-
Posts
692 -
Joined
-
Last visited
Content Type
Profiles
Articles
Forums
Events
Everything posted by 10stars
-
Against everyone besides Carl, midscreen: 5c > 623b > 2b > 623b > 2363214C 4422 damage, hit confirmable. Much better than just doing 5c > distortion. 199 more damage, hit confirmable, more heat gain etc. Video: http://www.youtube.com/watch?v=F4OXuzgTpjU The only problem is that it wont work in the corner. However, midscreen it's better. Against Tager you do not need to dash forward and 2b, you can do it from where you are when you 623b. I haven't seen this posted anywhere, and Diandoh said that he hasn't either, so for everyone to know.
-
50/50 just means mixup really, when WUT said 50/50 off of the bumper mixup for example; he means that you can either get a high off really fast from the bumper dash, or you can get a low off from the bumper dash, just as fast. 50/50 is pretty much a guessing game on the opponents behalf, they have a 50% chance of either being hit or blocking, depending on whether they blocked high or low. EDIT: WUT beat me to it.
-
I'm only getting ground canceled j.bs for some reason, tried it for a few minutes.
-
So, after much messing around, I found a decent use for steel rain. After any ground combo that ends with 6d, your opponent is forced to neutral tech for quick recovery. Because of this, you can 6d > steel rain and it is guaranteed to be on top of them. Most useful in the corner. But if your enemy is at low health and they have a dp, steel rain makes it so they can't guess on their wakeup, they're forced into high low mixup. It also can't be bursted safely, and it can't be dead angled safely.
-
An experienced player will poke you out of 5d, or jump over you and punish it if you use it frequently. However, as long as you use it randomly and don't make a pattern, it's decent pressure. It's all mind games though. Examples of pressure: 5a>5b>2b> jump cancel > drive nails > land 5a > 5b > 2b > allow 2b to recover > 5a > 5b > 2b > jump cancel > j.c > land > 5a > 5b > 2b > 5d > empty jump cancel > land > 5a > dash > 5a > 5b > 2b > 6d etc etc. Since it's random it makes it so your opponent has to react to it instead of them saying "hes going to do X attack with his drive, which leaves a huge opening that I can jump out of" Take their confidence in reading you away from them, and you have more options. Then when they get hit with random nail pressure, random 5a pressure, or recovery pressure, they'll hesitate when they see the 5d. In most players heads they see it and say "I can jump" Then they hesitate and say "It was too late to jump". Another good thing to do is after putting command throws into your mixup, you'll make your opponent want to jump more out of bangs pressure because they don't want to risk blocking, leave gaps on purpose that you can jump and punish an attempt to jump out with. Example: The bang player starts putting pressure on: 5a > 5b > 2b > drive nails > land > dash command throw For oki the next time you delay a run in, 5a > command throw off of the recovery. They realized there was a second or so where they were just holding block waiting for pressure, and looking back they could have jumped out of it. The third time they think you'll leave the same gap and try to 5a or command throw again, so they jump. Your option? IAD command throw. High risk, but you can train your opponent to jump. Don't want to take the command throw whiff risk? IAD j.a or j.b. Then after that, take the gap out of the pressure, and 5a/2a right as they wake up. If they were attempting to jump by holding up while waking up, then they get hit during the startup frames of the jump. If they were just blocking, then you have them scared, and they dont want to risk taking more damage from guessing their way out of bangs pressure. That's when you can safely mix in overheads like 5c and 6b. When they start seeing the 5c and blocking it, start chaining 6b from the 5c, so you have a double overhead. Once you really have them threatened like this, you can start doing somewhat unsafe things to continue pressure, like in the corner if you 5a>5b>2b, instead of letting it recover, throw a 214C bumper, and bam, you have more options to scare your opponent with jump cancels into bumper dashes. Bang is a freestyle character, which means he can be like onslaught and convince you that no where you go is safe, even if there is a gap. Edit: I just realized I go really in depth with certain stuff that I have interest in. TL;DR - use drives in blockstrings sparingly.
-
if you hit j.a it goes into j.b > j.c, jb goes into j.c if it connects. Depending on the height you can get j.a > j.b > dj.b > dj.c But yeah, generally any hit in the air leads into the heavier moves. I use j.D when i'm low to the ground and think my opponent is going to anti air. Very risky, but if it hits it's worth the damage. And range doesn't matter much, because you can A teleport it behind them. Alot of bang players aren't used to teleporting with his air drive, but it's useful.
-
oops, forgot to mention j.C. Yeah, that's where she gets her highest damage off of from air counter hits. It is pretty nasty. It also doesn't increase the size of her hitbox, so she gains alot of range on Bang for free. Just got some games against LK in. If litchi ever 5b > 6a (5b mid > 6a overheads) you can regular block the 5b, and 5d the 6a, A teleport > j.d > land > 2b > 623b > 2363214c distortion. Nice 4.5 punish if you see the overhead coming.
-
The gumby special? You have to sit low and react to her slow overheads. Do not burst, and do not dead angle, it punishes both of these. You can't really beat her staff priority as Bang, attempting to beat out her stuff at range is going to end up with j.b counter hits for 3.5k+ combos for her + resets, or ground B counter hits that end up with the same thing. You have to be incredibly careful until you're close enough to her that she doesn't beat you out because of her range. When me and LK were first playing it was about even, back in November. That was because bangs guard points helped me alot and we were both still learning things. By January he was beating me almost 9-1. Now when we play it's about 6-4, he still beats me frequently but it's alot closer now because I play differently and don't get ripped by him when he's counter hit fishing. As far as her dp goes, if I guess right on oki and I think he's going to dp, 2d always wins against it.
-
j.b at range for air to air, j.A if you have forward dashing momentum, hit it before you're level with your opponent, aka while you're elevating.
-
During his blocks he can 2a? That means that there's at least a 6-7 frame gap in whatever you're using for pressure. If you 5a-5b-2b-2c-623b there is absolutely no way to poke out with 2a or any other move, you can dead angle and that's it. The only way that he's poking out is if you're using something with gaps in it. For example, the above pressure string can not be mashed out of, but if you use a pressure string with a bad gap in it like 5a-5b-2b-2c-6d, inbetween the 2c and the 6d he can mash 2a and hit you out of it. Is this what you're referring to or is it something else? And also, if its something like 5a-5b-5c, inbetween 5b and 5c he can hit you with 2a, this is because 5c has 18 frames of startup and the enemy is not in blockstun while it is starting up. No one can actually mash out of pressure strings unless there is a gap, Bang is no exception, neither is Jin. However, if you instant block and you know a low is coming next in the pressure string, you can instant block > 6d. If there's a small gap inbetween the next hit of the pressure string (4-6 frames) you can instant block > 2d or instant block 5d.
-
If you're playing online then it's your eyes trying to go off of visuals for combos. A combo is not something that can just stop by the opponent pressing a few buttons, you're dropping the combos and your opponent is taking advantage of it. Try approaching on the ground sometimes, or throwing a nail then dashing in. Always going in with j.X will end up with your opponent playing the ground to air game which is easier to play than the "what's he going to do game"
-
First post updated. Ragna tomorrow.
-
Bang players shouldn't be driving at the end of blockstrings.
-
I don't have the mook and stuff. And there's alot of players who don't know about it yet too.
-
The overdrive is nice to use I guess. But get 2d timing down, you can beat ice car out with it and turn the 50% into 60% heat, then still hit him with the 2d > j.d > land > 2b > 623b > 2363214c distortion. Leaving you with more heat, higher damage, and oki. You can also 2d his wave super, teleport / hit.
-
Correct, 2d is high risk. Also brings a high reward if Tager sledges though.
-
Updated original post with my knowledge of Noel V Bang. Updating Rachel Alucard tomorrow.
-
It was brought up to me that it was 1+A+B+C, if it's just A+B+C that's cool too though. And it's not just Jin, every characters throws can be broken like that, if you input it in advance.
-
http://www.youtube.com/watch?v=LJI02Q3My4I Advanced throw breaks, critical to Bang play for his oki.
-
off of memory it works on v-13 and ragna. I don't have a stick atm and i cant get low to the ground webnails out on a crummy sixaxis or i would sit around and confirm what characters can be hit by the 4 seal on non chs. hopefully i'll get a hrap3 in the next couple of weeks.
-
Jin combos updated to the original post, as well as a ton of information on this fight.
-
good info, i didn't do much testing on 5c setups against Tager. Some useful information that Bang players should know is absolutely imperative to advanced play as Bang in my opinion: 1+A+B+C will break throws for 11 frames, even if it's a counter throw. So if you're using a drive move and you think you're going to get thrown during it, drive > 1+A+B+C. Since you can't do anything else anyway, the bang players should just get it to muscle memory to get some nasty throw breaks out; Video- http://www.youtube.com/watch?v=LJI02Q3My4I I'm also beginning to think, that this was programmed in, because it works against regular throws only. You know how if you get throw countered the X appears and you're already thrown? Well, the X appears and you're already thrown against command throws if you're in a drive move, but if you attempt this, it completely removes the X and doesn't even say throw counter, you just get thrown. I think it was put in to make throw unsafe moves throw safe. Then again, maybe its a glitch being ignored by however the command throws are programmed. Whatever, the point is, if you didn't know this was possible before, you do know. And you should use it.
-
Yes, as Tornapart said, it can be setup off of the 5c. However; 5c prorates, where 2b doesn't. So at the 9th hit if you distortion, you'll get 6.5k out if you start it with 2b, however if you start it with 5c, you'll get 5.7k out. It is not an infinite. After the 10th hit (5 reps) the opponent is pushed too far away. However you CAN continue it for the 6th rep by 2 dashing after the j.4C connects instead of 3 or 1 dashing. And @ whoever asked if it works on everyone: No, the combo works on Arakune, Nu, and Ragna (ragnas setup is awkward, and it won't link right out of 2b, it has to start from j.4c and have weird spacing. And it also works on Tager, however tagers version is character specific to him as shown in the video.
-
5a mashing is not going to get you anywhere. When you're teching from combos, you should always be teching with A and B, and be ready to break the grab when or if it happens after a tech. If you're being poked out of your combos, then you're linking moves together that don't actually combo. Sit in training mode for awhile, the basics need to be learned, you won't get very far mashing the A button. Eventually you can learn things to completely avoid throw attempts that you see comming, like 1+A+B+C, it breaks throws for 11 frames, counter throw or not.
-
This fight reminds me of Testament v Johnny. Limited ways to move in, and limited ways to be safe. Bangs have a one up on getting in though, because of his second air dash. Keep in mind that Rachels 6a is almost as retarded as Ragnas, so it isn't really a good idea to be predictable with your jump ins. The opener Rachel players have enough options to do pretty much whatever they want off start. They can jump, throw bean bags, summon pumpkins, wind away, wind at you etc. So it's a reaction and guessing game with her. Keep in mind that Rachel has high damage, and very good oki. Moving in on her is also hard. Drive nails are the best opener, but I don't advise throwing too many nails away too fast. If she decides to beanbag + 6 wind at the beginning to push you back, you can 3c under it for a counter hit. Keep in mind that 3c is not safe on block, and if she opts to block then you're getting punished and setup for strong oki. If she decides to jump and beanbag, you can beat it out with j.A. If she decides to fish for a 6b counter hit, a perfectly timed 3c will counter hit it. A slightly slow 3c will get counter hit OR will trade for double counter hits. If you see it coming and you have good neutral timing, go for it. TK B nails work against 6b fishing as well, they also cover air beanbag openers, as well as neutral jump / blocking. TK B nails will be beaten out by standing beanbags. If Rachel opts to take the safest road she has, she's going to IAD back, and pumpkin summon, wind towards you, or beanbag. If she decides to do this, she's made the fight hard for bang already, and he has to find a way to get in, which most likely will come at the cost of drive nails. Bang Oki I don't advise jump canceling too much in this fight, Rachels with decent reaction time will 6a you, or wind you away from her almost every time. The only other thing to look out for when you're on the offensive, is her 2c chair. It has a guard point on it. However the startup is very long on it and you can 2d it for a free counter hit, or simply block it and punish afterward since the recovery is so terrible. She can mash 2c to hit you from blockstrings if you 5c for the overhead, keep it in mind. Your 5a will WHIFF on Rachel if she is crouching, so unless you think she's going to high block don't always use it. Also keep in mind that this means you can 5a whiff > command throw setup. It's cute and alot of people don't react to it. Rachels throw range is TERRRRRRRRIBLE, so you can command throw a bit for oki. Distortion chair and her throw range covered, moving onto the defensive. On the defensive Rachel is one of the best high low mixup characters in the game as far as swiftness is concerned. And her damage / pressure is also nothing to laugh at. During pressure strings you need to watch for jump cancels that lead into her j.2c with wind. It's a wave dash overhead that can lead into alot of damage. Try to avoid frogs, DO NOT guard point them, Rachel can throw you during the guard point. Always keep an eye on where the pumpkins going, there's points where she'll 6 wind the pumpkin off screen, then 4 wind it back when you think you have an opportunity to move in. Her 4b is a very very slow ground overhead, you won't see it very frequently, but be ready to block it. After learning to block her wave dashes, the fight becomes alot easier. Instant blocking doesn't help you much in this fight though against a good Rachel. Still useful to learn because of the recovery and heat gain however, so I'm not saying don't do it. Because of Rachels high damage and very good mixup, I do advise dead angles in this fight to get her off of you. Drives 2d is all right at best in this fight. 5d is all right for bean bag / lightning rod tosses if you want to take a risky way to move in. 6d is BLAH BLAH BLAH GARBAGE in this fight, don't use it outside of combos.