Jump to content
Dustloop Forums

Chazmobile

Members
  • Posts

    1,366
  • Joined

  • Last visited

Everything posted by Chazmobile

  1. Hey man, just because us eurofags are bad at this game doesn't mean we can't do some stuff right. The startup of 5c is 18 frames, but I didn't take into account the downward motion of the move and the added frames that detail entails, which is why I am grateful for a more experienced bang player calling me out to make sure I am as accurate as possible.
  2. Oops, good call Huey, I thought I put something like that in there but I obviously missed it.
  3. Bah of course, Relius basically is the Eddie of CSE. I even have it in my sig. Derp. That being said he better have an Eddie palette when he gets released. I wonder if there's any art of Rachel in Venom's outfit floating around....
  4. So who is Rachel gay for in this playstyle?
  5. Right as promised I shall try and give you as much information I know about this matchup. If my info is wrong in any way please correct me. Here we go: Quick Summary: A heavily momentum based matchup, once Bang gets going, he can be quite hard to stop if you don't fully understand his rushdown. However, this all begins to fall apart if you play intelligently and patiently against him. Once you find that opening and get him blocking YOU, the game gets ugly for the Hero of Justice. Beware of the corner though, Bang begins to truly shine there and becomes a legitimately scary character, try to avoid getting trapped in the corner against him as much as possible. What can Bang do? Bang, as you all know, is a character heavily fixated on rushing his opponent down and staying there. Fortunately, he was smacked around by the nerf bat quite a bit during his transition into CS2 meaning that his once overwhelming pressure is now relatively easy to escape once you get to grips with his normals. BUT, good Bang players will try to never be predictable with their blockstrings and pressure. This is both a blessing and a curse, it is a blessing because once you start getting used to his gimmicks and mixups, it becomes increasingly easier to find an opening to counter attack or escape, it is a curse because the seemingly 'random' pattern of varied blockstrings can keep you on your toes long enough for him to get a hit in and start his still very dangerous oki game. Moves to watch out for: 2a: This is Bang's primary low mixup tool, it prorates pretty hard, but it does allow him to start his 'oki'. Beware, it gatlings twice into itself meaning that you should not start immediately blocking high after you block this move. Also gatlings into 2b for a big damage frametrap, 5c for the overhead, 2c for the third quick low and 5b for continued mixup options. Respect this move. 5a: Ah, how the mighty have fallen. This move had its startup nerfed to 6 frames and its hitbox properties changed slightly from CS1>CS2. Despite this, 5a is still a very strong move which has a variety of uses. First and foremost, it opens up nearly all of his mixup options when you block it, so be prepared to block for a bit once you see this make contact. Its proration, whilst it is worse than CS1, still leads to very respectable damage for a 5a so don't sniff at this move’s damage capabilities. An interesting and useful buff this normal HAS got however, is that it is now 0 on block. Couple this with its ability to hit crouchers, and this means that it functions as a universal frametrap which still catches a lot of people out to this day. Finally, though it has been weakened in this area, Bang's 5a still functions as an effective anti -air to Noel's relatively weak air-ground game. Sloppy jump-ins will get punished by competent Bangs. Again, respect this move. 6a: Bang’s only move with + frames, much faster startup from CS1, meaning that it is now one of Bang’s most useful tools for maintaining pressure. This move on CH allows him to link a 5b afterwards, thus leading to good damage; watch for frametraps. JCable on block. 5c: Bang’s primary overhead and the one you are going to be seeing used most often. A tad on the slow side at 18 frames, but it’s animation looks somewhat like 6a, meaning that a clever Bang can condition you to block low, before throwing one of these out; and vice versa. Midscreen it goes into very little damage without 50 meter (story of CS2 Bang’s life) and the combos usually send you flying across the screen, somewhat resetting the neutral game. In the corner it leads to good damage and knock down, so it’s pretty scary. Air unblockable so it will catch jumpouts, as well as allowing Bang to hit a 6d afterwards due to it hitting you in the air. Also FCs, but this attribute I’ve found to be pretty useless. JCable on block. Can chain into 6a for the plus frames, 2c for the quick low, or 6b for the sneaky double overhead. 5b: A long reaching punch which can be used as a semi-decent poke. Leads into big damage on hit and can also be used as a good anti air if you stick it out early. AUB, so this makes it very dangerous for Noel to jumpout during Bang’s pressure as 5b has a disgusting hitbox. This move is -2 on block, again meaning that it can be used for some pseudo-frametraps if you catch the player sleeping, if you see a Bang trying to stagger 5b, you can usually jump out before he has time to dash 5a you again. Notable chains include 5c, 2b which can be late chained, 6a and 2c. 2b: This move can be very scary in the right hands. It moves him forward a good distance and retracts very quickly, making it relatively safe to throw out as a poke. It also leads to very high damage (for Bang any way) on hit so frametraps involving this move can be dangerous. Chains into 5b and 2c and is JCable on block. J.b: Already talked about this in my last post, but I feel it deserves a spot here. 6d: 6d(acidbro). In a massive turn of events, this move went from being Bang’s worst drive to arguably his best. Its speed has been significantly improved to 24 frames of startup and guardpoints from frame 1 to 14. It loses to overheads. Leads to big damage in the corner on both normal and CH, and can lead to big damage midscreen on CH. Incredibly unsafe on block, though most Bang’s will cancel it into SSUUPAAAH KUURASSHU to make it somewhat safe, and possibly even catch you not blocking/pushing buttons. So watch out for that. 2d: Now JC able on block, which means that meaty 2d is back and as nasty as ever, do not get caught by a CH one of these in the corner as it leads to 4k+ meterless and gives him up to 3 seals midscreen. 24 frame startup and guardpoint from frames 7-23, beating everything but lows, means that this is relatively easy to stuff, but still watch out for this move at all times. Command throw: One of the big boys, incredibly good p1 on this move means that if Bang has 50 heat and is in the corner, he will go for the RC. Leads to absurd damage in the corner with the introduction of the C bumper loop and is quite hard to spot through the barrage of normals so keep on your toes. This move is also usable in the air, meaning that it is always advisable to neutral tech in the air if you don’t want an extra 2.5-3k tacked on after Bang has finished due to very nifty tech traps. FRKZ: BANG BABA BAAAAANG, BAAAANGU DAMASHIIIII! Bang turns into a GG1 character and MvC2 Magneto combined but without blocking. Due to the lack of many Bang using this, most of you may find it very hard to adapt to this mode. Generally speaking, this makes Bang terrifying at all areas on the screen. If you find yourself facing a Bang in FRKZ, be prepared to deal with insane pressure and mixups, high damage off of any confirm anywhere on the screen leading to knockdown/super/both. The only advice I can offer here is pray a tad and watch the screen carefully. Once you hit him in this mode, it’s really hard for him to make a clean escape without getting hit again due to dashes having no invincibility I believe and they leave him in CH state. That being said, give your upmost respect to this move and try to stop him getting into it. Ashura: In my opinion one of the, of not the, most practical and useful 50 meter reversals in the game. It is fully invincible, hits for a hefty 2.5k damage + knockdown in Bang’s favour and is practically safe on block due to the knockback. Has ridiculous vertical range and is AUB. Respect Bang on wakeup when he has 50 heat, he may just hit you with this. General stuff: Bang will be in the air a lot, he’s a ninja, it’s where he’s supposed to be. Normally, one would try to 6a him in order to anti air him and possibly start a free combo; but wait. If you see a Bang blatantly air dashing or jumping towards you, hold off the trigger finger for a second. Good Bang’s will use poison or exploding nail on reaction to your anti air to stuff it and start a pressure string/combo of their own. In this way they can condition you to stop anti airing his jump ins, don’t let them do this, keep a clear head and play smart, it’ll work out. D nails, ah D nails. Many people are very intimidated by these babies, and for good reason. However, their frame advantage on block was nerfed quite a bit since CT and CS1, meaning that they do not function as pressure tools as well as they used to. I have been mashed out of D nails quite regularly, so keep this in mind. If a silly Bang thinks it is safe to just run up and 5a you after you’ve blocked nails from mid to full screen, throw out a 2a, 5a or 2b(?), he will get counter hit most of the time. Another thing to note is that they knock you down on air hit, giving Bang a free way to get in/oki if he is close enough. Finally, you flat outdamage him. Crouching combos don’t really exist midscreen for the poor guy and his corner combo damage off of practical starters is mediocre at best. Command throw is an exception to this. You have arguably better pressure and normals than him and there isn’t much he can safely do against it without 50 meter. Once you get him locked down, keep him there, he has some of the highest mobility in the game with 2 jumps and an airdash or one jump and 2 airdashes, plus a very fast run; good movement by the Bang player can leave you feeling overwhelmed so make sure you keep the heat on. I hope this helped Matchup value: In my honest opinion, 5.5-4.5 Noel. Possibly 6-4 Noel. I have tried not to repeat what others have already said, apologies if I have.
  6. Pumpkin summon>6d>4d>6d>4d>TD if close enough I would make this happen.
  7. 6a>6c8d>continue until out of wind.
  8. King George level is the only level for me.
  9. That's pretty awesome. I'm still waiting on a transport vehicle called the Chazmobile to be put into an open RPG . Ah, it's fun to dream...
  10. This thread needs more Rachel pics... STEP UP THE GAME GUYS!
  11. What's up fellow Rachel mains? Anyone else here excited for CSE Rachel's changes? In other news I can finally do the j.236a whiff trick midscreen now semi consistently off a cat chair, s-s-o happy. Also, where did you go in Africa Lumin?
  12. Probably less, 5d has worse proration i believe.
  13. Seems like this time Rachel was *shades* Under the knife
  14. Luck Nazuna is disgusting to fight against, she gives me so much trouble. T.T
  15. Daifunka doesn't have a true meaning, scholars maintain the translation was lost to civilisation eons ago. For we all assume it means something along the lines of 'prepare your anus'.
  16. Scharl <3 Her and Zenia all the way
  17. I concur, I do believe one has been 'out of the loop' for quite some time.
  18. Bang Shishigami Height=192cm (6'3") Weight=105kg Sorry Ragna, you're just not manly enough yet.
  19. Ah thanks a bunch Huey, one last question if you don't mind, is it possible to pull it off on a standing opponent from just a normal midscreen BnB? IE: 5a>5b>2b>6c>delayed jc>delayed j.4c>j.c>b nail>dash 5a>ender or will it not launch the opponent high enough for the b nail to come out after j.c.
  20. Wow, I can't believe I didn't know about that b nail relaunch combo until Huey's match. I've been trying to get it down but it seems i always land before the b nail comes out after the j.c. Any tips? Is it character specific? Thanks in advance.
  21. As a matter of fact, she's got some delicious buffs in CSE. I doubt that arcsys will make the same mistake twice..... *touch wood*
  22. Major props Huey for winning, thanks god it was an interesting final rather than just makoto/noel vs X. Stay godlike.
  23. But, if our throw still slides, surely that'll mean the most we'll get midscreen is dash 3c? I suppose it'll give us decent corner carry and some oki though, so it's not all bad.
  24. Bit of theory fighting here, but will the improved proration on j.D and the better proration and hold time of C Nail mean that we might be able to do: 5b>2b>6c>j.D>C Nail>land>6c>j.D>C Nail>land>5d>sjc>j.C midscreen ala CS1? Edit: FUUUU- just realised j.D has 10% repeat prorate, there goes that idea. Anyone know what these changes will be good for apart from a bit more damage in BnBs? Get hype guys, we get a special cancelable throw now, meaning we get our old CT midscreen throw combo back throw>HEAVENLY PHOENIX!!!! Fucking amazing....
×
×
  • Create New...