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Everything posted by Reioumu
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Yeah, this matchup is like 7-3 in Arakune's favor for a reason. He severely limits Bang's options, can't be punished on most of his moves, etc.
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Actually, I used all of the combos in the Litchi prism vid and more . I don't think a lot of Bangs would watch Litchi combo vids for Bang stuff. The ending to that video was an amazing bumper play that starts off of a 6D. But these bumper combos work off of normal BnBs and definitely expand his play and mixup options, giving him more viable 50/50s and making him overall faster.
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Yeah, the numbers are very clear. I was just too lazy to add them, and forgot to take off Regenerate for all of it except for 1 combo. But yeah. I'm gonna add some more when I discover them. Also, for all of my vids, I try to get Hot-blooded music for Bang!
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Bang Bumper combos http://www.youtube.com/watch?v=Tb7AJrmsvg0 Made this in one night to kill boredom. I'll always be looking for more shenanigans to use. I thought the A-nail glide one was the funniest though. Especially starting a combo with A-nail? WTF!? Though the last bit I put in there, pay attention to the heat. it's perfect <3
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Well you can do 3388 damage against Ragna without any nails... 5A 5B 2C 6C j.D \/ 2B 623B d.6C j.623B And you can still follow it up with a 5B for 3535 damage, but a worse oki situation, but sets up for a quick air combo if they miss the tech.
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Tao moves faster and you really can't punish her drives . You also need to be careful cause pokes can lead to a 4k combo x_x Plus when nu uses drives it takes forever for her to recover. D-nails let you get close to her pretty easily.
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Dora for god tier?
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^this. Player skill is a lot more important than the character itself. Dora is freaking amazing, which is why he made it so far with Bang. Same with Kyaku, he was able to get past v-13, with Carl.
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New vid of me Lifesongsoa (NU) vs Reioumu (BA) http://www.youtube.com/watch?v=KUgN6LoV0Yo
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Haha that was me :D But yeah, also, if you don't double jump, Bang can catch up to you if you're throwing a cloud immediately. Most Bangs expect Arakune to just superjump back and throw a cloud, it's just the most common thing Arakune does for a starter since it's pretty safe. So be wary of nails and other shenanigans. Also, don't always jump on block, it can be pretty punishable with command throw which will take off a big chunk of HP though it will put you in the air again, but yet again, you need to be wary of teching. If you neutral tech an air command throw, Bang can just superjump up and command throw you again.
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Those combos do not work if Arakune is crouching, instead you can do 5A/2A 5B 2B 623B d.5B jc j.A j.B j.C j.623B which is 2880/2060 damage. for 1 seal and using 1 nail, you can do 2651 by doing 5A 5B 2B 2C 2369C \/ d.2D jc j.B jc j.B j.C j.623B
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Idea I got from watching Nezu. no meter or nails :o 3221 damage BNB against Arakune 5A 5B 2B 6C j.623B \/ d.5B jc j.A j.B j.C j.623B mid screen combo. edit: Found a better one doing 3460 damage against Arakune 5A 5B 2B 6C j.623B \/ 2B 6C j.B j.C 623B 3460 is really good for bang without any D attacks, nails or meter o_O
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Well, for 6B, even if they block, when you RC it, you can do j.A which will hit them on block or with CH them. On some characters, if you 6B RC then j.A 2B. The j.A whiffs, and the 2B still combos, meaning you can still do the super crash combos, or even into Daifunka. Also, for the triple command grab, start it with j.4C for more lulz since it combos into the command grab and does 5.5k damage total.
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I have some ideas for rapid canceling. I'll make my own vid with it though. I'll try to stay practical. Though the vid wasn't too bad. I saw you had 6B combos, but I have a few better ones.
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Eh I still prefer to use the standard 5A 5B 2B 2C 6D 6239B -> oki. Though I might start using more of 5A 5B 2B 2C 623B -> whatever. Follow up with 5A 5B, etc I'm still not comfortable with letting my opponents air tech, though I'm not too used to punishing them (though I do it on occaision) I usually just keep em to the ground where Bang's oki shines IMO.
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some Bang http://ja.curecos.com/picture/detail?id=8714669 http://ja.curecos.com/picture/detail?id=8714666
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From one of the vids I posted, even if they break an air grab, j.236A is perfect afterwards to still give you pressure even on break, I thought that was pretty funny.
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For the bumper setup, after you hit them with the mixup j.C d.5a 5b 2b 2c IAD 3-dash 2B 623B 2363214C is the highest damage setup off of that. It was online and there was a bit of a delay so I didn't want to risk it, but yeah. Bumpers ftw. And Dora is doing a lot more comboing in the air now. He is definitely amazing at hit-confirming and turning any random hit into a combo. As for Masutani, I can't find ANY videos of him, which is why I didn't mention him. edit:Found ONE masutani video on Youtube, and surprisingly none on Nico. Really old, and doesn't give us a good impression of how good he really is, since he qualified for SBO. I'm sure he's gotten a TON better. http://www.youtube.com/watch?v=J7ES9ghkSAk#t=5m20s
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Old news my fellow bringer of justice.
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Sorry for Double post, but I just uploaded 3 more Bang videos, two of them are NEW Dora videos from XBL against Nu. Yuu0218 (NU) vs DORA BANG (BA) Hanged cat (NU) vs DORA BANG (BA) And the other is one of my matches. It's pretty crappy, but I only uploaded it because of the 3rd round. Zetsubou Rich (JI) vs Reioumu (BA)
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You should also watch the Bangs who made it into SBO. DORA and Nezu. They both have great Bangs and you should watch some of their vids and learn off of what they do.
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You can also do pretty much the same thing on the same characters with CH j.D 2B 623B as shown by Daioucho, but yes, triple super crash combos are mad sexy.
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Yeah, that is the trick, though you also need to wait to get the full effect of the 9 dash in case you hit them higher with an earlier 6C. You need to be higher than carl to combo him into the j.D
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Though another big part of this matchup is getting Arakune to RESPECT you on his wakeup instead of jumping EVERY GOD DAMN TIME (like every Arakune) So 5C, 6B, 5A, and even IAD j.623C. The only way to get to Arakune is make him scared of jumping on getup so you have him controlled pretty well. Also, I find Drive nails necessary in this matchup. They're your trump card to getting out of most situations, especially curse, or a Camping Arakune with a screen full of crap. Though this is one of my hardest matchups . I lose to several flowchart Arakunes cause they just run all day and I can't get a decent knockdown on them.
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^this Just don't barrier the ice car. Just poke with 5a after the sword hits, it's not worth the risk of getting hit by Ice car slash to try to punish the A version. Though I'm thinking 6D might work afterwards to punish most options.