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Everything posted by Justice7541
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[CS2] Bang Gameplay/Video Discussion and Questions
Justice7541 replied to DaiAndOh's topic in Archive
B nailglide to ground after teleport and follow up with 5A for combo. Also it's not a fucking exploit, it's just an RC. -
[CS2] Bang Gameplay/Video Discussion and Questions
Justice7541 replied to DaiAndOh's topic in Archive
He could do that in CT and CS1 too except you didn't have to rapid, you could just cancel the teleport into a nailthrow. If the stagger itself isn't any better then 5A will probably still link. You probably won't get as much out of that but 5A 5B 6C > whatever should still work. -
Option Select Burst Punish (or general burst punishing)
Justice7541 replied to Eshi's topic in Archive
Weren't you paying attention? It gives you a GRATE COMBO. -
Option Select Burst Punish (or general burst punishing)
Justice7541 replied to Eshi's topic in Archive
Only in CT. It's legit invul in CS. -
[CS2] Bang Combo Listing/Discussion: Low Tier Ninja Hero no Jutsu!
Justice7541 replied to DaiAndOh's topic in Archive
We should call it j.A loop. -
Wind only affects Rachel's own shit and the characters themselves.
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I've found that 5D > staggered 623B is great in some matchups. Normally 5D would be extremely punishable but since you risk eating a FC that can be followed up from midscreen for big damage, people get scared to try to mash against it. Then you can just do 5D > HURR RUN BACK IN AND 5B AGAIN FOR BLOCKSTRING RESET ON A -15 NORMAL. It's like Bang's version of Jin's 6C > DP.
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Mixups? Bro just mash 6B no one blocks that shit.
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[CS2] Bang Gameplay/Video Discussion and Questions
Justice7541 replied to DaiAndOh's topic in Archive
I played a ton of offline matches and didn't touch netplay for like four months and forgot that everyone on netplay just mashes and doesn't even grasp the concept of pressure at all. I don't know what it is about online but either people are just worse in general or there's something about not being right next to the guy that makes you want to mash buttons randomly. -
[CS2] Bang Gameplay/Video Discussion and Questions
Justice7541 replied to DaiAndOh's topic in Archive
Netplay is probably your problem there. -
[CS2] Bang Combo Listing/Discussion: Low Tier Ninja Hero no Jutsu!
Justice7541 replied to DaiAndOh's topic in Archive
I did the combo in training mode to test the distances. For the first j.4C you want to neutral jump, second should be a forward jump and third should be a backjump. That j.A whiff helps a ton with timing. 3-dash off bumper into j.4C is full of dicks though. I keep getting C bumper. -
[CS2] Bang Combo Listing/Discussion: Low Tier Ninja Hero no Jutsu!
Justice7541 replied to DaiAndOh's topic in Archive
Some characters are just naturally designed to be consistently high tier. Bang isn't really one of them. -
Her pokes don't seem that amazing either, unless there's something I'm missing. 5B is long but it's 12f startup and isn't max range till like 15-16f. Even her 5A is 6f and her only reversal is bat and/or spinny super. Bat is a pretty easy reversal to just mash out but it also seems pretty easy to bait and punish.
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[CS2] Bang Combo Listing/Discussion: Low Tier Ninja Hero no Jutsu!
Justice7541 replied to DaiAndOh's topic in Archive
Well you said you needed a reset. I was just saying it's possible to land command throw without doing anything overly complicated. Hell there are situations where you can just run up and command throw and have a reasonably good chance of landing it. Corner 623C RC (after second hit) > land, set C bumper > 5C 6D 623B 5B j.4C 8j.4C j.C 2bumper 5B j.4C 8j.4C j.C 2bumper 5B 2B j.4C 7j.C 3bumper j.4C j.623B 5C 2C Ashura. Builds 52 heat and does around 7k. EDIT: Actually I can't tell if that's 6C or j.4C after 5B and can't test on my own PS3 atm. -
[CS2] Bang Combo Listing/Discussion: Low Tier Ninja Hero no Jutsu!
Justice7541 replied to DaiAndOh's topic in Archive
Corner command throw isn't that hard to land. You don't even need the bumper there is advance, you can just set it up after you land the grab. -
Actually you're right it does work now. I'm pretty sure it didn't work in CT or CS1 though. The whole no teleporting on multihit moves thing.
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1) No it's not. It's guardpoint on 3f and isn't throw invul. It's about as reversal as Bang's 5D. 2) Do it from higher up. 3) Maybe at the end of it. Kind of pointless by that time though.
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Really? I know you couldn't in the other games. Maybe they fixed it. And yeah I guess j.A is an overhead again.
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1) The trick is to get used to dealing with Hazama's angles. If you're below the danger zone for 6D I find it helps to superjump so you're above it and airdash in. You'll be inside 4D's minimum range by the time he can hit you with it and then all you need to worry about is his standard AA. Just don't dash from too close or you'll probably eat flashkick. Trying to actually bait chains isn't the best idea from fullscreen since they recover so fast now, although avoiding a chain on approach is a free punish. 2) 214D~B isn't totally safe on block, but it's pretty hard to punish while in the air since you have to barrier (adds more blockstun) and then he moves away from you. Best thing to do if you think he's going to flashkick is to nailglide in and try to be on the ground when he actually kicks. 3) j.4C is your anti-Hazama air normal since he has nothing that hits you at that angle. j.B is long but has a poor vertical hitbox so try to stay below it. Approaching from above is also viable but Hazama's j.C is actually really annoying too, so watch for it. 4) D nail reset is bad in general now. It's only +3 on block so you risk getting CH'd or reversaled if you try to be aggressive after it. I've actually command thrown a Bang who tried to do D nail reset > 5B before. 5) Hazama can actually do a full Houtenjin combo even if you're in the air when you get hit by 6A or 6B. 6A is a good overhead in general but if you barrier 5B, 6A will almost always whiff so the only option that can hit you is 6B. 6B is +3 on block now though so if he does hit you with it better to play it safe. Getting hit by Hazama when he has meter is hurt. 6) Flash kick is the big threat in FRKZ but if you're playing good pressure he shouldn't ever get the chance to use it. If you're trying to bait Houtenjin go up and forward, not back. Houtenjin moves him forward a lot and whiffs a lot against forward movement in general. Whatever you do, though, try not to get hit by a flash kick during a crossup, because you'll eat automatic CH and Hazama can take a crossup FK counterhit into a Zaneiga for huge damage. Also Houtenjin is straight-up troll. The recovery is fairly long though, you just botched that punish I think.
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This fucking thread. 1) Cat chair isn't a reversal. It isn't even invul, just throw the shit out of it. Alternately just block it and free combo. 2) How are you missing her 2A with j.C? That move hits Tao crawling. 3) Don't even try to guardpoint frog. Rachel's mixup isn't particularly amazing or hard to react to since she doesn't have j.2C overhead anymore so block it and use your best judgment. Trying to guardpoint frog is just asking to be punished since you can't teleport or tech. 4) Tempest Dahlia never used up wind. If she throws that out randomly you can just run in and command throw her and that'll usually get you through the entire barrage of projectiles.
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5A's vertical hitbox was nerfed a bit. It's not as good as it used to be except against deep jump-ins. Otherwise it is a lot better though, recovers faster, more advantage, still leads to good damage in corner, etc. Definitely not a good idea to mash when he's in 5A range but it's like Bangs are going to be able to autopilot it to victory like in CS1 either.