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Justice7541

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Everything posted by Justice7541

  1. Guardpoints get extended by constant blockstun. That's why you can block all of Nu's Gates of Babylon, but conversely you can't teleport until the blockstun ends. If there's a break in the blockstun, then your guardpoint will progress as normal, so there's a chance you might get hit out of it (unless you're doing 2D, that has a really long guardpoint for some reason). As for teleports, they move based on where you're facing, not where your opponent actually is. If you get crossed up and do a guardpoint-teleport, you'll end up moving away from them instead of behind them. I don't know about the 6D teleport thing but I assume it's due to you barely not crossing them up but the game thinking you did.
  2. Don't worry, they'll go back to Jin and Ragna. You don't see that many Arakune or Rachel players either, at least not compared to Nu, even though they're higher on the tier list than Nu.
  3. It took me, like, a minute to decipher that. I suppose that's conclusive evidence that numerical notation system is better. Also, does anyone know the P2 value for 2A? Because I'm seeing people do 5A 2A 2A 5B 2B... and it still seems to do a decent amount of damage, not horrid like I was expecting it to.
  4. I think it was confirmed to be no.
  5. They still have to be standing. Fortunately for crouchers Bang can still do 6D > 9623B and he can combo out of that now.
  6. You can do that in CT, I go for it a lot. The difficulty is guessing which way they're going to tech, easier in the corner obviously.
  7. I'm thinking it might hit everyone without a JC, since j.D is faster now.
  8. Regardless of whether that j.B actually combos or not, I doubt the j.D will.
  9. Speaking of that video, is it just me or do Bang's guardpoints seem to be safer even on block? He misses a few guardpoints and they get blocked, but doesn't really get punished. He jumps after and gets AA'd a couple of times, but he doesn't actually get punished on the guardpoint itself. Are people maybe just not aware that they're punishable yet, or is this yet another step towards awesome manly Bang top tier dominance?
  10. Hakumen's got no reversal. He's got counters, but no universal one, so he's going to have to guess no matter what he does. Mix him up with crossups, overheads, and lows and generally BS him once you get Bang Install. Unless he manages to land a counter he isn't going anywhere unless you get bored and decide to run the timer instead. Which I end up doing a lot for the lulz, though it is a bit more difficult than it looks.
  11. Can't just throw them out randomly, gotta set them up properly.
  12. http://www.nicovideo.jp/watch/sm8874227 From this video: - Bang does some random ground hits against a falling Ragna and then tries to do 6C, which whiffs. Either it doesn't hit aerial opponents that are that low or it doesn't hit crouchers. I'm guessing the latter, that sounded like a mistranslation. - Ragna blocks Ashura near the end. Either it can be barrier blocked or it's ground blockable always, still haven't seen anyone block it in the air. - Looks like B nail retains A nail-like momentum after all. I keep seeing Shadow do neutral jump > B nail while falling for oki. - 2A doesn't seem to prorate as much mid-combo. Shadow keeps doing 5A 2A 2A 5B 2B 6C j.D 2B 623B 6C j.4C j.B j.C j.236A (or something similar) and it still does around 2.8k. - Still haven't seen anyone using 3C, guessing it isn't JCable on block. - Still no Bang vs. non-Cat1/2 characters, so can't tell how well 6C works in those situations. EDIT: never mind, there's one of Bang vs. Tao, checking it out now. Overall it looks like the super broken stuff was confirmed to be false (6C hits crouchers, JCable and breaks primers, 3C breaks primers and JCable), but still looking quite strong, although not stupidly broken. Update: From this vid: http://www.youtube.com/watch?v=JnxzaIzGTKM - 5A seems to miss Tao crouching. I don't think she's crawling, either, but it's a bit hard to tell. - 6C hits standing Tao for sure. - 6B appears to be safe, either that or that Tao sucks at punishing. - Doesn't look like 2B Daifunka on crouching works anymore for some reason, either that or that Tao stood up right before he got hit by 2B. - Looks like Bang can do 5A 5B 2B 2C 6D 9623B, d.2B 623B, 6C air combo now thanks to increased untech time on 623B.
  13. It might be better if you cleared out all the stuff from the loketests and just updated with actual release stuff once it becomes known. Also j.4C is his new aerial, might want to add that.
  14. 5A 5B 2B 6C j.623B RC j.236D 5A 5B 2B 6C j.623B for instant guard break on characters with four or less primers. Bang just became hella absurd.
  15. Happy days are here again
  16. New info on CS Bang in the general thread, looks like his new CS aerial is j.4C now. I assume that means crossup is still j.4B. The important stuff I've gleaned from that: - 5A JCable on block - 5B > 623B works (higher attack level on 5B probably) - B nail back to old properties, no longer like A nail anyway - 6C still hits all standing (yay) - Looks like 6C, j.D, or both prorate hard, 5B 2B 6C j.D 2B 623B 2B 623B 6C j.4C j.623B only does 2.8k - Backdash has more invul? - Looks like guardpoints are still faster than in CT, dunno how it compares to loketests.
  17. According to my friend's friend who is capable of making sense of Japanese moonspeak on BBS: - Daifunka has invul again. - j.D has less scaling than loketests, still more than CT (apparently Daifunka combo out of j.D does 4k). - j.C back to old CT j.C, dunno what his new aerial's input is. - Airthrow throws them to the ground now, can combo after. - 2A still links to 2A - AH is really good (?)
  18. My general impression of Umbrella super is that once you get the superflash, the umbrella stays out even if you get hit, sort of like Litchi's. I doubt he has i-frames or anything on it, it probably still has its huge startup.
  19. Well, the reason no one ever uses this is because you're better off doing 2D, j.D, 2B 623B > whatever. 2A 5B not only prorates a lot, but it reduces untech time quite a bit and limits what you're going to be able to do afterwards. Also, as a general rule, most Bang plays look down on any "combo" ending with 623C unless it's got something awesome going for it (like carrying them off the top of the screen so they can't see the throw), and I don't think Bang can do that.
  20. Since he could apparently do 5A 5B Ashura in one of the loketests before they changed it, I would assume that the DD hits grounded opponents, but probably only if they're standing, much like Tao's jump super.
  21. http://www.youtube.com/watch?v=EwdTwF0YfZE
  22. 1) No AA. The best he has is 5A. Seriously. 2) Everything is extremely unsafe. He HAS to JC all his moves because his safest normal is like -10 on block, which makes him very predictable. Hell, even his backdash is heavily punishable because it's slow, and has like 20 frames of recovery. 3) Crap damage output. If you want seals, he gets like 2.5k per combo. Without, he gets like 3k. He barely gets 4k in optimal condition (character-specific CH combo off a 2D, etc.) and even with meter he barely gets over 5k, again in optimal conditions (off CH j.D against airborne opponent). 4) No reversal. The closest thing he has is Daifunka and he needs to reversal a really slow move for that to connect. He's so easy to pressure it's downright silly. 5) Relies on nails for everything, but only has twelve. Imagine if Jin only had 12 freezes and you'll be on the right track. Oh, and his FBs consume 3 freezes. 6) Strong mixup, but extremely reliant on them. Characters who can "get out of mixup free" like Ragna or Jin (either with reversal or just straight-up outprioritizing him) makes his pressure game high risk, low reward. 7) Terrible priority and range. It's what happens when you're the unarmed fighter in a game where everyone has a weapon, but none of his attack hitboxes extend very far from his own body. That means he'll get stuffed or trade on quite a few things, and he'll even get hit by crap like trying to j.4C an Inferno Divider. So yeah, he's not really that solid at all, he just confuses people since he's not someone people play a lot, plus he's fast and he's got the mixup game, which you might not know how to counter right off the bat. A lot of his matchups are crap for stupid reasons (he can't get through Jin's j.B at all, period, etc.) and even his "good" matchups require a lot of effort to play right.
  23. Okay, to answer your questions: 1) Yes, Bang's 6D is basically a "safe" wakeup. It blocks mid and low, so if they hit you on wakeup with it you will block and you can teleport if you do. That said, the autoguard window isn't anything like Jin's Gale or Ragna's Inferno; it's about 12 frames IIRC (1/5th of a second) and there's the long startup which is easily stuffed, so while it's sometimes okay as wakeup if you're smart about it, don't rely on it too much. 2) D does not tech for you. You need to press A, B, or C while on the ground to do a ground tech; depending on which direction you hold in the process you will get different kinds of wakeup. Neutral + A/B/C will give you an invulnerable, moderately fast wakeup in place. Forward/back +A/B/C will give you a roll to the side with some invulnerability at the beginning, but with a vulnerable recovery. Down + A/B/C will have you get up very quickly in place, but you have ZERO invulnerability on it. In general, Bang's autoguards aren't very long, so you have to time them right. On top of that, only 6D autoguards from the very beginning, so if you do 5D, 2D, or j.D, they can actually hit you before the autoguard kicks in. Daifunka will work as reversal too, but it's slow and super unsafe, plus it costs meter, so be careful with it.
  24. >>Implying anyone has an advantage over Arakune except maybe Nu Sure is downplaying your character in here.
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