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DaiAndOh

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Everything posted by DaiAndOh

  1. Trust me sir, good enough!
  2. LOL I wish. Or don't. I'm not sure. But he ain't going no where until a death combo is found in FRKZ.
  3. Off of 2B otg or on Ragna, Litchi, Arakune, Tager, and Hakumen when they are standing on a 2B.
  4. Ok guys, added more sections, the vids posted, as well as some as myself!
  5. It's 2369C, you're double jumping to cancel the 8D and because you did the shuriken motion, it registers that when you jump right away. I'm changing this thread to the Bang combo/execution questions thread, since we seem to be getting quite a few different questions about timing these type of things (even got an im today about how 6D, 6239B).
  6. FuuRinKaZan freezes the screen in 1 frame, in addition, you have 2 frames you can move before they can. Basically, the move is already unpunishable
  7. Nice! I plan on updating my threads tonight (EST), these will be awesome!
  8. Really? I was doing 2a, 5b, aircombo. Nice!
  9. This is a list by a Bang player for Bang players. However, feel free to message us (well most of us I think, I can't vouch for others) for games.
  10. If you're blocking the surfboard, if he's doing a slash afterward, punish with a 5a and combo from there. If you're blocking the mashy sword, mash 2D and you'll get the autoguard, a teleport and BAM! Noel's drive recovery I'm still working on to an extent. To be honest, I usually end up hitting them in the middle of it or getting mixed up
  11. Very situational, and don't really use unless it will finish it FOR SURE or you have 0 nails left. A little invincibility on it though. Tracking on it kinda sucks too.
  12. After Bang whiff's a 6C, he goes into a similar pose. Tager used a magnet move while Bang was Magnetized, causing him to move forward in said pose.
  13. You can post your vids, I'll tell other players to crtique them and put them on the main page if that's what you want.
  14. Jack G. got the basics there, in addition, if you see her high attacks coming, you can 2D through them! Sorry though mr. Jack about the name, trying not to discourage Bang players lol.
  15. OH that would explain why it doesn't play. And please keep these things in the General Bang Discussion, not guide discussion.
  16. Take your time, a work in progress to be sure, but of course I think we'd like to see it all eventually. Your willingness to do such things is much appreciated.
  17. While it's cool, I think the standard is arcade mode, without the astral finish. Nevertheless, if they get added in the patch, it could actually be useful on rare rare occasion.
  18. I just found out the hard way it don't work on Noel. I'll be updating in a few days. Probably on the weekend adding some more advanced combos, fixes, actually saying something about the airthrow, and a couple of more strats. And heroes that know moonspeak would be appreciated and loved for jap wiki translations!
  19. Awesome, can I use this info in my guide? In addition, I'm guessing it doesn't work on other characters?
  20. I guess a combination of not much else to do and wanting to contribute. In addition, I started the SRK Bang thread and I'm a mod of the Bang section here http://s1.zetaboards.com/blazblue/site/ where this is also posted. And seeing as we don't have mods at the moment and a majority of the character boards have guides up, I thought it would be fine. It's like you said, Bang needs all the damage, and this is guaranteed to land in the combo, where as you may not land the super otherwise if you don't react/opponent is careful. But I'll give the extra mention to it as well. Thanks for compliment!
  21. Sounds like my guide went up a bit late, all your questions are answered there
  22. Ok guys, we got a matchup thread and we got a video thread, and it looks like we're getting a an influx of players thanks to the FRKZ theme. But there's more to Bang than that, and to tell 'em how it's done, or for experienced Bangs to freshen up or learn something new we will have the guide. Why is this a community guide though? Because I do not feel like I'm a good enough Bang player to have my word being taken as absolute of some of the other guide makers, and even if I was, it's better to have input from lots of good sources than one. Table of Contents: I:Who is Bang Shishigami? II: Should I play Bang? III: Bang Terminology IV: Bang's moves and their general uses V: Combos VI: Pressure and Mixup VII: Okizeme VIII: Links IX: Closing I:Who is Bang Shishigami? Taken from the official site "Profile: Height: 192 cm Weight: 105 kg Birthday: January 1 Blood Type: B Race: Human Hobbies: Training, thinking of names for his special moves Values: The 6-foot nail (memento of his master) Likes: Justice Dislikes: Evil Personality: A real man, who never compromises in either his duty or his desires. He’s very impulsive, although whether that’s a good trait or a bad one is open to interpretation. As he a ninja, he takes good care of his henchmen and subordinates. Backstory: After losing their home in the Ikaruga Civil War, Bang and his clan of ninjas fled to Kagutsuchi to regroup and wait for a chance to restore their homeland to its former glory. While in Kagutsuchi, Bang decides to make his debut as a “Vigilante of Justice”. When he learns that Ragna the Bloodedge has come to Kagutsuchi, he decides to bring the legendary criminal to justice!" II: Should I play Bang? That is a question you need to answer yourself, I can only guide you there. First some pros and cons Pros: Good mobility with bumpers, decent running speed, 2 airdashes, autoguard teleports, and of course FuuRinKaZan. A strong mixup and oki game with highs, lows, throws, crossups, and feints that gets stronger in FuuRinKaZan's dash-cancelled normal game. Can get solid pressure strings Has above average HP. Manly and gets lots of hype. Cons: Does not have strong damage output without distortion drives, rapid cancels, or throws in this combos, and even then can be questionable. Short range attacks/pokes. Most moves lack priority. Has no reversal or solid anti-air Long pressure strings rely on nails Only has 12 nails each round. Or, you can ask yourself these questions (these answers are Bang favored): Do I need to play a high tier characters that have better chances at winning? (no) Do I want characters that rely on mixups and pressure to win? (Yes) Do I need my characters to do big damage? (No) Do I prefer offensive type rushdown to ranged/poking based characters? (Yes) Do I want to put up with working hard for my wins and doing whatever it takes? (Yes) Do I feel the need to be more manly? (YES!!!) III: Bang terminology Bang's moves have long and awesome names, but they are not good for guide writers! A/B/C/D Nails - Bang's air 236 A/B/C/D. The button used is referenced. Bumper - Bang's 214 A/B/C/D. Maybe used with A/B/C/D first to refer to specific ones. Command grab (may refer to air or TK versions if said) - Bang's 623C, a command grab! FRKZ/Bang Install - FuuRinKaZan 214214D with 4 symbols. Bang's powerup super! Autoguard - During Bang's 5D, j.D, 2D, and 6D he has certain frames that have him automatically block certain attacks, and continue the move. The game will look like it paused for a moment with the opponent's move striking Bang mid move. Even still, I will refer to most moves by their command! IV: Bang's moves and their general uses Basic frame data now listed. FAB = Frame advantage on block. 5A - Bang throws a quick jab A basic 5A poke. Takes 5 frames to come out, and has -3 on block. On block, go into pressure, on hit, go into a bread n' butter combo. Startup: 5, FAB: -3, Damage 195 5B - Bang throws a straight punch. More range and damage than 5B as a slower overall move. Occasional poke and combo filler Startup: 8, FAB: -6, Damage: 640 5C - Bang slams his hands down An 18 frame overhead. On hit, go into the rest of a bnb combo, otherwise you can mixup into a 6A, 6B, 2C, or jump cancel. If it hits in the air, it slams the opponent into the ground, which you can 2C usually, and go from there. Startup: 18, FAB: -10, Damage: 860 5D - Bang's gauntlets glow, then he lunges with an uppercut. Fully body autoguard from frames 4-15. Probably the least used overall autoguard move though, as 2D generally puts them in a better situation for you. Gives 1 symbol in hit. Startup: 28, FAB: -16, Damage: 980 6A - Bang delivers a vertical kick to the shin. Hits low but looks like an overhead, but anyone with 2 minutes of Bang experience knows this. Mainly used in some otg combo filler, becomes a good pressure tool in FRKZ. On mixup hit, go into a 2C and finish your combo, counterhit can lead to BnB. Startup: 22, FAB: -1, Damage: 720 6B - Bang does a forward flip hitting his opponent with his leg Overhead. Need to RC to get any combo out of it, but knocks the opponent down in untechable state. Startup: 20, FAB: -16, Damage: 880 6C - Bang leaps forward with a heel kick Never use outside of combos. Won't hit most character's standing, and none crouching. On hit, jump cancel into j.D or j.C Startup: 15, FAB: -28, Damage: 960 6D - Bang turns around a bit and delivers a low fire kick. Frames 1-12 High and low guard point! But the move has a small hitbox close to the ground, so it's mostly used in combos. Grants a symbol on hit. Startup: 32, FAB: -18, Damage: 1050 2A - Bang delivers a quick poke to the feet 8 frame low, gimme a break! Prorates quite a bit, use in mixup/pressure and go from there to either a combo or pressure string. Fastest option to knock people up for OTG re-launch combos. Startup: 8, FAB: -2, Damage: 150 2B - Bang lunges forward with an elbow strike Mostly combo filler, otgs well into a 6C or 623B. The latest move in a non-mixup based pressure string that you can jump cancel on block, so be aware of that! Very good range for Bang. Startup: 13, FAB: -13, Damage: 620 2C - Bang does sweep kick Combo filler move. Generally will go into 6D or 2363214C. Hits low obviously. Startup: 13, FAB: -13, Damage: 920 2D - Bang gathers energy into his hands, and delivers a crouching upper Move of choice for general autoguard defense. Puts the opponent nice and right above you to start an awesome combo, especially on counterhit. Autoguard is 6-16 on highs and mids. Grants a symbol on hit. Startup: 27, FAB: -11, Damage: 1050 j.A - Bang delivers a quick air punch. Pressing again afterward will have him do it again with the other hand. Air combo starter. Fast air poke. That's about it. Startup: 7 (follow up is 2), FAB: n/a, Damage: 560 J.C - Bang sends out a kick downward. Air to ground and sometimes air to air. If hits opponent in air, sends them to the ground. 236A is possible after hitting them in air. If hit on ground, land do a bnb combo or potential mixup. Solid move. Startup: 12, FAB: n/a, Damage: 980 3C - Bang does a slide kick similar to Dictator Very unsafe on block, but good range low and can otg combo to catch some people off guard, for sure on counter hit though. Startup: 15, FAB: -16, Damage: 880 j. 4C - Bang kicks the opposite of the direction he's facing Basically j.C that hits the other way. Nice mixup and crossup tool. Hit sends them towards you! Startup: 11, FAB: n/a, Damage: 1200 Airthrow j.BC - Bang grabs the opponent and teleports behind them with an airkick Pretty much can't get anything else out of this. Shame really... Startup: 7, FAB: n/a, Damage: 2095 Air command throw (j.623) - Bang grabs the opponent sending them upwards, then down in the ground before punching them upward again. Also fairly strong, can be used to add a lot of damage to air combos the risk of a throw tech, or to catch air techs or people who try to jump out of pressure with a tk version of the move. Rapid cancel at the right time before the last hit to combo out of. Startup: 7, FAB: n/a, Damage: 300 B nails I feel are a bit underrated. Used in surprise mixup/oki situations, and hopefully creating frame advantage that Bang lacks, and a small explosion to cover you. Startup: 16, FAB: n/a, Damage: 300 D nails are amazing. Covers a HUGE amount of space, comes out and recovers fast, 3 projectiles over 1. Used to close gaps, a staple to reset pressure strings, cover yourself, run away, and probably more! Startup: 9, FAB: n/a?, FAB: [finput][/finput], Damage: 220 each. FuuRinKaZan aka the most awesome thing ever (214214 D) - Bang gathers his energy followed by a hot-blooded cut-in (see: my avatar). He then leaps in passion and shouts the name of the attack as the symbols erupt onto the screen. If on the console version, Bang's raw manliness goes off in music form as a special Hironobu Kageyama theme for the rest of the round. Power up move. Attack Damage x 1.2, guard crush value x 0.5, recovers 2F faster than opponent. From Tager and general BB expert Mike Z: "Bang enters a powered-up state where he becomes extremely fast. He loses his normal movement but gains a new 8-way-dash. This dash can make Bang pass through the opponent. While you can still attack during the dash, the input has to be A/B/C + →, any D or a throw. The air dashes can be interrupted by A/B/C/D + ↓ or, very early after the dash, with A/B/C/D + Neutral. you can also dash cancel all normals, which enables some new pressure strings and combos. Since the dash counts as a special move, you can even interrupt the command throw with it. Bang cannot block while in bang install, however, you can still shield-block IF you input the block during the recovery of anything (normal, special move). bang has to be neutral for this to work, he can't shield-block while dashing." To explain everything regarding this move probably should get it's own section or even thread, and it has plenty of videos! For now, play aggressive, use your speed and even greater mixup potential to scare the crap out of your opponent, and take advantage of some new found comboability. Or you can do this vs. Hakumen and Tager - http://www.youtube.com/watch?v=0D2k2pz7BpE The moves instant frame advantage combined with instant dash can be used to punish forseeable moves. For instance, if you see someone pressuring you on wakeup, use this, evade/outspeed their move -> punish! This move has it's place in certain matchups, as I will list my opinions for now (feedback please!): Very Useful: Tager, Hakumen Pretty Useful: Carl Can be useful: Rest of the cast Situational: Arakune, Rachel Barely: Nu-13. Startup: 1, FAB: +2, Damage: Godly. V: Combos As of now, for new players, start out with these combos. Later on, you can get to advanced longer combos, RC combos, and character specifics, which will be in a later combo thread. 5A/2A, 5B, 2b, 2c, 6d, 9623b - bnb, the secret to this combo is to jump cancel 6d then RIGHT AWAY do the fire punch, so the jump itself gets cancelled with the special move. Can also be done with 6239b. For more info, check out the execution thread! 2D, j.d, 2B, 6C, dj, j.C - 2d bnb. More advanced versions possible, but again basics here. Can add 236a after j.C for little more damage and poison at cost of a nail. 5A/2A, 5b, 2b (2363214C), 2C, 2363214C. - Bnb combo into super. If in the middle of the bnb and they burst, super right away! For this reason preferable to be done when opponent is at lower life, but if you need the damage....2C into super does not work on Noel and Carl, 2b into super only works on crouching opponents. 5c (2363214c), 2c (2363214c), 6d, 9623B - Bnb from overhead. Same secret applies for 623B, after 5c and 2c are combos that start from an overhead to super! 2C into super does not work on Noel and Carl. On a j.c or j.4c on grounded opponent, go into the bnb starting with either 5a or 5b. VI: Pressure and mixup Bang's pressure is pretty good, and filled with mixup potential. The problem is that it needs nails from your ever short supply. Your basic pressure sequence is 5a,2a,5b,2b,2369d, and reset from there. On the reset you can do it again. On hit go into a bnb. These are your mixup options: Adding in a 6a, 6b, 5c for an overhead/low mixup after nails or in the middle of the sequence. From there go into appropriate combos or oki sequence. Jump cancelling into a j.c or airdash into j.4c. Hitting high and crossing up, and goes into bnb. You can also double jump into another j.c if blocked. Also on block, reset your pressure. D moves: 2D/5D/j.D (not 6D, starts up too long) - Can be used to possibly catch people on the if you think they will attack on a pauseautoguard, or just to extend pressure, also these are jump cancellable! Throw and command throw - Use after 2369d,5a, 2a, 6a, j.c or j.4c (these give most frame advantage, but your a moves all put you at a negative frame advantage). In addition, if you have a good hunch your opponent will attempt to jump out, tk command throw (9623C) will catch them! Bumpers - Use these to add to the confusion while your opponent is pressured. Mixup how you use them as well to keep them guessing! For instance as Tataki pointed out, with a bumper near the and opponent in it, Dora likes to J.c cancels into "bumper dash" forward into another J.c (or just land and low after the 1st J.c) Other nails - Let's face it, D nails are sooo good but we only get them 4 times a match. Using another nail (I've seen Dora use B and C, so maybe A does not apply here, though it starts up almost as fast as D nails, but has much more lag...) while it won't be as advantageous, can still be acceptable because of what the opponent thinks is coming. And if a c nail connects, you can go into a combo! VII: Okizeme Okizeme is how you plan to follow up after a knockdown or a neutral tech near the ground. You have a lot of your mixup options from the pressure section (high/low/throw, attack into throw, bumper tricks, j.4c crossup). After a bnb, the opponent techs neutral, measure the distance, know your options, and go from there! From the ground, be aware where your opponent can tech, and either gamble on where they go, or react to their direction. Also beware of your opponents with dragon punches (Ragna, Jin, and Litchi with the staff), and throw in potential bait, including: j.4c crossovers, safe jumps, fast recovery moves that will leave you safe, etc. For higher air tech oki, the jumping command throw is a great way to punish predictable air techs. Imagine adding almost another's super damage worth at the end of the autocombo super->a! VIII: Links Extra links to help polish your Bang and BB game. http://s1.zetaboards.com/blazblue/pages/index/ - list of gameplay mechanics with explanations http://s1.zetaboards.com/blazblue/pages/bang_data/ - frame data http://s1.zetaboards.com/blazblue/pages/bangcombolist/ - big list of potential combos http://s1.zetaboards.com/blazblue/pages/bang_revolver/ - revolver action table (shows what moves cancel into what) IX: Closing Thank you for reading this guide. I hope it has helped you with Bang and Blazblue in anyway possible. For further info as of now, check out the Bang matchup thread and the Bang video thread. Good luck in playing this awesome character! Comments, criticism, contributions, corrections, and questions always wanted! This guide is always under construction!
  23. Or if you guys like super robots, I've always compared it to New Gaiking's Face Open http://www.youtube.com/watch?v=psAMCrBilao Glad to hear your on our side for now Mr. Stormlocke!
  24. lol MAD Random. I've been picked up Bang in the arcade, and I plan on continuing on console of course given my threads. Hope to see you at worlds, or just online in general if you got PS3. And what would be epic is if we could sneak a TV into worlds and do Bang dittos in the middle of worlds ^_^;;;;

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