Jump to content
Dustloop Forums

10stars

Members
  • Posts

    692
  • Joined

  • Last visited

Everything posted by 10stars

  1. I've been sticking to 2c into steel rain myself. And since it's so meaty normally ragna and characters with dps that can actually stop it, just sit in it and take the guard crush. I'm sure people will catch on, but yeah characters like ragna can avoid it with a dp. If they forward or backwards tech after 2c > steel rain, they get hit no matter what. They have to neutral tech to even have a chance to block.
  2. and i started to feel like i was retarded for using 6c as AA, good to see someone else is at least trying it.
  3. Dropped the idea of broadcasting on justin.tv. Majority of the ranked matches are blue when I seem to be playing, and it's a pretty bad framerate broadcasting.
  4. Mixup bang is the best for beginners. Seal bang requires alot of matchup experience to know what you can punish on reaction with what drive move. Combo bang takes alot of training mode to get character specifics to max your damage on everyone, as well as getting max damage out of bnbs. Start off with mixups, then move to combos, then move to seal bang. If you get good with mixups, bangs mixups can carry you to the upper ranks of other beginning players.
  5. Nice to see you on dustloop. I was the bang that messaged you last night saying check out dustloop.com.

  6. Yo man I don't have my own ps3 right now, but I play under the name "unr3alek" when I'm on my roomates ps3.

  7. yeah, but ragnas shouldn't be throwing 5b outside of 5bs range, lol. If you're out of 5bs range in the first place and they throw it, you can run in and punish it with 5a.
  8. Yeah, since daifunkas autocombo is dropped because of the steel rain, it is a reset, and they block again. The first two times i show it in the video i have 12 nails, the last time when Ragna has 75% hp and dies from it, that's with 6 nails. Anywhere inbetween that it works. 6a super works yeah. Really after the guard crush from the burst, you can go right into daifunka if you want to. 6d > steel rain may be slightly better looking back on it, but only for the mentioned damage. If you use this setup, chances are you won't be getting another 50% heat to use FRKZ. I tested this for a few minutes, 5a>5b is all I could seem to get to link off of it, afterward they can tech before a j.a etc. Yes, you can do it without offensive bursting. The second time I did it in the video, the offensive burst was actually aimed at the barrier, which is why Ragna when into DANGER mode, and then the 5c was what actually started the nails hitting.
  9. Throw reject misses mean that they hit B+C more than one time during a breakable throw window, or they hit a button besides B+C. It does not mean that they tried to buffer a throw break or used barrier + throwbreak, it means that your opponent was hitting buttons when you threw them. If they buffered a throwbreak using the 1+A+B+C method, then the throw would have been broken, and it would have never showed throw reject miss. You can buffer a throwbreak for 11 frames, if on the 12th frame you get thrown, you still have the 5 frame window to hit B+C to break the throw. If it's a combod throw, then you still have 15 frames to do so. Edit: @ConHuevosGuey Correct, 360 and 720 (All command grabs) Are untechable unless you put them inside of a combo or blockstun.
  10. If you know arakune is about to throw a cloud you can umbrella him to punish it. I did it in my casual matches against Mr. Biscuits that I posted. You can't pressure someone into getting hit by it unless they're about to recover (Example, video of offensive guard crushes) or if they're stuck in block stun from a drive nail etc. When steel rain happens there's about 30 frames where the opponent can dash out from under it, bang has nothing besides ranged nails that keep them in place. So you have to take advantage of slow moves like arakunes cloud, or abuse guard stun from distant drive nails.
  11. Definitely. Very situational but I mean, who's going to see that coming? Even after watching the video, I still don't think anyone in a corner after a 2c is going to expect it.
  12. I tested it and got weird results. Bursting during it sometimes causes daifunka to end (but by ending, bang drops out of auto combo mode, and walks forward and does his normal throw, lol) Sometimes bursting causes bang to just throw you with the last hit of daifunka, and you take 5k damage from it. I haven't been able to do normal attacks or anything that hit bang, they seem to whiff. It's definitely a glitchy setup, so I don't think anyone will be counteracting it too easily when they get hit by it. The blockstun on daifunkas hits are also HUGE. Edit: If you burst during the upward kick sometimes you end daifunka completely. If you burst at any other point, Bang immunes through it and you take the rest of the hits. If you instant block before the upward kick of daifunka, and you're playing Ragna, you can dp 3 times to get over bang. If you're playing jin or litchi, or anyone else with a non air dp, you're screwed unless you burst at the right time. Reversal supers don't seem to work, but i haven't done much testing in that section. It eats DAAs for breakfast, lolz.
  13. Offensive guard crushes, inspired by Goryus bringing it up awhile ago: http://www.youtube.com/watch?v=wihy-fGGwEM Note: The last hit of daifunka is unblockable, and it does 3.3k damage. 5k on a bursted or barrier gaugeless target.
  14. Videoz! Offensive guard crush, lotsa damage, daifunkas last hit reset and everything. No prorated guard crush damage = rape! http://www.youtube.com/watch?v=wihy-fGGwEM
  15. I actually am mid video on this. Daifunka's last hit is unblockable, and with 100% tension and steel rain in the corner, an offensive burst CAN kill someone.
  16. I don't really advise jumping in at Ragna unless he's scared in the first place, 6a is too strong.
  17. No, it was in Baltimore

  18. I thought the 6d > iad on hits were considered normal bang play at this point, guess not enough people do it yet. j.D is good, for the reasons you mentioned as well as the fact that you can bait dps with it.
  19. I have a decent setup with steel rain to show when i have a minute to record it. It may not ever get put to use, but it should be available in case the situation ever occurs.
  20. 4 is most likely the freeze yeah. Good to know, I need to stare at frame data some more for the rest of the characters to see what does and what doesn't pose a threat and what can and what can't be baited with drives. Going to take awhile before all the matchup stuff is perfect anyway.
  21. Are you absolutely sure? I've been hit with it on wakeup, guess it's the online laggy rachels. Updated. Kind of sucks, I've been too cautious with rachels on wakeup then.
  22. ggs man, keep at it, Bang has alot about him that still hasn't been figured out, there's always time to catch up.

  23. If you're too far away from them and you do 2363214C, Noel can react to it and do her distortion, which beats Bangs out from a distance. I wouldn't advise doing it too far too much.
  24. 5d is definitely the best drive move in this fight. I still have no good taokaka experience at all though, it sucks. I played a decent Taokaka at Kbnovas this weekend, 6d is good during her pressure strings, and if at any point you see her front flip overhead, 2d > A teleport is good. Bangs j.A beats her out if she trys to jump after you do and attack. Note: This does not include her drive moves, the Tao I was playing was not mashing drive like online. Be cautious in this fight, every time I got hit by 6c I ate 4.4k damage. Guard points are much more useful than I originally thought in this fight.
×
×
  • Create New...