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Justice7541

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Everything posted by Justice7541

  1. I would practice it on Ragna (or Litchi) first. I just recently managed to start doing it consistently on him and this is what I've found: Hit the nails as late as possible. It should pretty much only hit when they're lying flat on the ground, if it hits sooner than that you're doing it too early. I usually accomplish this with a CH 2D > back jump > j.D (not immediately, you should be about almost the same height as your opponent) > TK nail > land > immediate j.D > delay TK nail slightly > land > 5D. If you do it that way I've been able to squeeze in a third j.D against taller characters by doing a JC C nail instead of a TK C nail after the second j.D, although I haven't really found much use for this other than looking cool. Maybe in a non-CH combo off 5A, dunno.
  2. Does anyone know how many invul frames Bang's dash has? I'm positive he has at least a few (I've evaded attacks and gotten the white invul whiff circle while dashing).
  3. A lot of those D combos are really tight on Ragna for some reason. Like for the 2C dash-cancel 5D link, you have to do it just right against Ragna or it won't work, but you can practically dash through Jin and do it from the other side and have it hit.
  4. Jump cancel, then cancel the jump. Most people do either 9623B or 6239B. I prefer the former, do whatever works for you. You can actually buffer that jump anywhere in the input so long as you do it fast enough. You could do, liike, 6923B or even like 6321473B. If you're still having trouble, try to figure out what you're doing wrong. If you're just doing the 6D and empty-jumping, or doing a jumping j.623B after the JC, you're probably doing the 623B too slowly. If you're just doing the 6D and nothing else, you're probably doing the input too early.
  5. Well, yeah, but in that case the move just "stops" until he stops guarding, at which point he continues like normal, while in this case Bang continues to do his 2D even through all the hits. Set the training dummy to spam 2A with Ragna or something and run up and guardpoint it, he slows down but continues to do the 2D, and eventually the firepunch animation will appear with him still blocking the 2A spam, until it finally hits Ragna. This is opposed to, say doing 5D, where he'll block a bunch of 2A hits until he finally gets out of the autoguard frames and then gets hit like usual.
  6. That's what I said, lol. Also can anyone confirm the frame data on 2D? I've yet to be poked out of a 2D after the guardpoint ever, which you would tihnk would be possible if there really were a ten-frame opening. I've had people hit the 2D guardpoint then start mashing 5As, only to have Bang continue blocking through every hit even after the flames were already visible. Does it somehow extend guardpoint frames through the hitstop or something weird like that?
  7. Can anyone confirm if 6D is really a high-low guardpoint? From my experience it seems to be a mid-low guardpoint, not a high-low.
  8. Dora has extremely good spacing is why. If you just watch his videos with no knowledge of Bang it all looks pretty straightforward, but if you actually try to reproduce the stuff he does in a real match against someone who is trying to kick your ass, you realize that he's actually doing some fairly complicated stuff.
  9. It's kind of obvious that most of the ones who claim that Jin is "balanced" or even "subpar" are Jin players themselves. Not having a single disadvantageous matchup is hardly balanced when most of your matchups are actually to your advantage, especially against the top tiers. Also try to not suck in Bang Install and then tell me he's easy to use.
  10. Dunno if this has been brought up before, but this combo is WAY easier if instead of "tap 6, hold D" you just do 4D, since he isn't really going anywhere anyway with the actual dash (you're just canceling the 2C) and with 6D you don't have to worry about overlapping with 6D. Probably already super obvious to everyone, just thought I'd bring it up.
  11. Well the problem with any strategy is that it pretty much counters itself. So if you say "Bang likes to do X move a lot so bait it with Y," you are also implicitly saying "When Bang does Y move he is probably trying to bait X, so you should use Z instead." If you're just talking about what to do on reaction to specific moves, though, that's a different story.
  12. I'd say Bang's got a comparatively high learning curve. The way his moves chain together aren't exactly intuitive and his guardpoints are pretty hard to use effectively. He's certainly a lot more difficult to learn to use well than, say, Ragna or Jin. On top of that Bang Install is incredibly difficult to use well, albeit still awesome. Certainly there are characters that are harder to play (Rachel and Carl come to mind) but you're not exactly going to get as much mileage with him at any given level of skill as you are with, say, Nu or Jin.
  13. What do you guys do when you actually get cursed? Rachel does not seem to move well enough or quickly enough to just smack Arakune randomly in order to dispel the curse and most zoning options disappear when there are BEEEEES everywhere.
  14. What do you guys do when a decent Jin (i.e. who doesn't just spam Icecar) just constantly uses 5D to trap you in the corner? It seems to have way more range than any of Rachel's moves, comes out fast enough to stop anything that might conceivably stuff it (i.e. 6B or pumpkin) and punishing incorrectly usually ends up leading to a 40% (usually Black Beat because once you get frozen you might as well just give up) combo if you so much as trade. 5D > 5D > 5D > 5D works way better than it should against me. Is my only option to try to IB it?
  15. I thought reverse icespike was 2D.
  16. Not really related, but isn't Jin's weapon clearly a katana?
  17. Justice7541

    #r 34123646p

    No matter how much I try I cannot pull this move off consistently. Regardless of whether I do the input insanely fast or take my time, do a sloppy input or a careful one, and alter the timing between each "portion" of the input, I cannot pull this move off 100%. I'll do the input the exact same way three times and twice it'll work and once it won't. Is there some trick to pulling this move off? It almost seems random to me. How many frames do I have to complete the input once I start it, etc.? I'm doing it on a pad, by the way. Any feedback is appreciated, the move is useless unless I can get it off at least 90-95% of the time. Edit: Hm, it seems that so long as I make sure to do the last 46 cleanly, without any accidental extraneous inputs (such as 1 or 3) in between, my success rate goes up to about 80%, regardless of how sloppily I do the rest of the input. Still not perfect, though.
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