Jump to content
Dustloop Forums

bugrit

Members
  • Posts

    4
  • Joined

  • Last visited

  1. cheers for the quick reply guys, i had a feeling that might be the case since when i watch the videos i swear i can see people touching the ground before the C nail, but wasnt sure if the inputs were still done early.
  2. im not sure if this is the right spot, but it kind of is combo discussion related... im having trouble getting consistent C nail after j.D, its old bread and butter but i feel the slight speed change of the game or something is making me drop it a lot more now and i cant quite figure out what im doing wrong.... so for 5A 5B 2B 6C j.D 236C. >> into whatever. in CS1 CS2 CSE i used to just do the 6C j.D 2369C and time the 9 input so that it comes right after the j.D hits and it would work. this doesnt seem to work anymore in CP, i feel like i need to hit 8/9 before the 2369 to actually jc the j.D before it will come out but every now and then i get 6236C the command grab. or it just doesnt come out so even though my success rate is going up with this, it doesnt seem right because ive never seen anyone else make this whiff/mistake before. does anyone know whats going on or have any tips/clues on how to get this fundamental link working? my execution isnt ass but isnt pro, im pretty confident im misunderstanding something... but i could be wrong.
  3. hmmm didnt realise the B nail bounce depends on how it ricochets. stupid when i think about it but i knew 2D could be comboed with jA, jB but not jD [without CH] but i saw a vid where it wasnt a CH and 2D>j.D connected. so something about it got changed, either 2D or j.D but im not sure how to write that change in a succinct way. didnt put in that all nails could be thrown that way just because i havent seen it done in a vid and most comments where speculation. there was a list of the CP proration data in this thread which i could add. i might try and make it a table format so you can compare it to BBCSE values. also do you know the input to throw out 3 nails? would the B nail version pretty much fill the screen infront of you, any vids? and any info on the input for the new CT super? thanks for the corrections 8] and btw thanks for all the vids and info all of you guys have posted its awesome [edit] i removed the "unconfirmed" stuff since its more about summarizing confirmed things and removing confusion. [edit 2] i was just wondering, since i want to compare proration from BBCSE to BBCP what does the "*" mean next to the proration numbers mean? its only ever on P2 and im assuming numbers inside equare brackets refers to FRKZ proration.
  4. this is my first post on this forum. ive been playing bang since CT and ive just spent the last 3 days reading from the 1st post to the 83rd. first i want to say i am incredibly excited about CP. secondly. given how long it takes to read the posts, watch videos, pick my jaw off the ground and stop laughing thought it might be good to collate all the data together because i noticed a lot of people asking questions that were answered previously. the collated stuff could get edited into the first post or something? i just took out the combo/reset/shenanigans and just left the data. so people can day dream happily about the things they can do. everything in there i got from this thread, if theres anything wrong im sorry. and feel free to comment or add stuff. its more about getting better and i hope it lets those too scared to post like the old me get their answers 8] ____________________________________________________________________________ Confirmed BBCP changes summary: New moves Crush Trigger: Bang breathes fire new super is a full screen command grab 2700 damage. becomes available after gaining 4 seals. ground only activation j.22A is similiar to Platinum's Swallow Moon. flight seems controllable. FRKZ is now the OverDrive Normals 5B now jump cancellable 2B no longer Jump cancellable. now gatlings into 6B 6A no longer Jump cancellable now gatlings into 6B 3C has head invul frame 11-23 Much better proration 2C During OD, untechable. (Same as EX) input changed, BBCSE: 4C is now jC input changed, BBCSE: jC is now 2C Drives 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. JD Now JD is overhead. Jump cancel removed. But, Bang can cancel its landing recovery by jump cancel or his special moves. 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. Specials D nails no longer removes momentum. B nails angle travels similar to A nails, bounce of B-Nail is dependent upon how it ricochets A,B,C Nails can now be thrown 3 at a time. 623B, j623B no longer causes FC still causes wall bounce on CH ground throw now causes wall splat Distortion Drives 632146B [umbrella DD] is now a special move. costs 4 nails no heat required. does not home. FRKZ no longer a DD is now the OD, requires no heat or seals to activate. can activate in the air. 236236A Ashura does 1980 raw 2363214C Daifunka damage nerfed slightly
×
×
  • Create New...