep the strings fresh and lead to counter hits. Again, the varied strings allow for interesting guard strings and pressure. I also think setting a bumper or two is pretty important. It doesn't garuntee you a win but getting to the end result is alot easier. Bumpers allow for baiting, mixups, the ability to close distance from the enemy or create distance from the enemy. Many of you know this as it stands but not many Bang players use them to their advantage. My suggestion? Learn how to use them! In CS1 bumpers aren't a necessity but more of a compliment to your game, it's sort of the same again but a player can always use another movement option. The corner is the focus as stated before, so naturally you have to decide damage over the okizeme. Mid screen is Bang's best friend due to all the okizeme options he can perform with and without bumpers not to forget Fuu-Rin-Kazan which I will touch base on further on. However, the mid screen damage is limited to a standing enemy to net good damage.

*A quick break down of damage non corner stocked if you haven't been watching videos*
-Standing Enemy = 2-3k depending on counter hit j.4B or j.C with 1-2 Seals depending on if you want to use a Web Nail
-Crouching Enemy = 1.5-3k roughly depending on counter hit jumping attacks from the above and either 1 Seal, knockdown and okizeme, Super Crush ender leaving you at neutral positioning or end with Daifunka yielding in 3k

So on one hand, you can stick to the mid screen okizeme but not be able to really dish out the major damage due to not being in the corner. Not to mention, if you are crossing up, which you will be doing, you will take longer to get to the corner positioning to dish out the high damage. On the other hand, you can end with Super Crush which gives you corner carry but at the same token leaves you back at neutral position or use 50% Heat on Daifunka for the full screen carry. However, there are some instances you may have your back to the wall and while you can turn the tide and change positioning with an opening, it might be best to take the fight back to the mid screen to regain momentum after landing a combo or after successfully escaping pressure. This is of course not to say a player couldn't just done the exact opposite, so it's up to the player to make the decision they feel is best in this regard. Damage versus positioning is the question a player will always be thinking about at all times when playing Bang.

FUU-RIN-KAZAN! FRKZ!
One of Bang's greatest tools is one of his most risky tools this time around. But before I get into it, a quick break down of what I feel FRKZ was per game and what I feel it is now.

*Calamity Trigger*
-Defensive mechanic with great movement options to evade and advance
-Allowed for Bang to always dish out great damage
-Best baiting tool in the game versus a burst or counter assault
-Run away Poison Nail
-Slightly stiff on execution on some points

*Continuum Shift*
-Offensive and Defensive mechanic with the same options above with higher damage output
-Easier to execute commands all the way around

*Continuum Shift 2*
-Offensive mechanic more so than the previous games
-Harder to bait things due to the shorten back dash distances
-Defensively you will have a hard time avoiding things especially bursts

This is my stance on FRKZ in my opinion. Now after watching alot of videos and messing around with my own research it seems that FRKZ just doesn't really yield the rewards of either of the old games. The shortened back dashes going up-back and back just truly makes his abilities to bait harder when this tool is used for that purpose and then some. His mid screen damage from it is great, I personally haven't done the combos but the stuff Nezu and Dora are doing looks solid and staple for FRKZ. Seals seem harder to obtatin depending on the match up I think. Of course, having them stocked is always good most definitely though. Matches like Arakune and Carl I think more so than ever its important. Much like in CT versus Carl especially, FRKZ is a must to not have to deal with the clap infinite, and like in CS1 for Arakune you need it to get rid of the Curse Gauge. This time around you really have to know what you're doing with FRKZ because the margin for error seems a bit higher than before. In some of the recent Game A-Cho videos I've seen Nezu use FRKZ and still lose pretty hard. It's slightly discouraging but I believe there's still hope for this tool. I honestly think bumpers are just that much better than FRKZ in most instances due to the movement options not being limited. So to sum it up once again, FRKZ for the matches like Arakune, Carl, Tager etc and bumpers for everything else universally.

THE SUMMARY?
Playing Bang now means you really can't afford to make too many mistakes and you need to be precise more often than not. A very high degree of technical skill and extensive knowlege of Bang's tool set is required this time around. Huge emphasis on corner carrying versus mid screen okizeme determines how a you go about dealing damage. Alot of Bang's old bad matches from CT are here again so you have to take a page from CT and re-use those strategies with the newer tactics. Getting Seals is a bit of a task so getting to FRKZ can be difficult. Also FRKZ isn't all that strong defensively with the limited backwards movement but, more so offensively with a high risk/high reward stigma attatched to it. All in all he's still a good character its just a matter of getting adjusted to his new changes.
_______________________________________________________________________________________

As this write up and the videos of strong Japanese Bangs have indicated, there still is lots of hope for the renewed low tier ninja hero in you! What do you think of Bang so far?

Guest
Final Round has been a staple of major American fighting game tournaments for the Southeast area, and this weekend's (March 11-13) tourney should be no different. Running for the 14th straight year, Final Round has lasted as long as the Evolution series thanks to the efforts of ShinBlanka and the Final Round crew, so you definitely know they have credibility when it comes to running tournaments. This year's official games lineup at Final Round will include not only the usual mainstream games, but titles we all know and love such as GGAC, BBCS, MBAA, and AH3!

Numerous top players from the country will be in attendance, and Tokido will be there as well, so the level of competition will definitely be top notch across the board.

So check out the website and thread for more information, and participate/spectate this weekend if you can!

Streaming will be provided by Team Spooky at IPlayWinner.
[PRBREAK][/PRBREAK]


Edit: BBCS and GGAC stream LIVE right now at http://www.ustream.tv/channel/final-round-streams!

Guest

Blazblue CS2 @ Anime Matsuri Contest

By Guest, in Home,

BlazBlue CS2 is out at PlanetZero and they're running a contest to have one fan come out Anime Matsuri to play it (flight and hotel inculded!). Shtkn, Veteru and Emotiongear will pick the top 10, and then everyone votes for the first place video on the forums.



Press Release:
[PRBREAK][/PRBREAK]


Planet Zero has the game set up currently and is available for anyone to come in and play.
They're also streaming matches at www.justin.tv/planetzero

Guest

We've upgraded vBulletin! New Mobile style, etc.

By Guest, in Home,

Hi everyone, I upgraded the forum software last night, and as a result:

1. We now have a mobile style which is selectable from the drop down menu on the bottom left of every page of the site. This means you can browse the site on your phone without using the TapaTalk plugin we have installed!
This style hasn't had any work on it so no fancy icons, no dustloop logo, etc
2. The colors of things look wrong. Please report any display issues and be sure to mention what area of the site and what style you are using.

Guest

Philippine Blazblue Ranbats #3

By Guest, in Home,

Our community has grown tremendously since our forming days from September. From spreading to facebook, travelling far areas to reach out to sub BB groups, helping an arcade start with their BBCS machine, posting posters in campus, to even hosting Charity Ranbats for orphaned kids. We are proud to keep pushing forward.

And so BBPH presents our 3rd ranbats Fatal February









What: BBCS Ranbats
Where:I-play Sherwood
When: February 26,2011 10am 2pm touney start
Entrance Fee: 150Php

Tournament Rules
-Double Elimination
-All Characters are allowed, but use of Unlimited forms is banned
-Matches will be best 2 out of 3 set , Grand Finals will be best 3 out of 5 set
-Rounds will be set to best 2 out of 3, Timer set at 99 seconds
-A Player Can only Pick one Character throughout the Tournament
-player coming from loser's bracket must win 2 sets to win the Grands Finals


General Directions to the venue
via LRT
-Vcruz Station: get down, walk towards lasalle and just head straight til you see either a BIG WHITE DLSU bldg or the Sherwood's place
-Quirino Station: same as above. for short its between the 2 stations

Via FX/Jeep
Jeep- usually says Taft, UST, monumento etc
FX- usually says UST, Taft ,SM manila,monumento etc

Via Car
-just head to Taft til DLSU

basically landmarks: Big White DLSU bldg and on the opposite side of Taft is Sherwood's Place itself and in it is iPlay

Visual Guide







for more info visit the Philippines Thread on the Region Section of Dustloop

Guest

"Meet Your Mod" Episode 11: Silent Shinobi

By Guest, in Home,

This week:
Silent Shinobi
[PRBREAK][/PRBREAK]
- Why did you choose that particular handle, is there a story or reference you'd like to explain?

I am not a narutard (I actually hate Naruto). I just played Shinobi 3 alot when I was younger.

- What is your background with fighting games...Did you start with BB or are your OG like SFII?

I didn't get into fighting games really until high school. Most of my friends were SF fanatics and usually played on free days at school. Just for shits and giggles. I became a fan of Guilty Gear after picking it up from a random Blockbuster. This was when I was really starting to learn of other fighting games other than just CvS2/3rd Strike. Around 2005, I started to reach out to other players in hopes of learning about Guilty Gear more. I guess you can say CvS2 introduced me to this high genre, but Guilty Gear enabled me to learn and play in tournaments.

- What competitive scene are you involved with? (Ranbats, Arcades, XBL, PSN, Reload Online etc.) Would you elaborate the benefits of this particular scene?

I live in Alabama, so all you have are either offline or online. Most of my scene is offline and around 5-20 minutes away from me so that's always a plus. It honestly didn't get very big nowadays until Super and Blazblue CT came out. We had a very, very strong scene in Guilty Gear a few years back. Before GG became a mainstream game here, it was a heavily saturated Marvel country. The experience between players converting to Guilty Gear varies much so you can notice alot of play styles amongst most of the Bama players. I always stress that an offline community is better than an online one if you are striving to better yourself in fighting games. Online, as an individual, is only a gateway to display how well you fare against others.

- How strong do you feel your nation is as a whole, what is the next step to strengthening it?

I'm not one to watch much Blazblue these days, but I can say this.

In a general sense, America has always been a mediocre nation in fighting games for many reasons. The limit of skill that one can hold is not the main reason though. We have the same capacity of minds as anyone else in the world since we are all humans. Location is how we get destroyed though. The scene in America (from what I know) is still far too spread out even though Blazblue has a statewide release. Tournaments are always good for strengthening the players and giving an overall level of play at any given time there, but we don't have a tournament going on every single day of the year. Even though this can't be done in the realm of reality, America as a whole can still gather information and get better through online play.

Like I said before, offline play (rather than on) is something that makes you, as an individual better in a certain game. Online is better to close gaps in location to make a closer-knit scene for the country.

Honestly the only way to strengthen our scene is to spread the word first and foremost. Seasoned players can always do their best at showing up and showing out at tournaments. If you don't have a scene, if you don't have a tournament, online is basically your only option but take it as an advantage and support/contribute to your community at sites like these and not play online all day.

- Which player(s) give you the most trouble and why?

Anyone with a brain and a controller/stick. I always believe that everyone has the capacity to become a threat and the best. Even myself. I am always trying to better myself in many areas at once to make sure I am staying attentive. Knowing this, everyone is capable of beating me as I am capable of beating everyone else. Kind of a scary thought, but it's true and one of the motivations that will forever keep striving for advancement in my games. Of course, I strive to win as much as I can but I never slack and use a sandbag as an excuse.

- What has been the most helpful tool while growing stronger in BB?

Having the game. I have been without CS for the longest time so finally achieving the game has made me stronger period since I actually have time and resources to break down the game for myself.

- Is there anything you'd like to share regarding your respective character or Dustloop in general?

Learn that you are the only person that you can ultimately lose to. Keep striving to fight your hardest and learn what weakness you start to develop. Don't give up, even if you have stressed out all of your resources. Practice as much as you can and don't stop practicing something you landed once. If it is that essential to you, master it. You are in a very good site for Blazblue information so don't ignore it.

Guest

"Meet Your Mod" Episode 10: DaiAndOh

By Guest, in Home,

This week:
DaiAndOh
[PRBREAK][/PRBREAK]

- Why did you choose that particular handle, is there a story or reference you'd like to explain?

I wanted a unique handle I could use universally and know wouldn't be taken. I was getting sick of my old one pokemonandrew. So then while playing Super Robot Wars Alpha 3, I came across the mecha the RaiOh and it's evolution the DaiRaiOh....as shown below

http://www.youtube.com/watch?v=qzlsLoU-t9k

Loved the mecha and pilot (Touma). Put my own twist on the name and tada!

- What is your background with fighting games...Did you start with BB or are your OG like SFII?

I played SFII in the arcades/laundry mats/corner stores etc. when I was 4 and never looked back at loving fighting games. My first attempt to be competitive among the best was a failure with MvC2 when I didn't know how to utilize resources correctly in about 2003. Later, my college had a REALLY strong SSBM scene, so I got into that, then came spun off into other fighters.

- What competitive scene are you involved with? (Ranbats, Arcades, XBL, PSN, Reload Online etc.) Would you elaborate the benefits of this particular scene?

I host the Team St1ckbug "bi"-weeklys for various poverty/anime games. These tournaments are truly awesome and have attracted the strongest players in the North East, giving them a great way to use their skills and a great way for newer players to directly learn.

I go to Chinatown Fair arcade on occasion, but don't use that for practice much, due to over priced BB and consistently broken button GG. Either way it's great to hang out with people and the food around it is good.

I'm rarely on PSN, but that's mostly due to no desire to play any game on it now. I only play generally with other East Coast players to achieve a strong connection.

- How strong do you feel your nation is as a whole, what is the next step to strengthening it?

Ah good ol USA. I think that our top players are really strong, maybe cause I see them in person, but I think they could actually fight decently among japanese players, especially if they spend some time there (like Elvenshadow has been, for instance).

To strengthen the nation, I think we need people willing to travel to any events, both local and national and to play constantly with each other. It's so easy for players to meet up in Japan and get even stronger, but our giant nation and laziness hinders us.

Also important is to practice SMART. Only a fool tries the same thing twice and expects a different result. Understanding mistakes and figuring out how to fix them levels you up, and levels up your opponent who has to deal with your new found prowess.

- Which player(s) give you the most trouble and why?

Hmmm. Right now for BB, I'd say Zidane. He makes me feel like I can't do a meaty attack. Even with my super S tier limited edition Bang, it's probably the most frustrating thing to fight him. Honorary mention to anyone using Taokaka.

For GG I'd say it's Xaqshinor's Dizzy. Getting knocked down once in that match makes it really hard for Axl to come back especially against such a strong player. Though it's nice he takes away some of her tools though. The other honorable mention for that game is anyone's Milla, it's just frustrating again when knocked down, and she's so fast I feel like I have to guess her approach let alone actually keep her out. I may be changing characters though, Axl is fun but I really want to play more offensive.

- What has been the most helpful tool while growing stronger in BB?

The person next to me. BB isn't the hardest execution wise unless I want to get a complete mastery of my character's combos and abilities (why bother when lol5a ). But playing actual people is the best way to figure out what works and what doesn't, and it's what counts in the end, so if it's not too serious a match, it works well for testing stuff out on the fly, as hypocritical as that may sound.

- Is there anything you'd like to share regarding your respective character or Dustloop in general?

I picked up Bang upon his first picture! I love the hotblooded characters! I feel that if you don't enjoy your character or their playstyle that you may not have fun playing them, and thus care less about playing the game. So if you're picking Bang because he's strong now, perhaps try sticking around for a bit later. Things may not be so bad when you play because you're dedicated to your character rather than because he's the biggest thing.

For Dustloop.....hmmm. I can say it's changed A LOT since Blazblue. Some for better some for worse. Seeing those changes kinda mirror the transition from GG to BB. I want to urge those that entered the scene with SFIV and BB to try some of the older 2D games. They are great for building up your fundamentals because they're harder and stricter on the inputs. And who knows, you may find it be more rewarding or fun to play those games! And if you do, try to start something bigger for those games. TRUST ME....you never know what could come of some effort ^________^.

Guest
It seems our friends over at Aksys Games have managed to secure publishing rights to a North American version of Examu's flagship loli-fighter series, Arcana Heart 3. While the game content may raise a few brows by Western standards, there's no denying that the game is damn fun to play, and we like playing fun games, right?

PS3 only so far; no word on a 360 version yet.



Aksys Games Press Release

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