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10stars

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  1. Placeholder.
  2. No experience in this fight. If anyone has useful information, please update it and I will be editing this post as things come along. Hopefully some matches with Mynus will happen eventually, since he's working on carl.
  3. This fight is 6:4 in Jins favor in my opinion, which I'm pretty sure is Dora and alot of other Bang players opinions. Even though Jin doesn't really have the most damaging combos to throw around, a good Jin can reset you frequently, AND if he guesses right in alot of situations, you take more damage than you would against another character. Example: You're on the offense, Jin wakes up, you predict a dp, so you 2d it, he predicts your prediction of the dp, and instead throws you. You take a handful of damage, and you're setup for Jins 50/50s with high low mixup on freezes / low air dashes. But anyway, off to the fight information. The Opener Starting the fight against Jin can be frustrating, alot of Jins would rather jump off start and see what you're going to do, and rushing at him can be a free j.d > freeze > combo for him. On the same note, if he opts not to jump, and you THINK he's going to, jumping above him can end up with you either taking an A dp from Jin, or instant blocking/barrier blocking it, with no way to punish it. Diving deeper into Jins opening reaction, you can j.D his A dp, and teleport for a counter hit off the start. But that's a pretty decent risk anyway, and the height of your jump has to be nearly perfect in order for it to work. So if he dps late, you still cant punish it even IF you know it's coming. Like I said, the opener is frustrating. The safest option, as usual, is to throw some nails at him off the start. I prefer tking a B nail off the start against Jin. This way you save 2 nails instead of tossing drive nails at him. And if tkd, it does alot for you; It covers a neutral jump and makes him block if he doesn't IAD forward or backwards. It AVOIDS all of his dps off the start, so you can move in for pressure if his dp whiffs because he thought you were jumping. It counter hits ice car (Not that Jin should be using it off the start of a fight but there's some uh.. well, there's some Jins out there.) It has multiple things that can happen if Jin throws an Hishouken off the start (Also something that he shouldn't be doing, but it DOES cover this). The B nail either: Counter hits Jin, simply breaks his Hishouken, OR it breaks his Hishouken AND counter hits Jin. And it counter hits his 5c However, like everything in any game, there's always something that beats even great openers, Jins 5d will beat out Bangs tk nail. If the timing is slightly off and Bang tks A LITTLE before Jin hits 5d, they will trade, in Jins favor. (However if they trade, the freeze from 5d will not stay on Bang) Jin can also IAD towards you, and hit you with j.B. His j.C will whiff. And his j.D is blockable because of its startup after the iad. Please feel free to post any information that is wrong on the above, my opening timing may be weak or something, but from all the Jins I've played, everything above is true. Bang Oki Like I said in the beginning, Bang has issues with Jins throw. Being psychic is nice sometimes against dps, but in this case, it's REALLY risky to run up and 2d what you think may be a dp. If he opts to wait it out and block instead of dping, and throws you, you're in for trouble. HOWEVER: There is a VERY sexy way around this, and ALL Bang players should be learning it. Whenever you throw a drive move, if you hit 1+A+B+C within 11 frames of a throw hitting you, you will ALWAYS tech the throw, whether it is a counter throw or not. Most likely a glitch, but it is INCREDIBLY IMPORTANT. Video below: http://www.youtube.com/watch?v=LJI02Q3My4I If you properly learn this, Jins throwing becomes much less of a problem, and when you predict the dp, you can safely attempt to 2d it. The only drawback? Your pressure is done, and you have to get back in on him safely. Also, 2d beats out ALL of Jins dps if timed correctly on his wakeup. When you get in Jins face you need to keep him honest, what I mean by this, is that if you're doing pressure strings, and you DON'T want to tk drive nails to keep pressure going, instead of jump canceling an attack such as 2b, you need to just let it recover and run back in. The problem against Jin with empty jump canceling, is that alot of Jin players are FEARLESS with their A dragon punch. Jumping and barrier blocking the dp is nice, but the dp can still go unpunished, and can also end your pressure. You do run the risk of Jin jumping out during your 2b recovery, but it's overall safer. And if he does decide to jump out, you have options to go after him safely: Jump and wait for Jins drive attack, punish it on block. Jump and hit a few j.as to bring him back down to the ground, then continue your pressure string. If you want to be RUTHLESS and the Jin you're playing is defensively jumping (aka, neutral jumping and not attacking to see what you're going to do) IAD 623C. This is high risk, but it runs a high reward as well, 2.5k + you're back on oki game. Some Jins will jump and ice car out of pressure, it's a good idea unless the Bang player j.As. j.A will beat alot of the early startup frames of air ice car out, j.A ch leads into j.a > j.b > dj.b > dj.c, which again puts Jin on the defensive. With throw avoiding against Jin covered during Bangs oki, his dps covered, Jin isn't threatening on wakeup anymore, and you should be able to get alot of strings and pressure in. On the defensive This is where things can get rough for Bang, or they can be easy. Jin only has one standing, slow as hell overhead, you can 2d it, or block it and punish with 5b. Remember that if Jins 5a is blocked, he can not cancel into another move, so if a Jin for whatever reason thinks that it's a good idea to use his overhead, punish the hell out of him. Jumping out of Jins pressure can go either way, as in every other situation where Jin sees someone jumping, he's going to be fearless with his A dragon punch. You can instant block, or barrier block it and air dash out safely though. If you're low to the ground when you block it, you have the option to double jump dash out, since Bang has an extra dash / jump. When Jin is on the offensive for oki, and is standing in front of you, for the love of god, do NOT back or forward roll on the ground, you WILL be pummeled by his 5b back into another combo, back onto the ground. Quick tech in place and block, simple as that. If Jin is throwing ice cars out during pressure strings, you can instant block ANYTHING he does before the ice car, and jump out before the ice car hits you. You also have the option to instant block whatever comes before the ice car, and 5d > a teleport. The 5d > a teleport hits his B and C versions of ice car. It will whiff against his A and D versions. If Jin is throwing ground Hishoukens during pressure, you can again instant block ANYTHING before it, and jump out before the hishouken ever hits you. You can also 5d ANY of his hishoukens by instant blocking > 5d whatever blockstring he's throwing before the hishouken. The 5d hits all 4 versions of his hishouken, and 2d works as well. Watch out for air EX Hishoukens, you have to block them high, and if you don't you're getting frozen and setup for oki. The Jins who are going to give Bangs problems are the ones who wont randomly throw out ice car and wont random end their pressure with a hishouken, you need experience blocking the high low that happens on oki from low air dashes / ice setups, there really isn't much I can write that will help you without experiencing it. Drives 5d is good against hishous and ice cars after instant blocks as stated before. 2d is good for anticipated dps on wakeup. j.d CAN be good for anticipated dps when you jump, but its high risk, and i dont really advise going for it much. 6d is meh, i wouldn't bother using it outside of combos in this fight. Character specific combos * against Jin, midscreen: 5A,5B,2B,623B, d.2B,6C, dj.B,dj.C, optional A shuri 2868 Damage * against Jin, midscreen: 5A,5B,2B,623B, d,5B,2B, sj.A,B,C, optional A shuri 2761 Damage easier variation. Comments are needed, although I have experience in this fight, there may be things missing.
  4. This matchup was originally a nightmare for me, after playing for awhile and learning how Ragna works, it's no longer scary. The opener Ragna is scared of pretty much everyone, he's a glass cannon and isn't the powerhouse everyone thought he was cracked up to be. What this means for Bang? Even though Ragna can guess right and rush Bang off the start, he's going to back up and find a way to get in or to counter whatever Bang is going to do. For the opener AVOID iading in, if Ragnas looking for it and doesn't jump, you're going to catch a 6a on reaction into a combo. I personally like dash 5a or dash 5b, anything that can lead into safe pressure without spending nails. As always, drive nails are the best opener you can go with, but save them, you may need them to threaten Ragna a little more later. Since the IAD is very obvious for a Ragna to 6a, if you want to jump with something a little safer, deep dash into Ragna, jump over him. With forward momentum use j.a as soon as you jump, and then j.4c on crossup. If the Ragna you're fighting is rushing you off the start, then you can move onto the "On the defensive" section. I tend to open by blocking and seeing what the Ragna is going to do. If he appears defensive, the next round dash > 5a > 5b > 2b and start your pressure off the start. Bang oki Ragna is a threat on wakeup with his dp. Even though you can bait it with Bangs 2d, sometimes it will clash with Ragnas dp, and then he can just j.c and hit you. A teleporting is nice against it if you do get the 2d to block a hit of the dp, but teleporting late can cause a whiff, and then you're back at neutral with Ragna. You won't be seeing any Ragnas waking up with carnage scissors because the move sucks, you'll instead see dp > rc > dash. In the event that this happens and you 2d, make sure you have your throw break buffered so you don't take a counter throw. Since Ragna has such low health, if a Ragna player thinks he can react to something on wakeup with his dp, he's most likely going to do so to avoid the pressure that follows, try whiffing 2a during quick recovery then blocking, at first you should see some dps thrown at it, after awhile they see it and go back to being scared, leaving more openings for mixups without the threat of a dp. Besides that, once Ragnas in pressure, he's forced to block alot, and since he cant low profile over 5a, it's good in strings on wakeup. Ragna has three options, jump out of pressure during gaps, dp, or block. If you leave a gap in your pressure to recover without wasting drive nails or jump canceling, try not to make a pattern of re entering with 2a, Ragnas 6d will beat it out and you'll take a nice crouching combo, which leads to a nice chunk of your health bar missing. 6b is not a really safe option here because of his dp, but it's still there and should only be used sparingly anyway. On the defensive Bang has a decent amount of options here. During Ragnas pressure he's going to want to jump cancel anything he can and re enter instead of using 214a or any of his drives that leave him with downtime. Instant block any of his slower moves such as 5c 2c and any of his drives. After instant blocking most of Ragnas drive moves, you can 6d guard point and A teleport to turn the pressure around. Watching for his overhead is key, if you see it and can react in the startup frames, 2d will guard point it, however there are a handful of options that Ragna has if he sees your 2d block his 6b: Ragna can either do nothing, and let the 2d hit him. Ragna can 5c afterwards, which the guard point will still work against, then get hit by the 2d. Ragna can 3c after the 6b, which beats out the 2d. Ragna can rapid cancel and block. For option #1, if Ragna just lets it hit him, the Ragna doesn't have much experience against Bangs guard points, or he tried to let his 6b recover so he could block. For option #2 If he uses 5c and you do NOT teleport, you're guaranteed the hit. However, if you A teleported when he used his overhead, his 5c pushes his hitbox out of range of the 2d, so it will whiff. For option #3 If he used 3c, then he saw your guard point, reacted to it, and tried to beat 2d out with a low. If you didn't teleport, you're getting hit by it and taking a 22c combo. Using A teleport here gets mixed results from my experience at least, if they had forward momentum on the 6b then the 2d will whiff if you teleport and they go for 3c. If they didn't sometimes you'll get a counter hit. Test around for yourself and see how it works in matches for you. For option #4 If he decided to RC his 6b, if he's forced to block the 2d, then jump cancel it and start pressure, 9jc > j.4c crossup is decent after this situation happens. If your 2d whiffs after his RC, you're going to take a handful of damage. High risk, moderate reward in the Bang world. If the Ragna you're fighting is using 214a or any moves like that, punish with 5a/5b. Be warned that if your timing for punishing 214a is slightly off, and the Ragna dps, you're going to eat it. Sometimes you can just assume they're going to dp and punish that instead. However I advise just properly punishing the 214a. Look for death spikes and stuff, they're slow and you shouldn't be caught in situations where you're forced to block them if you're instant blocking. Drives All drives in this fight are equally important, knowing which ones to use and when is reliant on what the Ragna player is going to do after you guard point something. Experience will help you with this, and reading peoples playstyles as well. Any information? Feel free to post.
  5. 6:4 Noels favor. Noels 5a pressure is good, and she has decent mixup. She's also fast and has alot of things that are safe on her side. She can also punish Bangs 5c overhead ON REACTION with her 5d. She has the higher damage in the fight. The Opener Noel has alot of good options from simply standing or jumping against Bang. Nails as usual are his best opener for both defense and offense. I advise using drive nails over anything else if you're going to be using nails off the start. Good openers however: Dash 5b - This can be beaten out by her 5d 8 jump j.B off the start beats out anything Noel has that she would IAD in with. However, 8J.B can be beaten out by noels 9 jump j.b/j.c. So the j.b is only useful if you think she's air dashing towards you. Overall for the opener, Noels probably going to be defensive jumping or just blocking off the start, so I advise nails, or dash 5b, as the best options to open against her. Bang Oki Noel is another character who lacks a dp, however her reversal distortion is pretty good. If you predict her to wake up with zero gun, cross her up with j.4c, or simply jump over her and punish it. Guard pointing it is also a viable option. All versions of guard points can block the first hit of her gun, and then you have teleport options BEFORE her bullets come out. Her greed severish overhead (Front flip in drive mode) Is immune to lows, and isn't horrible on wakeup, so take advantage of the fact that bangs 5a does not whiff on a crouching noel, and open your strings with that, it will beat out the early startup frames of the move, and give you a counter hit. Watch for her 3c though, as she can go under your 5a if she sees that you're only opening your pressure with that. If your timing is good and you 5a right as Noel is waking up, it counter hits most of her drive moves. The exception to this is her 4d, 4d will immune on wakeup through your 5a, however if you're close to her, you recover in time from 5a to counter hit it with 5b. If you aren't close enough to her, your 5a will whiff, and you can block > punish if she doesn't continue the string, or block the rest of her drive string and punish anyway. While on the offensive, as stated earlier, her 5d WILL beat out bangs 5c if the Noel player can react to it, OR if the noel player is even MASHING 5d. If you assume that the noel your playing is mashing 5d during your pressure strings, you can counter this by doing 2d in place of Bangs 5c. It will not block her 5d, it will simply counter hit it before anything happens to you. If the Noel you're fighting isn't blocking much, and is just trying to drive out of everything, don't go for command throws, scare the Noel first and show the player that Bang will go on a rampage all day until Noel stops throwing her drive around like its the best thing on earth. With her reversal covered, her drives covered both on oki and from blockstrings, it's safe to say that Noel is a bit of a guessing game for Bang. But when you're on the offense, you have the most options. On the defensive Noel has a very strong list of options to do things. Starting with what's probably the hardest thing to avoid, her deep dash jump j.as and her 5a pressure. When Noel dashes towards you and jumps with j.a, Bang has 1 move that he can anti air her with, and 0 moves that he can air to air her with that will beat it out on reaction. The only thing that you can beat it out with, is a prejump j.a/b/c. The most effective prejump attack for bang against this is j.C. Bangs j.A will trade alot, and his j.B will get Bang counter hit alot. Timing differs for the prejumps based on the attacks, but prejumping is not a safe option. Since in order to beat it her j.a out, you have to throw the attacks pretty much as soon as you leave the ground, you cant immediately air dash since you're recovering. The exception to this is bangs j.a, which as stated earlier is not safe to use because it will trade or whiff. If you prejump and she does not jump, you're going to either get hit with her 6a, or be forced to block it, then land in pressure. Your best bet, while it's unfortunate, is to run. When she j.As it will not hit bang, and you can safely run under it and run away to avoid the pressure that would have followed the j.A. As far as the one move I said Bang can anti air her with, that's his 5a. If she dashes really deep into you and jumps, your 5a will either cause her to block, or she'll take a counter hit in the startup of her j.A. Either way, this is a situation where you have to pick your battles wisely, and sometimes just running from her is the best option. Her 5a pressure, 5a5a5a5a5a5a dash 5a5a5a5a dash 5a5a5a dash crap. You have to instant block this to do anything safely. If the Noel you're playing is dashing after a certain number of 5as, lets say after 3 5as the Noel dashes, instant block the 3rd 5a and jump out. Or if you can predict a dash, instant block jump. You can also instant block > drive, but it's high risk, since she can punish with a low or a high to knock you out of your guard points. When Noel is not in drive mode her 6b overhead is what you will see used for mixup. Even though it is slow and easy to react to, I do not advise 2d teleporting it. You will quickly find yourself not hitting her with the 2d after the teleport, or being hit by 3c during your 2d if you don't teleport. Instead, 5a the overhead if you have the reaction time, otherwise simply block it. If she ever follows up with 3c afterwards because she thinks you're going to guard point, it's a free punish for Bang. Noels Drive mode mixup is nothing serious, look for the greed severs, look for the slow low kick, and look for the slow overhead kick. I do not advise 2ding her standing overhead kick in drive mode, as she can do 4d afterwards and punish Bangs 2d. If you are going to attempt to punish her drive 6b overhead, do it with 5d > A teleport, as it will beat out the followup 4d from Noel. Keep your eyes open for gimmicks, if Noel j.Ds she can land and do spring raid or the greed sever overhead. If you aren't sure what's going to happen, block, its safe! And even after the block you can punish it. Drives 5d is good for countering alot of her drive stuff. 2d is good for countering her greed sever overheads / even when followed by spring raid 6d is meh as usual, use it in combos only. That's what I can put in for Noel right now, there's more to the matchup but both characters have things that can counter the other character. It's a big prediction game in this match, with a little reaction time on the side. My opinion on this fight has changed, I side with Diandoh on 6:4 Noels favor. She has alot that simply beats Bang out from the air, and leaves him with limited ways to move in.
  6. Placeholder, feel free to add anything until I get some decent Tao experience in, hopefully with one of the ny players in the near future.
  7. Most people find this fight aggravating, I however, completely enjoy this fight. It's one way or another, either the bang dominates it, or the V-13 dominates it. I personally believe this fight is 5:5 Even, however alot of people disagree and think it's something ridiculous like 7-3 V-13. Numbers are useless anyway. The opener V-13's love to runaway, most of them do it the unsafe way by backdashing at the start. Very high risk, but 3c beats out the starting backdash. However if it's blocked you'll take a couple thousand damage. High risk, but in this case, being in Nu's face is highly rewarding. If a V-13 decides to attack against the iad at the start with 6d, 3c also beats this, for a free counter > combo > knockdown > 50/50 5d I believe counter hits Bangs 3c on opening. V's 5d is beaten by an iad > j.c from the start. If V decides to take her other options to attack against a ground advancement or an iad advancement from Bang: V-13s 3c will beat Bangs 3c out. You can counter this by either iading in for a j.c, or drive nailing for pressure from the start. V-13s 2c will beat just about anything you throw out in the air besides nails, and she can throw it out in reaction to whatever you do. So if you decided to jump off the start, and she's crouching, you should either A: Drive nail, or B: Land and attempt to avoid her pressure. If V-13 is reacting to things off the start by blocking and waiting, you have the option to run inside of the area where she cant summon swords, tk drive nails, and then she's stuck taking mixup. A good note in this fight, is that your nails cancel out her sword summons of they hit eachother, so moving in on V isn't as bad as it sounds, assuming you have nails. She definitely has more options than you at the start, but guessing right can get you a good advantage when you're in her face. Bang Oki I love this fight for this reason. She has no DP, and her only reversal you can REACT to and 2d for a counter hit. The only way she really has out of pressure is dead angles. So for this fight, nail pressure, 2a for wakeups, and command throws ahead! The greatness about this fight, is that your command throw has more range than her regular throw, so if she trys to throw counter your command throw and you space it right, it's all yours all day, until she starts backdashing it, but that can be reacted to and you can dash with her to continue pressure. Once you get in her face, really I don't see much of anything to worry about really, she's a threat at range, not up close when she's on the defensive. On the defensive This is still a fun fight! When you're cross screen from V-13 you have to be careful, her mixup isn't anything serious, but mid mid overhead mid low strings catch alot of inexperienced players off guard, just keep an eye out for the single overhead summon, as it can lead to alot of damage if V has the heat to rapid cancel it. The low is incredibly slow and you shouldn't get hit by it. If you're ALL the way at the edge of the screen, her 5d will not hit you, however her overhead will, you can 5d the overhead, and C teleport to her to get in her face, even if it's blocked, you can jump cancel it and continue pressure. You can also 5d C teleport her slow spinning low. Gravity fields! They can be ignored by SUPERJUMPING over them, then dashing one time. The superjump also puts you at a safe height so that you can ignore the 6d anti air. However, she can counter this by j.Ding her summon. You can again counter that by j.Ding her summon and teleporting behind her. They also go away if V blocks or is hit, so drive nails again work magic. Instant blocking is important to this fight, you NEED that heat to get your damage out when you're in her face, and to take advantage of double overheads if she's good at blocking so you can actually combo off of 6b. Note that if you are on the COMPLETE opposite end of the screen, you can throw drive nails, and safely throw out steel rain while she's in blockstun, if you really have no other way of moving in this has worked for me here and there. Drives 5d is your most helpful drive here, getting rid of overheads and her low in one nice little packet. I do not advise using drives against her up close, she can dash cancel or jump cancel just about anything you guard point that's melee, and since she has so many hits in her attacks, she has plenty of time to react to what you're doing. 2d is pretty bad in this fight, you need the forward momentum of 5d in order to get close enough to connect to her from cross screen situations. And if she tosses a low while you're stuck in guard point freeze, you're hit. 6d is all right in this fight for some of her mids, and her one very slow ranged low. However I still prefer 5d in this match, it's safer and gives you the same outcome, you're in her face and you may have even gotten some damage from moving in.
  8. Arakune players thoroughly love making every attempt possible to jump out of pressure, it isn't potemkins heat fist, but I had great success with psychic iad 623c's tonight. Catching Arakune for a nice chunk of his health every time he jumps. Keep in mind that when Arakune is in the air, you can't see his low attack drive moves, so unless he's approaching you, it's a better idea to block low, as reacting to him turning into a spitball can be frustrating at times. B Nails are excellent tools in this fight, tking them can cause an Arakune to think he has an opening, only to be stuck blocking from the explosion. If you think Arakune is about to lay a cloud, and you really have to get in on him, psychic tk drive nails can pick him out of the air, however it's risky and I don't really advise it unless it's a dire situation. BE READY TO BREAK THROWS. Arakune has a decent throw range, and throw > distortion > curse can cause the match to be a very uphill battle. Once Arakune is locked down you need to keep him that way, he doesn't have a dp, and wakeup distortion is pretty bad for him, you can react to its startup and block. If Arakune is about to jump and you aren't comfortable with psychic 623c attempts, j.a to bring him back down before he curses you. Also high risk, but it's a higher risk allowing Arakune to run all over the place. One of the problems bang players have is that they want to jump up to arakune when they're cursed, it normally ends up with bang eating combos. Try to stick on the ground if you can when you're cursed, eventually arakune has to land, he can't fly. Keep in mind that if you're close to him, a throw removes your curse, and even if it's a throw break, the curse is removed.
  9. This match is imo, 7-3 for Bang. Tager has crap to really stop Bang from doing what he wants. The opener If Tager thinks you're going to open with some tk drive nails and uses sledge, 2d, a teleport, and eat him. If Tager thinks you're going to open with 2d he CAN walk forward and 360 you, but I haven't seen it happen yet. So 2d really isn't that bad of an opener, but if you're seeing the 360 happening off the start, tk drive nails to make him block, and move in for mixup. Tager decides to just block and see what's going to happen: You can deep dash, jump (you keep your dash momentum if you dash jump) hit j.A, which will make Tager either block, or get hit, then crossup j.4C after the j.A is done. Deep dash jump j.As ducked still allow you to do the crossup j.4C, whether he ducks the j.A or not. Bang Oki Tager doesn't have a dp, instead he has a very crummy version of heat fist, if you suspect him getting ready to counter your jump for his wakeup, deep jumping is again a viable option, as the j.a will counter hit tager, or his heat fist will just plain whiff for no reason anyway. If you suspect a 360 on wakeup, again - deep jump! free counter hits and stuff. If you think he's just going to block, feel free to go in for mixup. Think he's going to sledge on wakeup? 2d > eat him. Bumpers! After a midscreen OR corner 2c, 214C and 214A bumper placements are perfect for working in crossups on Tager. Remember that even in the corner Tager can be crossed up by normal jumping. On the defensive When you're cross screen from Tager if his magnet gauge is filled, you CAN react to the chest fireball with 2d > teleport to him, free combo. If you get hit by a buster, watch for followups afterwards, Tagers mixup is really slow and very punishable. His stomp overhead can be 2d ch on reaction, same with his 6C overhead, so you can be lazy and instead of going from crouching to standing, just chill crouching and hit drive. If you get magnetized from a heat fist combo, when recovering try not to jump, you'll be cross screen from him and can safely just avoid him while the magnetism wears off. However if you jumped and he's heat fisting again, you'll get sucked in, your option at this point is to toss a nail at him for a counter hit then follow up with mixup when you land. Drives 2d is your friend, your best friend. Only use on reaction to things though, mashing your drive button will get you 360d like its tagers only move. 5d is meh, 2d is the way to go, but that's only because of the follow ups that bang has to it. 6d is bleh, don't bother using it against Tager outside of combos.
  10. You're free to add anything that you would like, what I post is only my view on a fight, I may overlook something that another player might pick up on. But I can handle a chunk of the matchup threads, I wanted to get Litchi stuff out there after playing LK alot. I don't feel comfortable yet posting on Ragna until I play Jiyuna again, since I figured some new stuff out.
  11. Definitely. You also have the option to 2d > j.d > land > 2b > 623b > 2363214C distortion, I only went for the overhead because I'm lazy, and only created that video for reference to guard crushes. There's a ton bang can do out of it though, hell run up 623C if they have less than 2.5k left, unburstable after the command throw lands.
  12. Yeah, I only opted to do 5a > 2c because it gave me better spacing, really you can do whatever links you want after the RC firepunch, including ones that cant be backdashmashed out of. After the fire punch rc though, you have free range to run up and fire punch again, 5a > 5b > 2b blah blah etc etc.
  13. Currently the matchup that I have the most experience with from playing Lordknight. In this fight Litchi wants to jump around alot and fish for counter hits where she'll get her big damage in. As bang you need to avoid the counter hits, and try to get in safely without spending too many nails on entry. When she does not have her staff in her hands you have the advantage on running in and doing whatever you want for oki. With her staff her DP is a problem on wakeup, so you have the option of blocking, or 2ding to counter her dp. It's a guessing game, and it's not always in your favor during your oki. Bangs oki when Litchi has her staff: Bangs 6b will beat out her throw attempt and give you another 50/50 - beat by litchis dp. Bangs 5a will continue pressure if she decides to jump, but will whiff if she is crouching. The recovery is good enough for you to be safe afterwards, or abuse reaction time speeds by purposely whiffing 5a over litchi, then command throwing. - 5a is beat by litchis dp. Bangs 2a will continue pressure if you hit it immediately from a tech, will catch jumpers during the jump startup and get a free hit. Bangs 2d will beat out her dp on wakeup if timed correctly. - This is beat by litchis wakeup throw. The best answer to her dp is 2d if you can time it right, you can get another knockdown off of the combo following it, and she WILL NOT have her staff on the next wakeup to threaten you with another dp. Bangs command throw will obviously beat out if Litchi is blocking. - This is beat by litchi doing her regular throw, or dping. You can counter this by advanced throw breaking when you do your command throw, shown in this video: http://www.youtube.com/watch?v=LJI02Q3My4I Without her staff: ALL RIGHT. I'll update this in a post as well but new information has been brought to my attention from playing Lordknight today. When Litchi is staffless and rolls for wakeup, she has OPTIONS. If she does one rekka it beats out 5a/5b if you meaty it. If she does another one it beats out meaty 2a, and if she does a staff jump it beats out 2a as well. It's a guessing game, but you can 5d her sweep rekka, and 5a her overhead and staff jump. Keep it in mind, even though it will only be used by good Litchi's. And the only spectacular Litchi I know atm is LK. Neutral/defensive: While YOU'RE on the defensive, your best options are to block until a pressure string ends, and attempt a jump out, or tk drive nails so you can move in immediately. Her pressure and mixup is equal to bangs once your in the corner, so you have to play carefully. At neutral, litchi has range on you, and an early j.B from bang is the only thing that will beat out her j.B in the air. Approaching litchi while she is in the air is not recommended, as it will normally lead to a 4k combo, with you in the corner blocking until you're killed. Your nails are important in this fight to move in. At the start of the match if you think litchi is going to j.B, you can j.B and beat hers out for a counter hit. Drives: 2d is good against litchi if she has already jumped twice, if you throw 2d on litchis first jump, she can j.c and jump cancel it to avoid the 2d, and STILL punish you. 5d is decent if litchi is going for ranged blockstrings that leave her with alot of downtime, teleporting off of it is not always safe though, as litchi has moves that put her in a crouching / moving forward state, so she can avoid the 5d hit if you teleport with A. It's safer to play the re-entry game sometimes and just C teleport as far away as you can. 6d is useless, don't bother imo. j.d wont help you from litchis air to air either. Remember that litch is one of the characters that can be abused by the 6c combos when she is standing for extra damage.
  14. http://www.youtube.com/watch?v=uZyLquQD8y0 Setups for the Nezu loop and my loop from guard crushes with 100% tension.
  15. Contrary to popular belief, Bang can land guard crushes rather frequently, the problem is that when some bang players see their enemy flashing, they go for 5a > 5b > 2b > 236d > land 5a blah blah nail pressure. To clear some things up, the heavier the attack you use the more it effects the guard libra, which is why you see Ragnas eating people that are blocking, so here's the info on that; There are 100 points total in the guard libra, 50 for you, and 50 for your opponent. The libra starts at 0 (inbetween both players) From neutral, without your enemy barrier blocking OR instant blocking, 50 points will crush your enemy guard, this list shows how much each attack does. 50|_|_|_|_|_|0|_|_|_|_|_|50 Guard Libra Modifying Attacks 5a: This deals 2 push on the guard libra, 25 of them from neutral will break your opponents guard. 2a: This deals 1 push on the guard libra, 50 of them from neutral will break your opponents guard. 6a: This deals 5 push on the guard libra. 5b: This deals 3.85 push on the guard libra. 2b: This deals 5 push on the guard libra. 6b: This deals 5 push on the guard libra. 6c: This deals 5 push on the guard libra. 5c: This deals 5 push on the guard libra. 2c: This deals 5 push on the guard libra. 3c: This deals 6.25 push on the guard libra. 5d: This deals 6.25 push on the guard libra. 6d: This deals 6.25 push on the guard libra. 2d: This deals 6.25 push on the guard libra. 236a(air): This deals 2 push on the guard libra. 236b(air): This deals 2 push on the guard libra. Note: Bomb explosion does 5 push to the guard libra. 236c(air): This deals 0 push on the guard libra. 236d(air): These do 2 push each on the guard libra, totaling to 6 if all 3 drive nails are blocked. 623b: This deals 6.25 push on the guard libra. 623b(air): This deals 6.25 push on the guard libra. j.B: This deals 3.85 push on the guard libra. j.A: This deals 2 push on the guard libra. j.C: This deals 5 push on the guard libra. j.4C: This deals 5 push on the guard libra. What this means really, is that with 50% tension and 3 drive nails, you can run up and freely crush your enemies guard if they aren't barrier blocking / instant blocking; 5a > 5b > 2b > 2c > 623b > rapid > dash > 5a > 5b > 2b > jump cancel > tk 236d > land 5a > 5b > 2b > guard crush > free combo. Or if your opponent doesn't jump out or mash out of pressure, you can really lay into them and avoid having to tk nails for the break: 5a > 5b > 2b > 2c > 6d > 623b > rapid > dash > 5a > 5b > 2b > 2c > 623b > guard crush. And with the previous information on heat gain, you can get some crazy things done once you hit around 40 tension, you can gain the heat needed during the chain by moving some things around. Hell with 90 tension, and 4 seals, you can have a field day - even from midscreen. Nezu loop and my loop setup, 90% tension beginning, 4 seal requirement: http://www.youtube.com/watch?v=uZyLquQD8y0 It's a hefty price but, 100% tension to guarantee a burst / 5.5k damage / nezu loop resets, is well worth it, because after a 4 seal combo, or 4 combos with seals in them, that ends a match. And for now I'm done, time to resume my outside life until tomorrow.
  16. Excellent information to know. So making a listing for that would be futile like I thought, thank you Goryus.
  17. The during combo heat gain is going to take a very long time, I'm not sure if it's even worth it. Heat gain changes depending on what move you start the combo with, for instance, if you start a combo with 5a, then do 5b, 5a is 1 heat, 5b is 4 heat, totaling to 5 heat. But if you do 2a, then do 5b, 2a is 1 heat, and 5b is 2 heat, totaling to 3 heat. Edit: Yeah, confirmed and updated, heat gain is prorated by the move you start the combo with, and then it is cut down again by how many hits happen in the combo. On hit heat gain updated. During combo heat is a lost cause, on hit heat and on block heat gain are the only two that I will continue to update if i find changes.
  18. NOTE: Furrinkazan does not change how much heat you gain on attacks, whether they are blocked or land. Second note: Heat gain is not exact numbers in blazblue, you gain slightly more than 1 heat per every hit that lands when it is not in a combo, and you gain a % of 1 heat when a move is blocked. And you gain a certain amount of heat from attacks that combo together, the heat gain in combos is prorated by what the combo started with, and is also effected by how many hits are in the combo. Further explained below. Bang heat gain: Note that counter hits do not increase heat gain. Non combo, on hit: 5a: 1.416 heat 2a: 1.086 heat 6a: 5.277 heat 5b: 4.636 heat 2b: 4.523 heat 6b: 6.4 heat 5c: 6.25 heat 2c: 6.75 heat 6c: 7 heat 3c: 6.333 heat 5d: 7.2 heat 2d: 7.666 heat 6d: 7.666 heat 623b: 7.333 heat 623b(air): 8 heat 623c: 1)4 heat 2)5 heat 3)6 heat - Total 15 623c(air): 1)5 heat 2) 5 heat 3) 8 heat - Total 18 j.a: 1.25 heat j.b: 4.1 heat j.c: 6 heat j.4c: 6.166 heat j.d: 7.2 heat j.236a: 2.2 heat Note: 0 heat is gained for poison damage j.236b: 2.2 heat Note: The bomb explosion hit also gains you 2.2 heat j.236c: 2.2 heat j.236d: Each single drive nail hit grants you 3 heat, however, if two combo, you gain 5, if all 3 combo, you gain 7 Throw: 8 heat 4Throw: 8 heat Air throw: 13 heat Air 4throw: 13 heat On block i believe you gain a certain % of 1 heat per attack, so this is currently going to take awhile. For example: If you 5b and it is blocked, you gain 1 heat. If you 5b again, you gain another 1 heat, however, if you 5b a third time, you gain 2 heat, then the pattern repeats. So by logical thoughts, 5b grants you 1.5 tension, but the game does not round up. So by that (and im also calculating it per move and am able to multiply the heat gain by the # of attacks im doing to make a perfect estimate) Side note: Unless arcsys actually releases the % of heat gained by blocked attacks, there will ALWAYS be some overflow from the .41041047120947901247 numbers For example: at a 1.92 heat gain on blocked 2cs, 36 2cs would equal 69.12 heat. And to make it to 70 heat, you would have to by the chart; do 3 2as, or 3 5as, however 2 2a's will push you to 70 heat, and 2 5as will also push you to 70 heat. There's alot of calculating that needs to be done for it to ever be perfect, but at least this is a rough draft and a start, maybe someone with more time than I have can find the small number flaws that I'm getting. I believe that all of these moves gain slightly more heat than I'm listing. On block, gatling or not, doesn't matter: 5a: 0.425 heat on block 2a: 0.36 heat on block 6a: 1.5 heat on block 5b: 1.5 heat on block 2b: 1.285 heat on block 6b: 1.84 heat on block 5c: 1.666 heat on block 2c: 1.92 heat on block 6c: 2 heat on block 3c: 1.86 heat on block 5d: 2 heat on block 2d: 2 heat on block 6d: 2 heat on block 623b: 2.42 heat on block 623b(air): 2.666 heat on block 236a(air): .747 heat on block 236b(air): .747 heat on block 236c(air): .747 heat on block 236d(air): 1 heat on block each. j.a: .36 heat on block j.b: 1.166 heat on block j.c: 1.75 heat on block j.4c: 1.75 heat on block j.d: 2 heat on block By this block heat gain listing, a blocked chain of 5a > 5b > 2b > 2c > 6d > 623b should added together total out to be 9.525 heat gain, which it does, and if you add 5a after that blockstring ends, it pushes the 9.525 to 10.0, so my calculations are only about .005 heat off, unless BB rounds up when you're at the .95 mark. Note: Heat gain during combos seems to be prorated by the move you start it with, for example: 5a, 5b (combo, 2 hits) 5a grants you 1 tension, 5b grants you 4 tension, totaling to 5. 2a, 5b (combo, 2 hits) 2a grants you 1 tension, 5b grants you 2 tension, totaling to 3. I also went by the thought of "heat gain is prorated" and went and tried throws, since they ignore proration in combos, they also ignore the heat gain proration, so a throw in any combo will gain its normal heat, regardless of how many hits done before hand, it gains the same heat, and does the same damage. The problem is, that after so many hits your heat gain slows in a combo anyway, so after your heat gain is prorated by whatever move you start with, a certain number of hits later it's going to be cut down anyway. I have decided that gain during combos is not worth it, the heat gain scales down to points in combos where you gain .2 heat or .25 heat after 5-6 hits. However the following throws all retain their normal heat gain. Gain during combos for throws ONLY. 623c: 1)4 heat 2)5 heat 3)6 heat - Total 15 623c(air): 1)5 heat 2) 5 heat 3) 8 heat - Total 18 Throw: 8 heat 4Throw: 8 heat Air throw: 13 heat Air 4throw: 13 heat
  19. From robo to bang eh? Well, the best place to pick up japanese match videos is on Nico video. On youtube, search for dora shadow and the other japense bang players. Unfortunately, majority of the online players (99.9%) are retarded, they either mash and never do combos, or know combos but never get them out because they mash for the startup of them.
  20. I'll get some match videos up eventually. Right now I'm on a crummy pad and don't have a stick, but there's a gathering tomorrow, so if I get a ride I'll get some recording in.
  21. In the sense of, "is this viable in tournaments?" no. It will be broken, every single time you throw it in a combo against anyone who's watching the screen that knows what they're doing. If the throw techs were 1-2 frames like guilty, bang would be instant A tier, almost any poke can lead into the command throw. Edit* And at the previous 623b combo yeah it does work from that video that was uploaded, but the setup and spacing for it is much too situational to make it worth learning, especially when you can do twin palm strike > dash 5a > and go for a reset command throw.
  22. Can we get some backdash frame data? I want to know how many frames his is / how many frames of immunity bang has. It sure as hell isn't V-13s backdash, but I've avoided a few things with it. Edit, didn't realize it was a double post.
  23. The ps3 I'm using right now isn't mine, so I can't add people. And I'm on a pad atm -.- After playing BB for 7 months in the arcade I can't make the execution change to a pad very well.
  24. You HAVE to have your mcs down for this fight. Go for throw setups more frequently since baiken likes being defensive. Really baiken wants to wait until you 5h > coin and guarantee free stuff.
  25. I'll work on that tonight.
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