Jump to content
Dustloop Forums

Bangarang

Members
  • Posts

    3
  • Joined

  • Last visited

Everything posted by Bangarang

  1. Hmmm... interesting. Which character are you testing it on? Maybe it doesn't work well on some of the cast. I was hitting the wallbounce combo about 80% after half an hour of practice vs. Noel. I don't recall trying it with Bang or the opponent in the corner though. You're right though, it seems situational. In most cases, other options like the B&B combo off of 2A are a better choice, mainly for the free seal, and because it puts you in a better position. Though, assuming it works on characters that tear Furinkazan apart like Nu or Arakune, it would be a nice alternate B&B combo. Though, like I said before, I couldn't get the final aerial double-palm to hit on Nu, but that could just be my execution. Thanks for the info on the throws. I guess it's a good trade giving it such a high window to tech, since they don't scale. The 5A reset sounds interesting, I haven't run into any info on command throw resets yet, I'll search around.
  2. I've been able to get it to work, I've only tried it on Noel and V-13 though. I set aerial recovery to to neutral, and turned on ground recovery, just in case. I couldn't get the midair double palm at the end to hit V-13. Though I only messed with it for about 30 minutes. After the fire punch wallbounce, you have to dash B. It's a tough link though, I wouldn't be surprised if it was a 1 or 2 frame window to hit the dash. Also, it's pretty sick that you can wallbounce from mid-screen, I'm used to it just being in the corner. One thing I noticed, is that if you substitute the aerial double-palm at the end of 2a 5b 2b 623b 5b 2b ja jb for the air command grab, the combo deals over 4000 damage. Which is nuts for a combo off of 2a. Anyone have experience with this? Is it too easy to tech to be viable?
  3. PSN: Pignrave. Location: Sacramento, CA.
×
×
  • Create New...