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Reioumu

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  1. Furinkazan, Bang's more notorious of moves. With the most noticeable startup of "BANG BANG BANG BANG!" and changing the music to a loud version of "Bang a Nail with your Hammer" This usually leaves all watchers in awe, especially if Bang can utilize it correctly and flawlessly. Character specific high damage combos will be posted under this. 1. Basics 3. Control 4. Setups 5. Combos 6. Tips 1. Basics You need four of the FRKZ seals which are obtained through your drive attacks. The input for FRKZ is 214214D (QCBQCB+D) Reacts on the very first frame you hit D and gives you a 2 frame advantage at the end of it. Bang does 1.2 times more damage Bang obtains an 8 way dash instead of normal movement Bang cannot block without using barrier Bangs moves cause half of the guard libra push that they cause normally. 2. Control In mine and 10star's opinion, the biggest turnoff of FRKZ to new Bang players is controlling it, the 2nd being the fact you can't block (without using barrier)with the mobility which which you can't control yet. It's too fast, or they cannot put their inputs in right since they keep dashing. There is no fear. It's easiest to go into training mode and screw around with it for awhile. That's the only way to perfect it or get used to it. You're going to have to buffer your moves by inputting them during other moves, etc. I have my own tricks for working with Bang install, as do other players. You should find your own trick for making it work the way you want it to. 3. Setup You can set up into FRKZ since it happens on frame 1 and gives you a 2 frame advantage on use. You can do it during a combo between inputting moves like for example. 5a 5b 2b FRKZ 2c 6d 6239b. There are some times where it would be a lot more useful than this, but it's a very flexible move and great when you want to add in more damage and more mixups while the enemy is getting up making your okizeme game even better. My absolute two favorite setups are off of Drive counterhits, since they are so flexible in what they can do. These work on everyone but Carl j.D(counter hit) > 6a > 623b > FRKZ > 2363214C - 6167 damage Video j.D > 2b > 623b > FRKZ > 2363214C - 5791 damage Video 2D(counter hit) > j.D > 6a > 623b > FRKZ > 2363214C - 5271 damage Video 2D > j.d > 2b > 623b > FRKZ > 2363214C - 5009 damage Video 6d(counter hit) > air dash > j.4c > land > 623b > FRKZ > 2363214C - 4621 damage Video This works on carl. 5c > FRKZ > 2363214C - 4892 damage (Hit confirmable with Daifunka) Video 4-seal combo 3-nail into FRKZ. Works on Carl. Doesn't work on people you normally can't 4-seal. 2D jD 2369C land jD 2369C land jD 2369C land FRKZ 2363214C - 4342 damage The only problem with these are that you need 100% heat for these combos, but as you can see from the damage, they are worth it 100% of the time. These should be combos that I feel you should MEMORIZE when the time comes. Carl however, he's a bitch and doesn't get combod into 623b from 6a/2b on the ground. So you'll need to use it whenever you think it would be safe or a good choice. One of the funnier setups, which I've seen DORA BANG use is FRKZ on wakeup. If your opponent is in the middle of an attack use 2363214C immediately after and get a free 4249 damage on your opponent as well as putting them in the corner. 5. Combos The post directly under this one will take care of all character specific combos. We have a pretty visual library as well as EVERY SINGLE CHARACTER listed. 2D jD 2dash 6a 623b DFK - 5784 damage Video CHjD 2dash 6a 623b DFK - 6621 damage Video 6. Tips After Daifunka (2363214C) when you put the enemy in the corner. You have 7 mixup options with FRKZ! They are left, left low hit, right low hit, right overhead, left overhead, right or throw/command throw. Either way, once they're in the corner, you have a ton of options to destroy your opponent and make them have only a few options. Don't run away afterwards, because that is literally giving your opponent breathing room. Video Watch out for Dragon Punches. If you don't have barrier, they will DESTROY you. Try to avoid them alltogether unless you're gutsy and can bait one into a drive or just dash back then dash forward. You can cancel your air dashes with attacks with the exception of A-Nail. See the next section for A Nail cancels. You can also cancel your ground dashes with command inputs such as 6a 6b 6c and 3c. You can cancel your ground dashes at any point with drive attacks as well. Video a-Nail (236A) will make you fly in the direction you threw it at. So if you threw it while 9-dashing you'll fly forwards through the air to the other side of the screen. Video 7. Pressure: Since all of Bangs regular moves are dash cancelable in Bang Install mode, once you get the hang of it you really can just run your opponent into the ground with pressure and mixup. Having complete control over furinkazan gives you an edge in every offensive situation once they're in blockstun: Video 8. Defensive Bang Installs. If you instant block in this game and you have a reversal, you can beat pretty much everything with it. So instant blocking > bang install > daifunka, and instant block > 6d works very well if you catch opponents off guard by IBing the first move they open with, as shown here: Video Feel free to add more, this was made in a rush and more help would be appreciated.
  2. If you see a Hakumen air dash at you, just 2D on reaction. You should hit them with it and then combo out of it. Don't forget it's a CH so you can do a jD afterwards and continue from there.
  3. Some shit 10stars and I came up with tonight. YOU CAN do FRKZ before ANY Daifunka and follow up with Daifunka to have a 5 way mixup afterwards AND MORE DAMAGE. This is a MUCH better idea than RCing the last hit of DFK (I'm using this from now on for Daifunka) and doing 5c 623b. CH jD 6a 623b FRKZ DFK - 6167 damage CH 2D jD 6a 623b FRKZ DFK - 5271 damage Also, while in FRKZ. 2D jD 2dash 6a 623b DFK - 5784 damage CH jD 2dash 6a 623b DFK - 6621 damage yeah. FRKZ is godly Also fun trick. If you ever bait a heat with a 2d during a combo and hit them with it for a free combo. (damage against bursted opponent) 2D jD 2b (not 6a since this isn't a CH combo) 623b FRKZ DFK - 7516 damage which is certainly the end of any opponent. Though I'm also experimenting with blockstrings to mess with people, but I might keep those secret since I don't other people studying up on it.
  4. Jump a lot and hit buttons. It works when you're cursed or not. Arakune doesn't have Anti-air for SHIT so take advantage of it. Also IAD command grab.
  5. Yeah, save them for Carl. Hit Nirvana with Meaties instead of Shurikens cause its' a waste. Also if you ever crossup Carl. Start with 2a, never 5a or 5b, cause it could miss and it's pretty annoying :/ I re-watched some of Dora vs Dio... Since he loves going for seals he does this basic combo against him. (Anything into 2C. Like 5a 5b 2b 2c) then 2369C \/ 6D -> Oki. Also saw him do the same starter except after the 2369C, he does \/ jc j.D 2369C \/5D jc j.C -> Oki He uses 6D (B teleport I believe)in reaction to Nirvana punching him from behind while Carl keeps attacking you up front. 6D is definitely helpful in this matchup. low hit, big range. the autoguard frames come fast, and you can react to any of Nirvana's attacks making it easy to time so you're not constantly sandwiched between the two. Though instant guards are also very helpful with giving you breathing time.
  6. It's funny, I get it a lot. On big characters I do the 5.5k damage combo now, and on smaller non-carl characters I use 6a 623b daifunka when I get my CH j.D On Carl I need to use a delayed C Nail and I usually just use Daifunka off of it. Though you can do 2b 6c on Carl otg I believe since he floats too high for 623b, but I'm pretty sure you can 6c him.
  7. I've noticed that a lot of Carls that I've faced (A few can do the loop) never really use overheads, but just try to hit you over and over again with meaties and throws. Nirvana has a quick AA move which can get pretty annoying and he hides behind Nirvana so she eats D Nails for breakfast. If Carl uses an overhead, it's usually an air attack which is easy to block. Not much I can say about this matchup. You need to wait for a good time to hit Carl. If they just try to send Nirvana as a tank after you. Hit her a few times with B and C attacks. 5B and 2B can go through her and if Carl is too close, he takes a hit. as well as Nirvana losing a chunk of her power. You can also use 5d with A or B teleports against Nirvana ground attacks since they're slow. This is one of the matchups where your movement is very restricted along with v-13 I believe. Stick to the ground because getting randomly clapped or hit in the air can mean using your burst really early to get out of clap loop. The ground is the safest place in this matchup for the most part... I hate this matchup soooo much. Almost as much as v-13.
  8. Don't count on it. She has faster pokes, etc. It's best if you find another approach. The match really depends on the fact that you knock her down at least once to gain momentum. You can't let that kitty move so much and just limit her options. Yet again, you probably need to use D nails to mess up Tao and go on the offensive. You really need to use them sparingly though.
  9. There are several problems with this. -3c is a NONO. If they block, which most decent-good people do, you eat a combo. -Drive attacks are slow and most people grab them to stop them. Even if you grab break or not, it's now neutral again where Tao has the movement advantage. If you hit them onto the ground, try to force them to block with stuff like j.C and 2A. Drive attacks when they're getting up is only good against mashing noobs. -Just duck the distortion drive since it can't hit you when you duck. Then punish it. I just do 5C 2363214C. If I don't have the meter, I'll do 2D jc j.D 2B 263B d.2B 6C j.C -> Oki (usually with late drive nails or airdash in and use my double airdash in response to techs to try to chase with j.C/j.4C) Against her blockstrings, when there's a pause, I would advise to backdash or backjump barrier.
  10. Expanding on Daioucho's counterhit jD combo that was against Ragna... Tested on Ragna again CH jD \/ 2b (or 6a but stricter timing) 623b d. 2b 623b 2363214C 5251 damage with 2b in the start. 5591 damage with 6a!!! If they've bursted, it's 7881/8389 damage.
  11. Yeah, RC it if it kills to do 214B, 214C, 214D
  12. Yeah pretty much. I'm just saying what some basic reactions in bang dittos should be. Honestly, Bang vs Bang is pretty obvious. It's the smarter player wins and it usually boils down to the oki to keep that pressure going.
  13. Honestly you shouldn't RC Daifunka. The only things you can get RC'd out of it are like... 5a 5b maybe? It's not worth the 50% tension to RC Daifunka. I usually just tk D nails after it so they can't stay on the ground and roll behind me, and I keep up the corner pressure/rape. It limits their options to this... GUARD or get hit and continue being pressured by Bang :D. I don't know if anyone has mentioned it yet, but BC, j236C before the hit, 5c, daifunka. A great way to get nice damage off of a throw. You can use Daifunka after j236C if you think the enemy is going to burst after the web nail.
  14. Yeah, the rule is, if it's a Bang ditto. FRKZ is necessary.
  15. I don't think Bang's learning curve is TOO hard. The inputs are rather easy to perform as well as hit confirm so you can pick him up fairly easy in the start. Later on you learn several mixups for oki options like. jC, j.4c, 6a, 5c, 2a, or grab. Fairly basic. However the matchups are mostly around neutral to Bang losing. Learning how to adapt to the matchups is definitely the hardest thing. Controlling FRKZ is maybe the hardest thing to do with Bang inputwise, but takes just a little while in training mode.
  16. Well character specific combos would go here. Though a common thing I see in Bang dittos that I do. I'll wait for the other bang to use a drive so I can auto guard their drive with my drive. And a lot of times, if you're above them in the air you'll probably want to jC them since they can't do anything about it except blocking or jD which you can wait for. Like if you superjump then dash and they just normal jump. Though really. Bang dittos just boil down to who has the better oki.
  17. Just thought of something... What if you did BC 236a (after the grab kick hits) and then 5c on the ground immediately. If they tech immediately and land, most people ground block on reaction to landing so the 5c pretty much hits when they are on the ground. I test by having noel immediately 5a after the tech and the 5c still hits before the 5a. so they're forced to guard while taking poison damage. If they don't tech then your 5c hits them to the ground and you have normal oki setup. So it's 1332 damage after the poison nail. With the 5c invalid combo it's 1651. If you knock them into the corner with 5c when they don't tech, you can use steel rain safely. Though it's really strict timing. Dunno if it's worth the shuriken usage, but just a fun fact. More variety tends to help so the enemy can't predict what you're going to do.
  18. More is always fine, and will keep them in blockstun for longer during Daifunka. Though if they decide to be hit by it, then your last hit won't do 5k.
  19. Though I'm sure you pull out an offensive burst to steel rain, to daifunka combo. People won't know what to do lol.
  20. Goddammit this is exactly what I was doing in training mode for the most part. Good shit on uploading a video of it though! Bang has some awesome shenanigans for crazy damage. Though I wonder if the enemy can do anything while blocking Daifunka though. I haven't tested that yet :/
  21. True, 6a is amazing. Ground game is definitely the best idea in the first place. But dp baiting is so much fun lol. Like sometimes after knocking them down I start a 9 jump with barrier then end with j.4C. Obviously I can hit them on reaction if they use dp lol. Though yeah, ground game is definitely very strong against Ragna.
  22. I was also playing with steel rain with 9 shurikens available after a guard burst (though that's pretty unlikely, I would say 6 is plausible) but having 100% tension. I broke their guard, ran up and used steel rain, then just did a ground combo then ending with Daifunka at the end. The timing is kinda weird, but in the corner, the steel rain pushes the enemy towards you. It's funny when they tech in the middle of Daifunka in the middle of steel rain and then the last hit is an unblockable and does a crapload of damage when nothing prorates it.
  23. I forgot, can Tager 360 6b after you're in the air?
  24. Airdashing forward in when the game is neutral is a dumb idea since Ragna can just space you as ATG says. Try to bait stuff with just super jumps and double jumps. block in the air most of the time to bait attacks and mix in a jD every once in awhile. a CH jD leads to a triple super crash combo as shown in the Pink Bang video CHjD \/ 2b 623b d 2b 623b 6c 623b \/ 2c 9jump or IAD to Oki and continue the pressure. With two combos Daioucho took out about 75% of Ragna's health. 2nd combo being 2a 5b 2b 6c jD 2369C \/ d. 6c j.D \/ 5c 623b -> oki
  25. Yeah I've done this myself against a Litchi. I knew they were going to try to DP since she has the best in the game, so I threw out steel rain after 6d and won the round because of it... btw. Steel Rain does some pretty strange stuff to 2363214c if you use it during.
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