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RPGsFTW

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Everything posted by RPGsFTW

  1. Alrighty, cool. I've normally done the j.A > j.B > dj.B > dj.C before, but only after I hit with something like Bang's 5D. However, I'll definitely try j.A/j.B-ing more. I do try to teleport with the shorter ranged drive attacks of his, but I don't use to too often, beside the 6D after a 2C, but that's only sometimes. I was wondering, but is attempting a combo, not combo really?, like 5A > 5B > 2B > 5D really possible? I'd think that it's mostly like a mindgame into an air combo if it hits. And at the least if it's blocked, you can jump cancel into a j.D. Should I avoid throwing in drives after combos like that? Thank you very much for the input so far. I'll try to put this to good use.
  2. @10Stars: I'll try that some more. I too often jump in with j.C, which I know gets very old, and obvious. But do j.A and j.B really go into an aerial combo themselves? Or just a simple combo like: j.A > j.B > dj.C? If so, it's better than nothing. Relating to the above still, how often should I, if ever, j.D? Its range might not be worth it sometimes? @SolidShake: I'll try and do IBs like that then. The way you're telling me sounds much safer than how I thought you'd IB the first hit.
  3. Well, I'm sorry I can't say the combo I did exactly, I forgot =P, but what you said makes the most sense, frame-wise of course. I'll try to more consistent and careful, just in case. I'm not sure I'd be able to instant block, blocking right when I'm hit, correct?, very often on purpose though. I think that the attempt of me trying to time it perfectly will end up with me getting hit, going into the rest of the combo. About the air combos, is there anything I should be doing to meet others in the air? I don't like j.4C/j.C-ing all the time, because that just puts them on the ground, where they might anti-air me, and then combo The Jin is usually able to jump at me, when I jump, hit me with an attack, then jump again and hit with more attacks, which leads into a simple, painful aerial combo. As far as I know, Bang doesn't really "jump" at other people who have already jumped, and proceed with attacks. Or it could just be me, but that's what I need help with. Air combo starter/how to meet another jumping attacker in the air attack advice?
  4. Not online. Oh no haha. I played my second tourney this week. Last week I got 2nd out of 18, and today, Sunday, I got 4th out of 30. Currently, these tourneys are free, but will start costing money soon. I've had many thoughts about rethinking my strategy, approaching and what not, even A+B blocking at certain spots. I've also asked the other players there what they do when they're getting hit. The best way I can describe my "combo break thing" is when I'm attacking said Jin. First of all, this Jin, my close friend, won today's tournament. He raped kinda hard. He doesn't use the ice car for anything, but his big, annoying, 30+ hit combos with supers, etc. I'll start trying to apply pressure with some of the standard ground BnB Bang combos. During his blocks, he is sometimes able to crouching guard into a jab. I don't know what I must be doing wrong to be getting jabbed at all, because he barely, if ever, A+B blocks, which I'd think would help. Is there anything safe to do when guarding with Bang? Any form of jab, or possibly drive attack? I feel kinda stupid losing to this sometimes
  5. Hopefully this goes here, but: I need some serious Bang help. I'm not sure if it's just me, or if it's Jin, my opponent. This is how it goes. I attack a Jin (main example), or most other characters, and during some part of my combo, the other player is able to do a simple 5A/2A jab and start their own combo. This is extremely frustrating for me because my opponent seems like he is able to do it so easily, that and it takes a nice chunk of my health. My problem, related to the above, is that when I'm getting attacked, I try to drop my guard and 5A/2A my opponent, similar to how combos often find me. However, whenever I've tried, maybe it's just me, but I can't seem to hit my opponent with a quick jab-like attack. Instead, I get hit and combo'd more. I know the ground combos pretty well, however I need some approaching help. I usually jump in with a j.4C/j.C. But it starts to seem pretty obvious sometimes. Should I try j.B? I'd really like help with those few problems. Any input would be great. Of course I'm still trying hard, but things haven't been getting brighter for Bang.
  6. His 25% heat projectiles can beat Bang's running super easy. However, if you were to time it good, you can run through his big wave super. Whatever it is called?
  7. So if a Jin were to grab Bang out of a drive, all Bang would have to do is push A+B+C to break out? Nothing more? You sure about the no directional input needed? This is pretty cool
  8. AtTheGates: "BnB against Rachel, corner: 5A,5B,2B,2C,2D, sj.A,B,C, mixup [1 Seal] 2404 Damage" Going off of this, Bang can 2D, j.D, 2369C (web shuriken), j.D, etc. If that is true, then Bang might also be able to do a 2A or 2B to get her off the ground, then continue into an air combo. I'm going to have to test this
  9. That's cool. I'll try that out somewhat in training soon =) By the way, is it an infinite? Besides that, is there and easy way going about hitting with the j.4C? It looks kinda hard to do, mostly because your foot is behind you and they are not
  10. Was that for FuRinKaZan mode only? If not, then how do you easily hit with the j.4C? Is it character specific? I saw it work on Tager, though that was in FuRinKaZan, and it's Tager after all so I'd like a little more info, please.
  11. PSN - ForTheFYeah Las Vegas, Nevada. I'm not online, on the ps3, much though, just so you guys know. Bang main, duh. Big buff Tager 2nd. Just like the sig says
  12. I've never thought of the web shuriken for that before. Is it very useful? I usually do the 623B for the little extra damage, though getting the enemy stuck sounds really nice. I'm going to have to test that myself and see how good I can use it. The question I've had for awhile is this: When doing the running super with Bang, what are the best follow-ups, if any? Usually I try to 5A then predict what they are doing. I think 10Stars' video that showed the tech trap with 5A into jumping 623C seemed cool, but of course it is purely situational.
  13. ^That. -Running super can go through ice projectiles and hit. -Go crazy with left and right movements when frozen to help breakout. Jin's can throw into arrow super, and continue that with an air combo. -Be sure to know how to tech grabs. If you don't expect it, Jin can regrab you multiple times. However, if the Jin knows that you are waiting for a tech, he can run up to you and super instead. Be prepared to block sometimes.
  14. I fought two Rachels last Sunday. Their electric chair, 2c, seems to have a lot of priority, however, if it misses you, it should be slow enough for you to punish. Also, when Rachel starts shooting cannonballs, pre-lightning rods, don't get hit by one and tech towards her. She can shoot more and continuously hit you. Main thing, from what I noticed, was that, the Rachels I fought anyway, were easily put in bad positions when having low wind/silpheed gauges. Keeping the pressure on them preventing them from doing much, whether that be electric chair, or moving away with wind. I can't say I give the most useful tips, but I fought a bunch of characters during my Sunday tournament. Hopefully I can give more insight later.
  15. @Shiri: Oh, okay. I knew what the Tiger Knee motion was lol. I use it all the time, especially in other fighters as well. I just had no idea what TK stood for. Thanks for clearing that up though. I know Arakune's love to air dash cancel a lot. Especially their j.B, the spikes. That is something to be aware of. Good to know for those of you that didn't know that Arakune doesn't have to go up with his air dash.
  16. Good thing that I've heard: -Do not burst when caught in his laser super. You will still get hit, now taking more damage. It is important to know when to tech, especially because, any 50% or plus heat of his can go towards that easy super. -From what I remember, Arakune's air game is better than Bang's, and jumping up at him isn't the smartest idea. However, I recall that when he throws out the aerial cloud that chases you, you COULD jump and air dash toward him attacking. As far as I can guess, he is a little bit vulnerable doing the time you spits the cloud and you dash towards him. Though not exactly recommended. - ^ Relating to the above, it might usually be best to fight as much as you can on the ground. -Arakune is one of the few characters out of: Tager, Haku-Men, Litchi, Ragna, and himself, that get hit by Bang's 6C easier than others. Hitting him with that could lead into a simple aerial combo. Also, since I don't know. What does TK'd mean?
  17. Oh, alrighty. That's why I was confused as to why I hear 2D instead. The range on 2D is why I don't use it much, that and 5D autoguards high, mid, and low attacks. However, I do notice the better positioning that 2D puts you in, allowing easier air combos on the opponent. Is the teleportation I can use with 2D, any but mostly 2D for its bad range, any useful? I'm not sure if teleporting always puts me next to the opponent, to help getting the hit.
  18. I'm going to have to try 2D more. It seems as if it's a much better drive attack than the 5D, as far as the threads say. Any reason to it though? Does it usually set up for an air combo, 4 seal combo, etc, better than 5D? I only ask because it seems really hard to hit with. And teleportation wise, which button should I go with after an autoguard from a distance? I'm preparing for my next tournament, this Sunday, the 12th, and this time I want to do better than last my last Sunday rank of 2nd. =) I seem to be pretty solid in most ways so far though. I'm always working on perfecting Bang's combos.
  19. Seriously, what the hell was that. It looked like you were doing Akuma's super =P
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