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Justice7541

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Everything posted by Justice7541

  1. You actually do need the dash in some cases. Off 5B and j.B you'll be able to link two chains together without dashing, but if you want to be able to do it off, say, 2A or 5D starter, you need the dash so the link will work. But yeah, basically you launch, hit them with the chain and retract it, then hit them with the chain again and pull yourself up. The chains have a lot of hitstun so don't rush it, it's actually quite easy once you get the hang of the timing.
  2. 3C/6C/Daifunka all got primer break removed as well?
  3. Some idiot who thinks you shouldn't be allowed to do combos that are "boring" to watch, when you could be doing combos that don't actually work but which are "interesting." For example, why do 5A 5B 2B 2C when you could be doing 5A 5B 2D.
  4. It's to make up for the fact that it's the third iteration of the game already and he still has no true AA.
  5. So lately I've been trolling with OTG 2B 623B d.5C 2C B bumper set, but it seems hella wonky. Anyone know any other good bumper troll setups? I know you can just do 623B d.2C to force the emergency roll but the distance isn't optimal for a B bumper after just 2C.
  6. It does if nothing you have to gatling into is safe either. The only safe blockstring ender he had was to JC away on the 2B.
  7. Lol there's no way he could ever be as bad as CT Bang. At least his normals aren't all -6 or worse on block.
  8. OP never even came back, stop bumping the dead thread.
  9. I prefer to save C for lol corner fuzzy guard mixups. A is okay for approach if a single bumper is good enough though.
  10. The one thing you should not be overusing is your D nail. Save those for blockstring resets and when you REALLY need the approach in a pinch. If they are trying to zone you use your guardpoints. Just don't be too obvious with them, but if they're throwing out unsafe projectiles just 5D~C and teleport into range; if you do it right you can even land the 5D into a 3-seal combo. Just try not to be too obvious about it, if they see it coming they can IB and punish, 5D is punishable by like every character's 5B on instant block. Also, superjump a lot. When you normal jump or IAD you risk eating an AA because you're so close to the ground, but if you superjump it puts you high enough that you can play some approach shenanigans. Don't forget that you have two airdashes, too, that lets you do stuff like IAD in > herp I baited your AA > reverse A/B nailglide (44236A/B) > dash in 5A/5B. Finally, bumpers. Bumpers are pretty underrated but they can be pretty godlike if you get them set up right. If they're just turtling it out you have plenty of time to set bumpers, I recommend using B and D unless you're using B bumper for resets. Bounce around the D bumper a bit (jump into it and go straight down) so they can't just dial an a reversal or AA when they see you jump, then do a double bumper dash (forward off the D bumper, then off the B bumper) to suddenly cover the entire screen before they can react. Hell, setting B/D bumper in general is useful, especially if you can get them between the bumpers later in the round.
  11. He's always been that way. It just so happens that a lot of people were DERP TOO MUCH TROUBLE TO LEARN I JUST MASH ON 5A INSTEAD.
  12. Oh hey, you're that guy I played the other day. You're definitely going to have to learn the FRKZ seal combos now lol. Doing 2C 623B is such a massive waste, as is ending any blockstring in 2B
  13. Don't be silly, mastery of FRKZ is a requirement for any self-respecting Bang player.
  14. Forward grab into nail works. Might be character-specific. 2D JC j.D webnail j.D works just fine on Bang. Are you delaying the webnail properly?
  15. You have to do the 2D on the first possible frame after the dash. It might not necessarily be a one frame link but it's pretty fast. If you're having trouble with that, just do the easy version (throw > 2D j.D delay j.2369C j.D j.2369C 5D). Costs you an extra nail but if you're going into FRKZ anyway I doubt you care.
  16. Jin just happens to be easy for 2D j.D since you can just normal jump and mash out j.D. Otherwise he actually has a pretty stupid hitbox. I remember ton of shit not working on him in CT. Ragna isn't really a "typical" character either since he's so tall. I don't think there's really any character with a "standard" hitbox. Noel's hitbox is pretty typical of a lot of characters (Nu. Mu, Makoto, Hazama, Valkenhayn, etc.) but for the rest I can't think of any other characters who really "represent" the fat people.
  17. I think he's just talking about the 2D j.D link in general. It's easy on CH, on regular hit you have to superjump on some characters and superjump delay j.D on others. I don't think it works on Tager at all, but there's a different 4-seal for him. I don't remember what it is though. I think it's 5B 2B 6C j.D 2B 623B d.2D j.623B d.6C j.D j.236C 5D.
  18. Only because she could drive through 5A and 5B, forcing you to do 2D, which was still nowhere near as bad as being able to beat everything you do with 2A (Tao), jump and win (Arakune), or 2A and win (Carl). I'd argue that Rachel isn't even necessarily that bad for Bang, since she sucks for everyone else as well.
  19. Oh, I phrased that ambiguously. Meterless combo is xx 2C 6-dash 5D [crossup 9-dash j.4C]x3 2B 623B 5D [crossup 9-dash j.4C]x3 623B. With meter it's the same starter but with Daifunka after the 2B 623B. Meterless combo should give you about 4.5k to 5k depending on what you started with (5k off j.B or 5B), so I think it should do a little bit more damage. I usually don't do the relaunch loop but if I recall correctly it averages about 4.5k off 5B meterless. So yeah it's really a matter of preference.
  20. Anything > 2C 6-dash 5D crossup [9-dash j.4C]x3 j.D 2B 623B to Daifunka or 5D [crossup 9-dash j.4C]x3 623B does more damage and is easier to do IMO. The j.4C loop only does more damage if you can pick it up without doing a ground combo first, i.e. if you hit with some AA CH. Ultimately it's up to you though. Also if you want to troll, poison the opponent before going into FRKZ. It drains health during the superflash and is basically free damage.
  21. New England is where I find them. I won some CT scrub tourney doing nothing but the same tech trap over and over. No one caught on.
  22. Tech traps are great because once you do them your opponent's all like "aw shit he's not going to do that again", then you do it again and he's like "okay that's played out" then you just keep doing it and every time your opponent just keeps thinking that it's the last time you'd use such a conditional gimmick.
  23. Bang's 5B is one of the best distance pokes while his 5A is one of the best close-in pokes. Use them. For approach abuse A nail and D nail.
  24. You can close your eyes and mash on the D button and guardpoint through 90% of Mu's shit.
  25. Or you could just do 5A (2A) 5B and have a combo option available in the event 5A hits. I guess I could see 5A 2B 5B being used as a counterpoke string, though.
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