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Everything posted by 10stars
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This combo doesn't work from what I've seen. You can't land B after a fire punch wall bounce, you can only link 5A, unless you rapid cancel the fire punch.
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Any non retarded bang player can use a blockstring that allows only the edge of 623b to connect so it can go unpunished.
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Yes, you can do that combo into the tech traps as well. Edit: Well my hands hurt like hell now, but I got some pretty tech traps on camera: http://www.youtube.com/watch?v=5Su9_NfCJio Added hype at the end.
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I'll probably make a video of the thousand tech traps bang has at some point, there's so many, bang's really freestyle with purposely dropping combos. Situationally: 5a > 5b > 2b > 6C (on litchi) > you can 9 jump cancel the 6C, allow a tech, while falling command throw, this is on a forward tech. On a backwards tech (on litchi): 5a>5b>2b>6C > 9 jump cancel the 6C, pause, air dash 623C catches the backwards tech. On a neutral tech (on litchi): 5a>5b>2b>6c > 9 jump cancel the 6C, air dash (pretty much, do an iad instead of a jump cancel from the 6C) > 623C catches neutral tech. Furthermore, if you go for the neutral tech (iading the 6c) and they back tech, you can drive nail instead of 623c, the bounce either forces them to block, or dash over you. Either way it continues pressure and they're running.
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Seen it so many times and it's still funny to me, lol. Crummy hitboxes.
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erm, you can blockstring > frkz > 6 crossup > 5C overhead into it. It doesn't just start from 2B. You can blockstring > frkz > 9 j.C for an overhead into the landing 2B as well. Hell with 50% heat you can do the 4 seal 2D > J.D > Webnail > J.D > Webnail > 5.D > J.B > J. B > J.C, land, pop frkz as they recover, and get a crossup 5c overhead, crossup 2b, or 9 dash j.C and end a match against Nu Ragna Tager or Arakune. I think you guys assume that when you pop frkz you're always at a disadvantage, which is not correct. You can pop it in situations where you're guaranteed some sort of mixup, whether it leads into the loop or not is situational and depends on the opponents reaction time. A nu spamming projectiles on wakeup wont hit a bang that's A: Too close for anything to hit him and B: Dashing behind her. And arakune? lol, what's he supposed to do when he's recovering on the ground after a 4 seal? And it also works against Ragna. By the key legend, all these combos are done from the left side, with bang facing right. (1p side) The first combo (non bang install): 2D > J.D > Webnail > J.D > Webnail > 5.D > J.B > J. B > J.C The first combo (nezu loop): 5a > 5b > 2b > 9 dash > 3 Bumper dash > 5a > 5b > 2b > 9 dash > 3 Bumper dash > 5a > 5b > 2b > 9 dash > 3 bumper dash > 5c > 9 dash > 3 bumper dash > 2a > 5b > 2b > 9 dash > 3 bumper dash > 5a > 5b > 2b > 9 dash > 3 bumper dash > 5a > 5b > 2b > 9 dash > 3 bumper dash > 5a > 5b > 2b > 2c The second combo is the previous combo on a blocking opponent, which causes guard crushes. Adjust to the pushback and remove 5a or 5b as needed to stay in line with the bumper dashes. The third combo (corner): 2d > 8 dash > j.B > j.D > 2 dash > 6A(dashcancel) > 6C > 8 dash > j.B > j.D > 1 Dash > Webnail > land > 2363214C distortion The fourth combo (Midscreen): Throw > Throw hit connects > 6 dash > j.B > (Dash towards opponent, either 6 or 4 depending on which way the j.B hit them) > j.D > land > 2b(dash cancel6) > 6C > 9 dash > j.B > 9 dash > j.D The fifth combo (Corner): Throw > Throw hit connects > 6 dash > j.B > 6 dash > j.D > land > 2b(dashcancel6) > 6C > 8 dash > j.B > j.D > 1 dash > webnail > land > 2363214C distortion The sixth combo (Tager only, midscreen or corner): 5a > 5b > 2b > 9 dash > j.A > j.B > land> 5a > 5b > 2b > 9 dash > j.A > j.B > land > 5a > 5b > 2b > 6 dash > 623C command throw The seventh combo (Midscreen, works on more than just tager but the timing is ridiculous): 2D > 9 dash > j.B > 7 dash > j.D > 2 dash > 6 dash (cancel midway) > 6A (dash cancel) > 6C > 9 dash > j.B > 7 dash > j.D > webnail > land > 23263214C distortion. The eighth combo (Tager specific version): 2b > 9 dash > j.4C (Unlike the loop on ragna arakune and v-13, you hold 4 in the air for the j.4C to come out) > 1 dash > land > 2b > 9 dash > j.4C > 1 dash > land > 2b > 9 dash > j.4C > 1 dash > 2b > 9 dash > j.4C > 1 dash > 2B > 2363214C Distortion The ninth combo on Nu: 2b > 9 dash > j.4C (you HAVE to hold 6 during the j.C for it to come out as j.4C, even though you don't really cross them up) 3 dash > land > 2b > 7 dash > j.4C > 1 dash > 2b > 9 dash > j.4C > 3 dash > 2b > 7 dash > j.4C > 1 dash > 2b > 2363214C Distortion That's all of them, there may be an error or two, didn't double check and I'm pretty tired.
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Works on Nu Ragna Arakune and Tager has his own version that I put in the video. So 4 characters total, and 3 that are high tier. Not to mention, if it's dropped, it's ridiculously retarded to block, it looks like a crossup in places it isnt, and doesn't look like a crossup in places it is when its blocked. It's awkward. After the 10th hit of the 2b j.4c loop, instead of dashing from the j.4c on an angle, you have to dash straight downward to get one more rep out. After that the pushback is too much, and instead of a j.4c, you get a j.c that does not link. But regardless, even without the heat for the distortion, you can do the 10 hits on angle dashes, the 11/12th hit on a straight down dash, 2C > 6D 6(crossup) > 6A otg. After the 6A they can recover, so avoid doing anything that leaves you with downtime. Or if you want to get flashy you can end it with them standing, get the correct distance from whatever hits you want, and crossup command throw. Edit: Tech trap video: http://www.youtube.com/watch?v=5Su9_NfCJio
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The 2b j4.C loop in my videos is a death combo. It does 6.5k damage, after a 3.5k 4 seal combo or any other variation of gaining 4 seals, you're opponent is dead.
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If you're talking about the 2d > jd > 2b > 623b > 2363214C combo, you have to input the distortion when the opponent is at the top of the wall bounce.
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http://www.youtube.com/watch?v=Mb4GFkVf6XY The bang install video i promised. Combos: Combo 1: Not in bang install: 2.d > j.d > j.236c > land > j.d > j.236c > land > 5d > j.b > dj.b >dj.c Combo 2: 5a > 5b > 2b > 9 dash > 3 bumper dash > land > 5a > 5b > 2b > 9 dash > 3 bumper dash > land > 5a > 5b > 2b > 9 dash > 3 bumper dash > land > 5c (Reset) > 9 dash > dash > 3 bumper dash 2a > 5b > 2b > 9 dash > 3 bumper dash > land > 5a > 5b > 2b > 9 dash > 3 bumper dash > 5a > 5b > 2b > 9 dash > 3 bumper dash > 5a > 5b > 2b > 2c Third combo: The same as above on an opponent who is blocking. Fourth combo: 2d > 8 dash > j.b > j.d > 2 dash > 6a > 6 dash cancel into 6c > 8 dash > j.b > j.d > 1 dash > j.236c > land > 2363214c Fifth combo: Throw > 6 dash on hit > j.b > 4 dash > j.d > land > 2b > 6c > 9 dash > j.b > 6 dash > j.d Sixth: CORNER: Throw > 6 dash > j.b > 6 dash > j.d > land > 2b > 6c > 8 dash > j.b > j.d > 1 dash > j.236c > land > 2363214 Seventh: Tager only!: 5a > 5b > 2b > 9 dash > j.a > j.b > land > 5a > 5b > 2b > 9 dash > j.a > j.b > land > 5a > 5b > 2b > 6 dash > 623c Eighth: 2d > 9 dash > j.b > 6 dash > j.d > 2 dash > land > 6a > dash cancel > 6c > 9 dash > j.b > j.d > j.236c > land > 2363214c Ninth: Tager only version! Only works on crouching opponents: 2b > 9 dash > j.4c > 1 dash > 2b > 9 dash > j.4c > 1 dash > 2b > 9 dash > j.4c > 1 dash > 2b > 9 dash > j.4c > 1 dash > 2b > 2363214c Tenth and final: Works on Nu Arakune and Ragna: 2b > 9 dash > j.4c > 3 dash > 2b > 7 dash > j.4c > 1 dash > 2b > 9 dash > j.4c > 3 dash > 2b > 7 dash > j.4c > 1 dash > 2b > 2363214c
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http://www.youtube.com/watch?v=Mb4GFkVf6XY New and original bang install combos / loops, enjoy.
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Allelujah sit in practice mode a bit and get your combos down. Also try not bursting so early. There's really alot of basics you have to pick up as well, match experience.
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Unbreakable corner pressure found during bang install mode, + resets / loops if at any point a hit lands. Bang install mode is like playing magneto. It almost isn't fair.
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Steel rains main use is moving in. If you have 1, 2, or 3 nails left and you're on the opposite side of the screen, drive nail > land > steel rain > run in. You'll get about 3/4ths of the screen before steel rain ends. Useful against characters like Nu who run all day. With 100% tension steel rain > 3/4ths of the screen > 3C > RC > pressure guarantees that you're on top of them. Mostly a last resort, but that's the most useful situation with it.
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It depends on your opponent, if its a player that enjoys mashing out of pressure, 5a first, or you have the option to do another nail pressure rep. If its a hesitant player, straight run command throw works. If it's someone who reacts to the command throw and beats it out with a regular throw, run up 6b for a free knockdown/reset.
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Found alot of 5kish bang install combos, a corner loop involving his bumper while in bang install mode, and a 6k damage midscreen loop, video will be posted tomorrow.
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I'm hungry and like to edit things.
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He has the male symbol in his metal plate on his hat, he was obviously a guy from first glance.
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I highly advise against using it against any character that has a DP.
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I made the assumption that he was talking about 5hs on the ground so i went with that and tried mcing a bit for combos, none of them are worth it. if its j.h then there's alot more you can do than just throwing the kj, landing 5k > insert combos. And the DB after the KJ to stabilize them is really only needed for the lightweights, Potemkin to slayer don't need it. Jams floaty ass needs that DB for sure :L
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After a few minutes of trying, I cant find any way to do it without a mist cancel. I also can only do it at level 3 on a crouching character. So either Its too fast for me to do 5h > mc > tk kjfrc on a standing character, or its a 1 frame link on crouchers. You also have to be VERY close in order to MC > TKKJ or the KJ will whiff. All in all, if it works against a standing opponent, you lose alot of damage. If you're close enough to 5h > mc > tk, instead do 5h > mc > 5k [ji] > 5h > kjt > kjfrc >insert character specific. And if they're crouching and you're that close, its a free 5h > mc > 5(f)s > 6h > jackhound etc.
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For me from jersey it would be at least 400-500 that i would have to drop to go.
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If i can pull some cash out of the ideas in my head, I'll be attending.
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I picked Johnny because he looks cool. Same reason I picked Bang, and same reason I luckily play mags. After playing Johnny this long now, Tiers (in the US) are borderline meaningless. There's Eddies that will be on top in the US yeah, like Latif, Marlin, and Marn. But the rest of the Eddies running around (That I've played on the east coast) definitely aren't playing to the best of his ability. Johnny players learn more because they can't rely on their character to win them matches, its based off of the players skill level, instead of the position on the tier list. But to continue on why our boy is low tier, he's tension dependent (even though he has THE highest tension gain in game) in almost every situation. He has trouble zoning, and a limited amount of coins. His oki game is decent in corners with mist, but he lacks a throw immune attack such as Jams 5h and Mays 5k, so he really has to be more careful. He has a piss poor high low mixup as qwerty said, but he was given a good throw game.
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I picked Johnny because he looks cool. Same reason I picked Bang, and same reason I luckily play mags. After playing Johnny this long now, Tiers (in the US) are borderline meaningless. There's Eddies that will be on top in the US yeah, like Latif, Marlin, and Marn. But the rest of the Eddies running around (That I've played on the east coast) definitely aren't playing to the best of his ability. Johnny players learn more because they can't rely on their character to win them matches, its based off of the players skill level, instead of the position on the tier list. But to continue on why our boy is low tier, he's tension dependent (even though he has THE highest tension gain in game) in almost every situation. He has trouble zoning, and a limited amount of coins. His oki game is decent in corners with mist, but he lacks a throw immune attack such as Jams 5h and Mays 5k, so he really has to be more careful. He has a piss poor high low mixup as qwerty said, but he was given a good throw game.