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Everything posted by Mr. Kimura
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If you're going to spend like 50-60 bucks on a PS3 pad might as well get an SE (though you would need a PS3 pad for other games). What's the most damage Bang can get off his overhead in the corner (meterless)? I'm experimenting and the results aren't too promising. So far I'm doing basic things, and I've gotten 3.2K roughly before the dummy just techs out midair.
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His 5B/5C have massive range (can't beat them as pokes), and if I'm in the corner it just seems that shit just keeps me from jumping out or moving forward (don't autoguard, super double jump and air dash out at good times, super jump accelerates you higher. do you want a list of spots you can do so?) (I know I can probably guard point, but he's not going to hit buttons to move, I'm assuming). I don't want to stay in the corner no longer than I have to. His wolf form 5B just rapes me in the air as bad as his human normals in the air (bang cannot outpokes wolf and can only beat it with nails, A nail is good for annoying the wolf and dnails are when he tries to anti air you, don't waste nails in this matchup. dnails are a free combo if you use them as anti anti air at the right time) I don't know if I should rush in, he's pretty hard to catch in wolf form (nails are the only real thing you can do about wolf form pressure/neutral, so start learning to block the homo wolf mixup) and it just seems an uphill battle until I get him in pressure (but lol 6A pretty much rapes me if I attempt and stagger).(don't stagger againist human form unless you do an actual frame trap, 5A 2B 5A 6A etc, the autoguard on 6A is on frame 5, so it blows up 5A stagger for free) I should probably use more D nails, but I don't feel I have any advantage after them, and it just seems its wasting them. (use them when you HAVE to) The matchup is kinda butt, it would be worse but valkenhayn doesn't have a reversal (thank god). CS1 Bang vs Valkenhayn was actually legit sad times (bad for bang) ------ Yeah Huey pretty much got this, but when are the points in which I have some breathing room? I don't like getting tagged back to the corner for moving the joystick. The matchup isn't so bad when you're in but it usually spells out for me getting pressured and having to do my best to avoid wolf mixup (good blocking and a well placed 5A tend to work, if you can react). While I'm griping about the matchup, another thing that scares me is his 6C, considering if he lands a hit on you, you're getting cornered and eventually will have to face the 6C. Its slow as hell and can be 2D'd or whatever, but if you mash too hard or mistime, you're getting Fatal'd, and if you block you lose a primer. 6C on netplay makes me very sad.
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[CS2] Bang Combo Listing/Discussion: Low Tier Ninja Hero no Jutsu!
Mr. Kimura replied to DaiAndOh's topic in Archive
I tend to throw out 2B a lot, though I prefer 5B. Its not Ragna's but it will do. Its a shame Bang can't do any decent corner carry midscreen on crouchers, at least as far as I know. Would 2C Rapid into anything to do such a thing? -
[CS2] Bang Combo Listing/Discussion: Low Tier Ninja Hero no Jutsu!
Mr. Kimura replied to DaiAndOh's topic in Archive
I saw this combo in a match vid, I haven't tested it out yet, but I wanted to see if it could start off with 5B>2B or a regular 2B instead (I'm pretty sure it can). CH 2B>5B>6C>IAD>j.4C>j.623B>d.6D>623B>2B>5D>j.B>j.C (bumper). It should have done around 4034 damage with around 30-40 heat to spare. He also managed to combo off the throw and bumper with: Throw>d.6D>623B>5B>6C>j.4C>j.C>2 Dash>5B>2B>j.4C>j.623B>6C(now facing the other side)>j.4C>j.C - did about 4005 damage. -
Hmmm. Let me get home first, I'm on my phone at work. Couldn't hurt to put in the need to know combos and seal combos. I forget the good 4 seal ones, though 3 is usually good enough. @Zeth- I was doing six before mine dropped, but I think it was how I started it. I was doing it on standing, like: 5B>2B>2C>6 Dash>5D>9 Dash>j.4C>4 Dash>j.4C>6 Dash>7 Dash>j.4C>9 Dash>j.4C>623B Notation might be wrong, I can't think of it while riding in the truck but its close enough. Its a derp combo but looks funny. Its just jumping through them hitting j.4C like a netplay scrub.
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Bang is and always will be my favorite, and I'm too used to playing him to drop him. I do mess with other characters but its always back to Bang. I'll probably update my combo thread post too. I can't do some FRKZ stuff like 2D dash 5C and all that (whatever that combo is). I need help Huey. Trying to figure out how many J.4Cs fit into a FRKZ combo is amusing.
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[CS2] Bang Combo Listing/Discussion: Low Tier Ninja Hero no Jutsu!
Mr. Kimura replied to DaiAndOh's topic in Archive
Oh thanks, I was looking for FRKZ stuff. Maybe I'll go look at some vids too. I do fail at 2D 6 Dash 5C 6 Dash 2B etc... -
Get in before he gets to you? Could work. I think Noel is faster than Bang after all, and you can probably outpoke him. Though if he sees you running at him he might guardpoint or something, or try to 5A/5B you.
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I'll get this started, though I shouldn't cause this matchup sucks for Bang, its gone back to CT status. As far as normals go, here is some data: 5A: 0 , special cancel, jump cancel 5B : -2, special cancel , jump cancel 2B : -6, special cancel , jump cancel 2C : -4, hits low, special cancel You can probably IB this stuff and stop whats happening next, since these moves all lead to slower moves. 623B has 13 frames of startup, and 6A starts up at 17. Just watch out for jump cancels, but you all have an anti air. All of his drives are punishable, and only one I think can be jump canceled on block, which is 2D. As far as his pressure goes, his stagger isn't very good. But he does have lots of low options. Most Bangs will try to hit confirm now with 5A 2A (2A) (mid, low, low) but this takes away damage, and often makes combos drop early. Some strings include: 5A>2A>2A (mid, low, low), 5A>5C>2C/6A (mid, high, low), 5A>5B>2C (mid, mid, low), 5A>2A>5C (mid, low, high) and similar variances. If we hit you midscreen, its not much of a threat. Unless we're somewhat close to the corner to get a wallbounce, its not even worth sweating. In the corner, thats a different story. The main thing to worry about is his tick throws, namely command throw, which once again can really only be useful in the corner unless Bang has 100 Heat to Rapid to Daifunka (which doesn't do as much damage anymore, and it can't be combo'd after). His only plus frame move in his mixup is 6A, which is +1. His other overhead is harder to connect now and only combos on counterhit or a Rapid. Most signs of a tick throw are usually a 5A or 2A, but it can still whiff unless he's right in your face. Also, TK'd nails are +6 to his advantage, however depending on how far away he is, its not entirely useful. To approach him: Bang has some of the shortest normals in the game. His 5B is still good and all but its not Ragna's 5B. Usually Bangs will jump around a lot to try and feel for an opening. Nails are still a strong part of his approach but they don't guarantee anything. His j.B is a good air to air poke and has some active frames on it (5). His j.C isn't active for very long and hasn't been very reliable in my experience. His air to ground game seems average so far. The best thing to do would be to try to contain Bang, he's good when he's up close to you but not on the defensive. He lacks anti-airs, his 5A is no longer reliable for a quick anti-air, 5C is too slow, and 2D gets beaten by lows and throws. His 5A can still get him out of pressure but its not reliable. Guard points are the same in terms of reliability, though 6D should have guard point on frame one. As far as his supers, bait them, though good Bangs won't throw them out cause they tend to make matters worse if blocked. Just don't let him rush in mindlessly, and get him on the defensive. Give Bang no room to breathe and force bad movements (you damn Noel players get the stupidest damage off of Drive). As far as FRKZ goes, just know everything except 3C and 6B are dash cancelable. His backdash is nerfed, and he also has no choice but to barrier to block. Though I doubt you'll find anyone on netplay that actually knows how to use it. He has to get the seals first, after all. I hope this is good for starters. Though I'd rather have someone more experienced come in and confirm anything, this was all off the top of my head.
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I'm still looking. So far I'm looking at Tsubaki, Mu, Lambda, Jin... I was thinking Hakumen in CS but damn, I feel bad for Hakumen players. For a while subbed Lambda for some time but then dropped her and started messing around. Something inside of me always wanted to sub Mu, I was never very open about it. I like the movement she has, the pokes, the Steins, and her Eng VA is amazing. I could be content spamming the Origins over and over again. In general I just like Mu and Lambda's sleek design and movesets (inb4 dat ass comments). Honestly though I haven't put a lot of work in another character. I'd kind of like to have a character that's a contrast to Bang, to put me in another mindset. I struggled enough with CS1 Bang to even bother trying too hard on some other character. And Dai I did a quick minute scan of the guide, all seems good but I think Bang has five primers now. Closing remarks made me smile a bit.
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Her 5C is -6, and the follow up is -3 (-6 on IB). Her overhead is -6 as well. Her 6C and 2C are obviously unsafe. You can probably use 5B to punish those. And all of her Drives are punishable. I don't know the matchup other than that, since I don't fight Makoto often if ever. Just remember her jab is 5 frames ;_;
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I forgot about her 3C, its pretty good. I usually do well if I manage my movement well against her, and be agressive (but watch for DPs). I don't think the matchup is too bad, I don't think it's changed much from the last version apart from Bang's pressure being nerfed. Just don't get trapped in lasers...
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I was always told to guardpoint her C normals if possible.
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[CS2] Bang Combo Listing/Discussion: Low Tier Ninja Hero no Jutsu!
Mr. Kimura replied to DaiAndOh's topic in Archive
Some corrections... all of them are my mistake. 2D>j.B>j.4C>jc>j.4C>j.623B - 2836 dam./xx Heat/1 Seal Typo on my part, it does 2386 damage, and gives 16 heat (tested on Ragna). 5A>5B>2B>6C j.D>2B>6C>j.C - 1921 dam. should do 1926 after retesting. 5B>2B>6C>j.623B>dash back>5B>623B>6C>j.4C.j.C - 3634 dam./31 Heat 2D(CH)>j.D>236C>5C>5D>623B - 2074 dam./19 Heat/3 Seals - another typo. Using 6D instead gives you 2155 damage and 20 Heat. Going to go watch more of the combo video in the second post, and test them. Also going to go through the first post for clarity. As for the other misc notes on the corner BnBs you put up, I'll add the heat gain as well. Corner Bnbs: (5a)5B>2B>6C>j.623B>dash back>5B>623B>6C>j.4C.j.C - 3634 dam./31 Heat/ 0 Seals and Nails. (5a)5B>2B>6C>j.623B>dash back>5B>623B>Daifunka -4754 dam. /Uses 50 heat, gains 22/ 0 seals 0 nails. Ground Throw>d.6D>623B>5B>6C>j.4C>j.623B>land>j.A>j.B>j.4 C>dj.C = [3,640] takes them out of corner. Added dj.4C takes it to 3,713. (37 Heat/40 Heat). (Near Corner/Corner) – Ground Throw>d.2B>623B>6C>j.623B>dash under>5A>5B>j.A>j.B>j.4C>dj.4C>dj.C = [3,431] keeps them in corner. (37 Heat) Sorry if this is hard to read. If you want I updated my post with the Heat gain and I'll add more stuff there as time goes on. I'll try to squeeze out some damage or oki out of 5C and 6B combos, since its pretty essential to be able to profit off mixup. I'll also retest some combos listed here and put them in my list. -
Soul Calibur looks pretty good. If you all want to game, tell me where and when. BBCSII and Guilty fine? With some Arcana maybe? I don't care, but BBCSII is top priority at the moment.