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superscience890

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Everything posted by superscience890

  1. There's a discord for the Pittsburgh scene CMUken https://discord.gg/qwAGybVY
  2. Updated thread with fixed combos and also added GreekAngel's 2.0 video playlist
  3. Goodbye CP :< To the archives you go
  4. Updated the thread based on the CP thread bang combos and the combos along with contirbution from rei
  5. Well, since there's a new version of the game out, it makes sense to make a new thread for this kinda thing! I know Rei has a spreadsheet of alot of the new Bang stuff, so I'm going to wait for him to throw that out there and append it to this thread :> EDIT: My bad huey didn't realize you already made a thread orz Time to merge the two together
  6. I forgot to mention this as well, but it general it seems that they're trying to make things more consistent and relatively easier? With changes like j.C j.D gatling and other thing such as poison nail having a bit more hitstun, it seems that they want to make it easier to convert random air hits which is pretty nice!
  7. Some random changes that have particularly stuck out to me, some already seen in match videos and what not Poison nail floats differently. Seems that they generally have to be higher(?) in order for poison nail combos to work more consistently? ex. in corner 623B 2B 5B j.C j.22A j.2C j.236A 5A used to work but doesn't anymore 2AA gatling does not exist anymore :< Air command grab maintains momentum both rising and falling j.236B can actually be used for oki again though as a neutral tool not really that useful\ in FRKZ, you can cancel ground dashes into non-command normals
  8. Yea that's what it was!
  9. Sooooo patch notes! 2C - Level 4 attack now. So it's now -1 instead of -4 so it's a safe way to end pressure 6B - Ground bounces on air hit instead of untechable knockdown Steel Rain is back to ti's old input 632146B now Super Command Grab is now ground version is now the same as air version so it's now 3 frames after super flash! I don't know what jizoku 1F -> 2F means so :< Unfortunately nothing really new especially compared to the patch notes out. But, we don't know if it's a complete change log either so we'll see what happens
  10. You do that by barrier canceling the start up of 5D right? From what I can tell you have to hit with the very beginning of 5D's guard point in order to do it. And after you do that you can either barrier cancel it right away, or teleport and barrier cancel it. If it could be done consistently, it would be really strong since the reward you can get off of it is amazing. Plus not having to deal with blockstun is always great. Unfortunately I think that it's too precise to be used in a real match consistently, but if you can do it that'd be great!
  11. Another way to slow down your IAD intentionally is doing 7966 as well since you have to go back. Also makes it harder to accidentally go from 89 without going back to neutral... but I can't remember if you actually need to worry about that haha
  12. Ahhh ok, I'll keep that in mind. I'll write the notation for generic midscreen ones at some point then.
  13. Sooo I updated the first post with a bunch of combos. If there's something that you feel is missing, feel free to point it out. Thanks for alot of the input here! Also Greek, would it be possible for you to put all the overdrive videos that you have in a playlist on youtube? Or the ones you feel are the most important would be good I think. Thanks!
  14. Uhhh another thing to keep in mind as a way to approach is super jump. It's nice that Bang still can jump afterwards and airdash where most characters can't do anything but airdash when they super jump which can be nice for both running away and approaching. Approaching with airdash A nail is not bad, but it is susceptible to mash depending on your spacing. Also ground approach with 5B can be pretty decent as well. But yea of course this is all very character dependent since changes the tools that you have to fight against
  15. NEC Shoutouts let's goooooooooooooo St1ckbug, DaiandOh, Biscuits, MakotoFox - Thank you so much guys for help running my brackets and such! Especially St1ckbug for letting me commentate and man the stream when I could! Team St1ckBuG is always great! Lord Knight - Thanks so much for letting me commentate with you for BB top 4. It really really meant alot to me. Also thanks for Tokyo Tea at Copa haha I died \o/ Travis, KV, c0r, Huey, Logic, Shyn - Thank you for giving me a room to stay in at NEC. Also the first time I met most of you IRL too so that was cool~ All I have to say is BATTLE OF THE GODSSSS even though I just slept through that haha SKD, Crown, Cirno - Always a good time to hang out with you guys :3 Always super hype and everything! Mahouko - Yoooooo dat cosplay doe. Commentating with you was hella hype! LOVE PHANTOOOMMMMMM Delta - Thanks for the random advice during Persona haha xD You were super strong in Top 4 Good shit! Jourdal - DA GAWDDDDDDDDD YOOOOOOO THE SNOW STORMMMMMMM You're also great to hang out with to <3Brice - Lewd anime openings :3 Kaeru - You're still the best man! I really really love you <3 Lich - Your Relius is always fun to watch, but a bitch to play against. See you at MagFest~ Zidane - We only exchanged greetings and that's it :< sad times JIMMY - WHY ARE YOU SO GDLK WHYYYYYYY Colpevole - You are my bane and I don't know why ;__-; I was pretty sad after that too ;__; Grover - Good shit for winning P4A! GF was really fun to watch and commentate Naotololololol - You've improved alot! I don't think I can win anymore ;_-; Shoutouts to the Copa where I died and I stayed in the backroom for the whole event Shoutouts to KV and the rest of PNW for taking care of me after I died Fuuuckk why can't we all be in one place more often ;__; I really love you guys. Hanging out with you guys is just too fun.
  16. Discuss this matchup, talk about how you approach the matchup, moves to use, watch out for, what not!
  17. I have a PS3 with both BBCP and GGAC+R installed on it so I can bring that. Monitor... maybe :< Oh and I'll bring P4A as well
  18. The best part about that is that you can actually change your momentum a bit depending on the direction you press so if you hold 1, you can non cross up ;3
  19. I just called them double relaunch combos since you had to launch them twice after the initial 6C but I dunno :< Also, using musasabi for double overheads is pretty amusing, but only really usable after a knockdown. In neutral it's hard to just get a straight jump in. Kinda wish you could use it after other air actions, but it could possibly be too strong especially with all of Bang's air movement as it is
  20. Just to be clear, by triple relaunch combos do you mean doing three IADs? If so that's what that's what I meant. And if it's the same we should agree on how to refer to it.
  21. Crush Trigger on Bang is unfortunately not that great. Doesn't have that much range so it's bleh :<. Plus if they crouch guard it you get a crouching combo and outside of the corner, it's pretty meh without meter :< Pressuring with Bang is a little weird :< I feel like alot of his pressure is keeping it ambiguous when you use 6A and when you stop pressure. It feels like you can gatling his normals later than before which is pretty nice for pressure. Hit confirming from standing and crouching is super key with Bang so getting used to it is going to be fun lol From what I can tell, B nail is alot less useful in this version. it goes all the way across the screen which makes it alot less useful as a tool in neutral. A nail is probably the best nail in neutral by far aside from D nails haha. I haven't really messed around with throwing three of a nail at once, but I bet those are going to be very very situational and not very practical generally. I haven't really learned any seal combos so I haven't really been getting enough seals for Shippugeki :< But Bang get's super good corner carry off of 5B ;3. You can almost go corner to corner with double relaunch combos.
  22. Added Videos Amane [10/13/2013] Peach vs Some Yoshi Arakune [08/31/2013] Robert Masuyama vs VER Hakumen [10/13/2013] Bakuga vs Fuwahiyo Hazama [10/18/2013] Jiku vs Noze [10/18/2013] Jiku vs Noze Jin [10/13/2013] Tatsuki vs Tonkichi Noel [10/13/2013] Tastuki vs Kawa Uso Nu [10/13/2013] Tastuki vs Kawa Uso Rachel [10/13/2013] Peach vs Bob Tager [10/13/2013] Bakuga vs Yumura Tsubaki [10/12/2013] Ikegami vs Wara [Part 1] [10/12/2013] Ikegami vs Wara [Part 2] Valkenhayn [10/13/2013] Peach vs Kamabu [10/13/2013] Peach vs Shuu Stream Archives [10/24/2013]Dora Bang Day 1 BBCP Console Netplay [Part 1] [10/24/2013]Dora Bang Day 1 BBCP Console Netplay [Part 2]
  23. So, just as a starter, confirming standing or crouching is really important for Bang in order to maximize damage and corner carry. Also knowing whether a starter is short or long will help you learn how long you can extend your combo so you want to keep that in mind as well. As for seals, there's 4 of them, Fu, Rin, Ka and Zan which give different properties in overdrive or FRKZ. The most important or Fu, and Rin which come from 5D and 6D, so keep that in mind when getting seals for FRKZ combos. 5D = Fu - Gives 5 Airdashes in FRKZ 6D = Rin - Allows Bang to dash through characters in FRKZ j.D = Kaa - Gives better proration in combos 2D = Zan - Makes all Drives full guardpoint in FRKZ Also, the seals also give him his command grab super which can be helpful sometimes. xxx in notation refers to filler before hand. Generally with gatlings from 5A, 2A, 5B, and 2B. Enders are, as it seems are ender to combos. You'll notice that you'll try to either corner carry, get hard knockdown, or end with damage. The ones listed hear are generally the pretty standard ones. Filler for combos (xxx parts in notation) : Keep in mind that the combo starter determines what combos you can do and sometimes if your filler is too long, you won't be able to do the whole combo Note, this will only have the ground filler parts. All air normals are normal starters except for j.A which is a short starter. Short Starter (5A, 2A, j.A) 5A > 5B > 2B > - 5A > 2A > 5B > 2B > - Normal Starters (5B, j.B, j.C, j.2C, 6A, 5C) 5B > 2B > - 6A (ch) > 5B > 2B > - 2B > 5B > - 6B > rapid > j.B > 5B > 2B > - 6B > rapid > airdash > j.B > j.2C > 5B > 2B > - Enders: (Corner Carry) xxx > j.C > IAD > j.C > j.2C (Knock Down) xxx > j.C > j.2C xxx > j.B > j.C > jc.C > j.2C xxx > j.A > j.B > j.C > jc.C > j.2C xxx > j.A > j.B > j.C > jc.2C (Meter) xxx > 5A > 5B > Ashura xxx > sj.A > j.B > j.C > j.236C > Ashura (May not work depending on starter) xxx > 2B > 5B > Ashura Midscreen: Standing Short Starters (5A, 2A) xxx > 6C > j.D > 5A > 5B > Ender xxx > 6C > [delayed] IAD > j.C > [delayed] j.2C > 5A > 5B > Ender xxx > 6C > j.D > j.236C > 5C > 6D > 623B Normal Starters (5B, j.B, j.C, j.2C, 6A, 5C) xxx > 6C > j.D > 5A > 5B > j.C > IAD > j.C > j.2C > j.236A > 5A > 5B > Ender xxx > 6C > [delayed] IAD > j.C > [delayed] j.2C > 5A > 5B > j.C > IAD > j.C > j.2C > j.236A > 5A > 5B > nder xxx > 6C > j.D > j.236C > 5C > 6D > 623B xxx > 6C > [delayed] IAD > j.C > [delayed] j.2C > 5A > 2B > 5D Depending on how far you are from the corner and starter dash 2D > j.D > j.236C > 5C > 6D Crouching xxx > 2C xxx > 2B > Daifunka xxx > 2B > 5D xxx > 2B > 5D > Rapid > dash 2D > j.D > j.236C > 5C > 6D Fatal 3C > (2B>6B)X4 > 2B > 5B > j.A > j.B > j.C > j.c > j.C > j.2C > j.236A [4607 Damage, 33 Heat] 5C > 6A > 5A > 5B > 5D > 5A > 2B > 6C > j.22A > dash 5B > j.C > j.22A > j.C > j.623B > 5A > 5B > Ender Grab > airdash > j.B > j.C > 6C > jc > j.D > j.236C > 5C > 6D [j.D, 6D] Air Grab > 2B > 6C > jc > j.D > j.236C > 5C > 6D > 623B [j.D, 6D] Near Corner: Standing Normal Starter (5B, j.B, j.C, j.2C, 6A, 5C) xxx > 6C > j.22A > Dash 5B > JC > j.22A > j.C > j.623B > Dash 5B > 623B > Dash 2B > 5B > Ender In Corner Standing Short Starters (5A, 2A) xxx > 6C > j.D > 5A > 5B > Ender xxx > 6C > j.22A > [delayed] j.C > j.623B > 5A > 5B > Ender Normal Starter (5B, j.B, j.C, j.2C, 6A, 5C) xxx > 6C > j.22A > [delayed] j.C > j.623B > 5B > 623B > 2B > 5B > j.C > j.22A > j.2C > j.236A > 5A > 5B > Ender xxx > 6C > J.22A > J.C > J.623B > 5B > 2B > 5D > dash under 6C > J.D > 623B > 2B > 6C > J.C > J.2C [5D, j.D] xxx > 6C > J.22A > J.C > J.623B > 5B > 2B > 5D > dash under 6C > J.D > (236C > 5C > 6D > 623B > 2C [5D, j.D, 6D]) or (236C > 2D > J.B > J.C > DJ.C > DJ.2C[5D, j.D, 2D]) or (6D > j.236C > 2D > jC > j2C [All 4 seals]) xxx > 6C > Delayed j.22A > j.C > j.623B > 5B > 6C > jc > j.D > j.236C > 5C > 6D > 623B > Ender [j.D, 6D] Crouching Keep in mind, if you're too far away from the corner for some of these combos to pick up with dash 2B, you can rapid 623B so you can run right away. Short Starters (5A, 2A) xxx > 2C > 623B > dash 2B > 5B > Ender xxx > 2C > 623B > dash 2B > j.623B > 5A > 5B > Ender Normal Starter (5B, j.B, j.C, j.2C, 6A, 5C) xxx > 2C > 623B > dash 2B > j.623B > 5A > 5B > j.C > j.22A > j.2C > j.236A > 5A > 5B > Ender xxx > 2C > 623B > dash 2B > 5B > j.C > j.22A > j.2C > j.236A > 5A > 5B > Ender Fatal 3C > 2B > (TK)j.623B > 5B > 5C > CT > 2B > 5B > j.C > j.22A > j.2C > j.236A > 5A > 5B > sj.A > j.B > j.C > j.236C > Ashura 3C > 2B > 5B > j.623B > 5B > 5C > 6D > 623B > 2B > 5D > 6C > j.D > j.236C > 2D > j.C > j.2C [All 4 Seals] Grab > airdash > j.B > j.C > 5C > CT > 5B > 2B > Ender Grab > airdash > j.B > j.C > 5C > 6D > 623B FRKZ (Overdrive) Combos: Videos https://www.youtube.com/playlist?list=PL5rnHuBLVzfdVOJdmOPD1jpBA7yi6p-mw Corner Thanks to GreekAngel for these! FRKZ combo start: 5B > 2B > 2C > 5D > 2D > XXX This is one of the standard routes of the FRKZ corner combo. If you have the 6D seal, then 2D will put YOU in the corner. Remember your positioning. 5B > 2B > 2C > 5D > CT > XXX Another route that makes use of the crush trigger in the corner. Its pretty cool, but still keeps your opponent in the corner so follow ups are limited. 5B > 2B > 2C > 5D > 6D > XXX This is a bizarre combo route. As soon as you land 6D, which isn't immediate, so its the slightest delays, the opponent will land on the other side of you. You have to 4Dash in order to return to in front of your opponent. This also lets you use 623B and J623B outside of the corner. Its also the most awesome looking, so do this to friends and be loved forever. Full Life OD Cancel: 5B > 2B > OD cancel 5B > 2C > 5D > 2D > JD (OD runs out here) > C nail > 5C > 6D Does 3662 Damage with 4 seals, 2563 Damage with no seals. Note: Its extremely standard and can set up oki. A C seal or 623B can be enough for you, if its your preference. 5B > 2B > OD cancel 5B > 2C > 5D > (OD runs out here) CT > 6C > JD > 623B > (66) 2B > 5B > Air ender Does 4429 Damage with 4 seals and 25 heat, and does 3534 Damage with 25 heat seal-less. Note: You can easily preform this combo in full life OD, so there is nothing too special. Only nets you 2 seals though, but it gets you great mileage and its decent. Full Life OD, 70% Life OD cancel: XXX > 5D > 2D > JD > 2Dash (OD runs out) 6D > 623B > 662B > 5B > Air Ender Does 2868 Damage with no seals, does 4497 Damage with 4 seals. Gains 32 heat with 4 seals, gains 20 heat with no seals. Note: Just do the basic air combo ender after you do the microdash 2B. You still have combo time to perform it. 70% Life OD, Half Life OD Cancel: XXX > 5D > CT > 6C > JD > 6D > 2C > (OD runs out here) Daifunka Does 4293 Damage with no seals and 50 heat, does 5799 Damage with 4 seals and 50 heat. Note: This is a simple 5D > CT combo route. Nothing TOO wrong with it, but its not a four seal route. Half Life OD: XXX > 5D > 2D > JD > 2Dash 6D > 623B > 5B > 2B > 9Dash jC > J623B > OD DAIFUNKA Does 4270 Damage with no seals and 50 heat, does 5921 Damage with 4 seals and 50 heat. Note: This combo only works if you start out in OD and hit with 5B, or if you land JC, omit 2B in the template starter above, although you will get less damage. Half Life OD, Almost Dead (20%) OD cancel: XXX > 5D > 2D > JD > 2Dash 6D > 623B > 5B > 2B > Ashura Does 3741 Damage with no seals and 50 heat, does 5392 Damage with 4 seals and 50 heat. Note: Getting Ashura out of 2B during FRKZ is hard as hell. Grind the input in training and hopefully you'll get it in a real match. XXX > 5D > CT > slight Delay 2B > 623B > 2B > 9Dash JC > 6Dash JC > 9Dash JC > 6Dash JC > J623B > 5C > 6D > OD DAIFUNKA Does 4415 Damage with no seals and 50 heat, does 6483 Damage with 4 seals and 50 heat. Note: One of, if not, the most difficult, but FUCKING AWESOME confirm in FRKZ. You have to time the 2B after crush trigger so that 623B can combo and the following 2B after. This combo brings your opponent along for a wild ride, all the way to one corner, but ending up in the next. XXX> 5D > 6D > 4Dash 2D > 9Dash JD > 2Dash 2B > 9Dash JC > 6Dash JC > 9Dash JC > 6Dash JC > J623B > (This part is the hardest to time) 623B > DAIFUNKA Does 4401 Damage with no seals and 50 heat, does 6197 with 4 seals and 50 heat. Note: This is probably THE most bizarre FRKZ route you will ever do, since doing 6D after 5D takes your opponent out of the corner. Also, as said in the combo, the hardest part is the 623B right after, so just omit that if you cannot do it and you will combo into OD Daifunka just fine. Combo Tips: Here's a very small trick that might help timing the microdash 2B after 2C supah crash in the corner. As Bang slides away after the 623B, look for the moment he stops sliding. That is when he can dash again. Look at his feet to see when his momentum slows to a stop and 663B. Do the input as fast as possible. Another visual cue that some people might prefer: there is a subtle yet clear stage shake effect when an opponent hits the ground after super crash. Look for the stage shake to dash in. (Thanks Kaeru) Another thing to keep in mind is that you have to be pretty close to the corner to be able to get this combo in the first place so that's something else to keep in mind. These kind of combos are often character dependent in timing. You generally want to be below your opponent on the last j.2C and doing the j.2C as late as possible so that you'll land right afterwards and you can press 5A. It's alot weirder now since you have to actually jump cancel it. I find it easier to hold 9 before j.D connects and then do the 236C motion after j.D actually connects. If you're high enough in the air when you do the j.D, you can straight special cancel it into j.236C
  24. Discuss this matchup, talk about how you approach the matchup, moves to use, watch out for, what not!
  25. Discuss this matchup, talk about how you approach the matchup, moves to use, watch out for, what not!
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