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DaiAndOh

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Everything posted by DaiAndOh

  1. Wow, I <3 that combo! Makes Bang look like he does average damage :P. Shame it only works on 3 characters while standing though...
  2. Ok, TornAparT hasn't logged on since the first I just realized, I'll update it myself in a few days.
  3. Actually that's good info to know, about the pressure. It should help me out with a more urgent need for pressure ala Arakune and Nu...
  4. Just a small correction here, while combos into the command grab would solve some of Bang's poor damage output problems, due to the ease of their techability, it is more recommended to finish the combo with a 623B fire punch or j.C
  5. In the corner against some characters I think it is.
  6. I'm totally blaming you now as the reason I lost to Alzarath in tourny last Sat. Screw him being a better player than me!
  7. Your 2nd vids vs. Alzarath were removed for being too long
  8. And a Tager distortion. I've done both ^_^. Double v-13 super made the guys jaw drop.
  9. What other Bang is there really? FRKZ heavy Bang is still mixup oriented once the seals come out, and needs to land the seals anyway.
  10. Something else I didn't see in the first post - canceling the dashes. As we all know, a majority of Bang's moves (cough 6B, 3C) can be canceled into the 8 way dash. But you can cancel the dash itself into any of the following 6A/B/C Any D attack (which allows those delicious 6 or so seal combos) Throw! Jump attacks. Barrier defense? (not sure on this one). This allows for some cool 6A pressure tricks and mixup, as well as throw mixup. It also allows say...6A->6C to work (so far as of post, Jin it works, Arakune does not).
  11. Yes, it was reminder to those specifically reading that post.
  12. Activation in more detail than the first post: Basic stat reminder - 1 frame startup, +2 frame advantage (can move 2 frames before opponent on activation). Pressure - Bang install activation can be used in the middle of, or even as a way to reset pressure, similar to how TK D nails do. Just be aware that you do 0.5 guard libra damage (but gain more mixup potential, and it's still quite possible to guard break). Combos - Just landed a move to setup into one of the many awesome FRKZ combos (aka anything?) Activate on your normal hit, and finish the combo like only FRKZ can! In addition, it also used right before Daifunka is used to get more damage out of it, always worth if it will finish it! FRKZ can also be used as sort of a hitconfirm on things such as 5C, daifunka, which normally can't be. Defense/scouting - FRKZ can help you option select your defenses on wakeup with 6D's frame 1 autoguard (into damaging combos should you connect) or using the invincibility on Daifunka. There's probably more too somewhere.
  13. I have decided upon an 8. I give basic Bang stuff around a 5/6. It's not terribly hard, just some timing and char specific stuff. But decently challenging I feel. FRKZ...yeah, that alone bumps him hugely. Then you have the fact even if you play him very well, some matchups are still
  14. Yeah and we can branch out the strats to the matchup threads.
  15. Nice nice. Some other things: Similar to the 214214D->Daifunka, you have 214214D->6D->combo. 1 frame autoguard lets you do that kinda thing. FRKZ out of pressure strings as mentioned in other thread. How about some combos into FRKZ that don't take 100%? Maybe some combo string resets? Maybe some char specific tips and usage?
  16. FRKZ blockstrings? Something I've been thinking of. I mean, starts up frame 1 and +2? Gotta be.
  17. Hmmm I'd be satisfied with a listing on who you can get 5D, j.D on people without counterhit. No 2B possible though?
  18. Well I played about 3 dittos oddly enough online today, and looking at the matchup forum...we don't have this....as much as it pains me to hurt other Bang players, the ditto matchup should be discussed and explored. Perhaps my pressure is flawed, but I've had my jabs autoguarded after a 2369D reset, viable?
  19. ....my mind is blown. Just another way to utilize 2 supers in a row for useful and manly strats. And LOL @ Bang riding a charizard.
  20. You can enter a search too I think.
  21. Check the first post for the nico vid redirector.
  22. I meant escapable, my bad
  23. They are escapable when done in hitstun or blockstun.
  24. Generally, it's presumed that j.B goes to 623C. But a majority at the time at higher levels, !! throws get broken.
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