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crystalwind

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Everything posted by crystalwind

  1. GGs to NoNombreHombre, Shock Foxx, Leonil Requiem, and other players.
  2. GGs to Skeletal, Goldchampion, and Sleep II Terror, and other players who were in my room last night.
  3. Anyone wanna play now? I'm on now.
  4. Well.. 3C's head invincible frame doesn't make it normal AA indeed. But, I've been seen some situations 3C can be used as anti-air from recent JP playings. For example, 3C against Hazama's Drive-D dives. Thanks to 3C's head invincible frame, it can be used as AA. Other situation? No idea. But having head invincible is much better than nothing.
  5. Uh.. um. "When Bang is at a corner side and he grab his opponent toward mid-screen, then the opponent gonna slide down instead of wall bounding" would help your feeling i guess? Sorry for misconception.
  6. Blazblue CHRONO PHANTASMA Bang Shishigami シシガミ・バング Normal Moves 5A P1:100 P2:77 : see P1. 2A P1:85 P2:75 : see P1. 5B P1:100 P2:89 : <NEW> Jump cancel on block. Better P1. 2B P1:100 P2:89 : <NEW> Jump cancel on block removed. New revolver action 2B>6B added. Better P1. 5C P1:80 P2:92 : Same as EX 2C P1:90 P2:79 : During OD, untechable. (Same as EX) 6A P1:90 P2:89 : <NEW> Jump cancel removed. New revolver action 6A>6B added. 6B P1:80 P2:92 : Main combo part of 3C fc. 3C P1:95 P2:94 : <NEW> Much better proration. During 10f-23f head invincible added. Fatal counter on CH. JA P1:90 P2:77 : Hitbox nerfed? JB P1:90 P2:85 : Hitbox buffed? JC P1:90 P2:92 : J4C of CS~EX. Easier input would save your days. J4C : Removed J4B P1:80 P2:94 : Same as before J2C P1:90 P2:89 : JC of CT~EX. Forward grab P1:100 P2:60 : Rapid cancel->combo is not available anymore. If Bang throw his opponent at the corner, the opponent will slide down instead of wall bouncing. Backward grab P1:100 P2:60 : Start-up is slower than the forward grap by 1f. Air grab P1:100 P2:60 : Same as EX? Crush trigger(CT) P1:80 P2:100 : New system move. Induce guard break if the opponent didn't barrier block it. Same movement proration exist. Drives General change from EX to CP: Four icons of Furikazan is now only obtained through hit of corresponding drive move. 5D=風 6D=林 JD=火 2D=山 Once an icon is obtained, the damage of corresponding drive move increases. (1.2x) Once all icons are obtained, the damage of all drive moves increase. (1.5x) Each furikazan icon gives bang a trait during his overdrive. 風:The number of air dash 1->3 林:Bang's dash has invincible frame and Bang can pass through his opponent. 火:Combo rate of Bang changes 山:All drive moves have GP of Head+Body+Leg. In other word, his drive can block all attacks. 5D : No longer launches his opponent on ground hit. Frame advantage on normal hit. Can combo if it CH. Blow away his opponent in the air. Wall slide at corners. Wall bouncing on CH->combo. 2D : Same as EX. 6D : 1f~ GP. <New> Special move cancel on block removed. JD : <New> Now JD is overhead. Jump cancel removed. But, Bang can cancel its landing recovery by jump cancel or his special moves. original source: http://www14.atwiki.jp/sisigamibangu/ translated by crystalwind
  7. Is there anyone who wants translation of CP bang information about his moves&etc from jbbs and jp bang wiki? If so, I would translate and post them here but.. If everyone here already knows the information, there is no need for me to waste time.
  8. Will make a room on 360 in minutes. Anyone would be welcomed.
  9. GGs to Ctrl. Had fun matches.
  10. GGs to TentalEast and Gangnamstyle. Whenever I did mistakes, they punished me like a truck. Hope to play later.
  11. GG to Adventus, the best Yosuke I've seen on XBL. It was painful to get a turn against him.
  12. Ggs to all players were in my room today. There were many skilled akihiko,Mitsuru, and Chie players. GG to momo as well. Playing against Mitsuru always make me nervous.
  13. Not sure whether ppl still gather at Gtech every week?
  14. It's hard for me to meet good players with 2 or above connection either Ranked or Players :/ Maybe because I usually play around midnight? well, someone plz add my tag and invite me.
  15. GGs to all players who were in my room today.
  16. Bang's known changes from CS1 to EX: Moves 5A…200→300 damage up 2A…150→300 damage up 6A…380→540 damage up 5B…Faster startup frame、improved attack hit box(not confirmed) 6B…580→780 damage up 2C…650→750 damage up、P2 proration increased. 6C…hit back increased so that now it became to bit harder to connect to JD. 3C… JA…180→300 damage up、attack hit box improved(quite strong anti-air now) JAA…same as above JB…hit box improved(?) JC…hit box improved(?) J4B…hit box improved(?) J4C…Now it launches opponent a bit lower than before, and gives more untechable time. Bang's new main combo part. 5D…Now it launches opponent into air whether normal hit or counter. Wall bounce removed. Its damage increases to 1000 while Furikazan mode. 6D…P1,P2 proration nuffed. 2D…P1,P2 proration nuffed. JD…P1,P2 proration buffed、bonus proration on counter hit removed. Ground grap…1500→1000 damage、Air dash cancelable Air grap…Bang's recovery frame increased. Now it is harder to connect into (land)dash 3C. Drive teleportation improved. Now it's not easily punished like before. Bang otoshi Ground/Air... P2 proration nuffed. C nail...P2 proration nuffed. Now it holds opponent longer. It seems Bang is now better than CS2 thanks to his improved moves.
  17. For Arakune, Mu-12: 623C RC-jA whiff Air 214c-land-5C-6D-623B-(5B-6C-j4C-jC-2-land)x2-5B-2B-8Hjc JB-J4C-JC-3-J4C-623B-236236A For Valk: 623C RC-jA whiff Air 214c-land-5C-6D-623B-(5B-6C-j4C-jC-2-land)x2-5B-2B-6C-7j.c. JC-3-J4C-623B-5B-236236A For others: 623C RC-jA whiff Air 214c-land-5C-6D-623B-(5B-6C-j4C-jC-2-land)x2-5B-2B-7JB-J4C-623B-236236A 623C RC-jA whiff Air 214c-land-5C-6D-623B-(5B-6C-j4C-jC-2-land)x2-5B-2B-7JB-J4C-9J4C-JC Same as previous combo listed above. This one is the most stable combo recipe, but a bit less damage and less heat building. *If you guys end corner combo with like ~2B-6C-JC or 5B-6C-J4C-JC, then JC-delay air C bumper would give out pretty much same set up. *Listed combo recipes can be used from 5B or 2B starter when you have a chance at corner.
  18. All right guys, here is the gekiwa combo resipes with description to help understanding. Corner(not near corner!) For Ragnar, Tager, and Carl 623C rc - jA whiff Air 214c - land - 5C-6D-623B-5B-6C-j4C-jC-2-land-5B-6C-j4C-jC-2-land-5B-2B-6C-7j.c.JC-3-j4C-623B-5C-2C-236236A : the jA after RC is just a filler. It may or may not help you to set air C bumper at proper altitude. If bumper installed too low or high, this combo would not work. Aim to set bumper around the health bar. For Rachel, Noel, Hazama, Makoto, Taokaka 623C rc- jA whiff Air 214c-land - 5C-6D-623B-5B-6C-j4C-jC-2-land-5B-6C-j4C-jC-2-land-5B-2B-7j.c. JB-j4C-623B-236236A : These characters don't get hit backjump jC after 6C. I'll post more about it tonight. Enjoy!
  19. (Corner) Ground Throw>dash 5C>6D>623B>5B>6C>8j.c delay 623B>(land)dash back 5B>2B>JB>J4C>J4C>JC 4K dmg : It works all characters but Rachel. Just dash 6D works for her though. (Midscreen) Air throw>(land)dash 3C>a bit dash 2A>5B>JB>J4C>JB>JC 2750 dmg : Midscreen air grap bnb. A bit dash 2A is the hardest part. Air throw>(land)dash 3C>a bit dash 2A>5B>JB>J4C>623B>Wall bound~ etc : When the corner is close on you. Air throw>(land)dash 3C>a bit dash 2A>5B>J4C>IAD J4C>623B>dash 5C>6D>623B>2B>6C>JC 3750 dmg : Longer, harder, stronger.
  20. 5C>5D>623B>5B>6C>(8 or 9j.c)delay 623B>(land)dash back 5B>2B>JB>J4C>(j.c)J4C>JC around 3500 dmg Still safe, more damage version. If your opponent is at the corner, use 8j.c. If there are some space between your opponent and the corner, use 9 j.c.
  21. Try it at the corner.
  22. right after using metaworld, then no needs delay between 623 A+Bs.
  23. Beatrice combo (2A>2A)>5B>5C>3C>A+B+C(Meta world)>623A+B>623A+B>623A+B>623A+B>236236C 1sp gauge over 2800 combo If the opponent gets stunned while combo you can do like 623A+B>3C x n times instead of 623A+B x n.
  24. I think doing 5B>2B>Bumper on block would be punished by all characters if bumper's recovery frame is still same. Even Haku may punish it by using his super fast 623A>A in CS2. But, 5B>2B>B bumper on hit would work well since this setup is hardly expected. (Actually this is one of my favorite bumper setups.) And I'm looking forward for usage of 6D. Now it has much faster startup frame, and it seems extremely useful indeed considering CS2 Bang's poor defensive options.

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