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Browncoat3

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    Browncoat3
  1. so you ever coming to Lounga Blazblue tourny here in kendall? =O

  2. Good job with the combos ShowMeYaMoves. I especially liked the 6C 623B RC etc. combos. Flashy as hell, not too tough to pull off and fairly practical.
  3. Wasn't sure if anyone knew this or not, but figure I'd post it anyway. I think jumping command throw > anyone else's jumping throw. Was playing a Litchi the other day who always start off with IAD throw, so I did IAD command throw and Bang won out. Not sure if it might have been a matter of timing or priority, but I'm pretty sure air command throw is just good.
  4. Preemptive j.A and j.B. I usually get stuffed trying to beat it air to air. I like to block it though, because a lot of Jins have this habit of hitting 5A poor another of Jin's combo starters as soon as they hit the ground, but if you do Bang's j.A his attack will actually whiff and you'll get a counter hit into a combo. Of course if he does DP, you're screwed unless you block...
  5. Thanks, you've got a really good Bang. Outclassed mine. By the way, what was that combo you used against Bang pretty often? I think it went 5A 5B 623B d.2b 6c j.B j.C? I remember it being kind of weird and doing good damage, I'd like to incorporate it into my own game.
  6. Maybe it's just a matter of spacing, but I never got through the bullets safely. I'm sure there have to be better options against the air super though, I'll try looking for some.
  7. Just a quick note some of you may have already discovered through painful experience- Don't try to do Daifunka when Noel does her distortion drive in the air. Even if you buffer the input so it comes out immediately after the flash on the screen from Noel's air super, it won't go through it. I think because the move sort of scrolls the screen toward Noel's back Bang kind of dashes in place, per se, so the invincibility frames wear out and he just gets hit. I saw ShowMeYaMoves fall victim to this and tested it out myself. It's kind of annoying, but I guess you just have to block it...Or can you 6D it on reaction and teleport to safety?
  8. Hey, by no means an expert Bang player here, but just a few things I think would help your own Bang game. -I see what you mean by trying to be psychic with those 2Ds. It served you well in those videos, but I'm pretty sure it would have failed against more alert players. Surprised I didn't see you get thrown out of it or just blocked. 2D's an awesome move but if you use it all the time better players will catch on and punish you for it instead of just hitting the guardpoint. Speaking of that, learn the throw break buffer trick, so when people do start throwing you out of it you can be prepared. -Mixups! Bang has loads of way to mix people up; overheads, IAD crossup with j.4C, hitting low with 2A, whatever you like. I noticed you usually just tried to pull off a psychic 2D, which isn't the greatest thing to do on oki. I prefer to put the fear of Bang's mixups in people before hoping to catch a mistake that lets me get off a 2D. -Pressure. Try to conserve those nails. Yeah, D Nails are so good and they're great to get in, but I feel they're more useful when you're putting pressure on people. Learn to tk those d nails in the middle of block strings and then dash in to continue pressure. When you do, you can mix up with overheads or lows or command grab. Speaking of command grab... -Command grab is awesome, but comboing into it is futile. Alert players will just tech it in the huge amount of time they have to do it in. Sure, it can catch people off guard if you do it once, but I wouldn't reccommend doing it much, if it all. That said command grab is freaking awesome. So many people eat command grab on wakeup lol. It's great in pressure strings too. All that said though, your Bang is pretty solid. Looked to me like your execution was pretty much spot on.
  9. Yeah, hitboxes are weird. I've found, ironically enough, that it's easier to land that link on smaller characters, the ones in Category 3 in the Combo thread, than the bigger characters. I usually just go for 2C 6A 6C etc. on the bigger characters. Once you get these combos down they're awesome though. Makes you feel like such a badass pulling them off and usually just one is enough to polish off someone by the time you can pull off Furinkazan. If it doesn't kill they're usually freaked out and get hit again for the kill lol.
  10. He's pretty slow, so you can get away with throwing A nails or B nails and then dashing in, although not all day of course. Mix ups are key for Bang, as always. Actually I like B nails a lot in this fight, just cause Hakumen is so big and the explosion will usually catch him off guard/force him to block on wake up. Question though, is there anything you can do if the B nail does hit him in the air? Usually I just try to guess which way he'll tech and get off a command grab, wondering if there's a combo or something that'll work after he gets hit by B nail in the air.
  11. At this point when neither you nor the other Bang player have no gimmicks left it's best to just spam D nails.
  12. You can add a poison shuriken at the end of it if you wanna squeeze out more damage, or do something like 5D j.b 623B RC j.D 2B 6C j.B j.C if you feel fancy and want to use 50 heat. It does about 1k more damage I think.
  13. Nice playing you too. Keep on practicing!

  14. No prob, I understand. I'll see if I can get someone else to record it, or get around to finding a capture card myself. I was just hoping to record myself playing against someone really good is all, random ranked matches are...Um...Questionable.
  15. Oh geez, my bad, I completely missed that lol. Reading comprehension skills in full effect:vbang: Still haven't gotten to try it out, but it does seem pretty sound now that I'm not reading your post half-asleep.
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