KowtowRobinson
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[CT] Bang The Older Hero Threads MERGED: Use the search function!
KowtowRobinson replied to tataki's topic in Archive
What are possible reasons for Bang's D teleports not working? Too often I'll correctly guard point a Nu sword, hit C tele, and just sit there in place getting hit by the followups instead of actually teleporting. Is there a tight window that needs to be hit? It sure doesn't feel like it, it just SEEMS random but that can't be the case. Also if the answer is just "lol online" then I'll understand. BB's netcode is ok compared to what Soul Calibur players had to put up with, but it's definitely not offline play, trust me I know that. -
Is there any benefit to using 6D over 2D? Spacing issues with the teleport maybe? Also this is going to be really basic shit I know it, but how are you supposed to tech if you get caught out of the air by bugs? I keep getting rejuggled by bugs (D bug hurts) after teching, which suggests to me that I'm missing something really easy or obvious.
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The way I figure it a lot of BB players are former GG players, so I'm sure getting 16 people won't be too hard. But if you're coming JUST for GG, you may be disappointed. If you're willing to play both, you'll have a good time either way. It's not like Chach hasn't played in and run big GG events, think about it. How about getting a list of people who want a GG event and will show up? Gauge the interest, and then decide based on that.
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He can escape the corner trap this way? Would you use B teleport to get behind him at that range?
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If you're learning, then you'll never be "scrubbie." Just new. Aster, he really doesn't have a single move that beats her 2a straight up. If he lands anywhere in range of her 2a, he's forced to stop everything he's doing and block. When you're forced to stop everything you're trying to do in close because of one move, that's an issue for that character any way you slice it. I was talking to a friend of mine that knows HeartNana before he moved to Japan, and he was telling me he did something similar with Noel against Bang. He was having problems with the pressure at first, but then switched gears and turtled up, hanging back and abusing j.a while making Bang come to him. Every time Noel's j.a hit him out of whatever he was doing (and really it was WHATEVER he tried to do) he got a small combo out of it. Played the whole round like that. Forget which Bang he played against, but it was one of the recognizable names. Since then, he feels that Noel's easiest matchup is against Bang, and continues to use this playstyle against him. The point being, if you take two players of equal skill, but give one of them a basic jab tool that beats out all of the other players options, that's not balanced. It doesn't matter if psychic IB > 2a will stop a couple of her options out of it, when one simple jab shuts down all of Bang's offense when used properly, that's an issue. I'm surprised anyone is even trying to argue this.
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You're not handling his cross up kick that well, could be online I'm sure. But block that and hammer on 2a, you'll beat 100% of his options, rushdown averted. All he can do is jump away or try to IB, if he does either of these you can just take your range again and outprioritize him in the air with j.C some more. It makes no sense so I don't blame you for not trying it, but when he hit that reversal super you probably went "oh shit super I better stop hitting 2a and try to block!" But you should have just kept mashing 2a, it would have avoided the super. I've seen Tao have better luck with her pounce super when the other player is coming forward, or in the air, especially after they use their double jump. Doing it from full screen like that, meh. That Bang wasn't really doing anything special, and there were a lot of chances for you to interrupt or avoid pressure that you didn't take. Could have been online, but it's worth noting. Mash 2a more against Bang, try it and you'll see what I mean.
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1) he isn't landing 3k from his pressure strings, those damage numbers come off drive combos. Unless he has super but blah blah blah 2) you don't understand much about Bang's pressure strings I take it. He can only jump cancel 2b, and all options outside of drive nails you can simply jump back/barrier out of. Also if he doesn't hit the drive nails with proper spacing, you can once again simply mash 2a to escape everything. Just because she doesn't have a reversal, doesn't mean she doesn't have a tool to DOMINATE this particular matchup. Her 2a fucks everything up. As far as the splurging random meter, it was a laggy game on top of all this, done out of frustration. It's also Bang's only reversal, I've seen Bang players much better than myself take a chance on this in tournament matches, and win. Also consider that against anyone else's 2a in the game, it would have worked.
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Wouldn't you say that makes it a good defensive option? By the way, if you mash 2a you'll go under Bang's super. He'll just dash up against you while you paw at his foot, and eventually you'll hit him on recovery. I'm NOT kidding.
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Tao's 2a mash/crouchwalk will go through Daifunka. I'm not making this up. Time to quit playing for another week or so.
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[CT] Bang The Older Hero Threads MERGED: Use the search function!
KowtowRobinson replied to tataki's topic in Archive
Is it possible to react to this and air dash after them if you're on point? I wouldn't know since I fuck up pretty much every single thing I try to do, but just for theory's sake would good players be able to do that? -
You can IB in the middle of these moves? I'm still having no luck doing it, I just get hit out.
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[CT] Bang The Older Hero Threads MERGED: Use the search function!
KowtowRobinson replied to tataki's topic in Archive
http://www.youtube.com/watch?v=_aN14fF10b0 Did anyone post that one yet? -
You do better against Arakune than Rachel? I'd love to know how, lol.
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both of those are really punishable, right? Aside from my horrible habit of trying to punish flash kick with jabs, doesn't work. Need to use 5b or even 2b I think, have to test sometime. Can she be thrown out of assault as she passes through you? Some players are really fucking obvious with it.
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Which moves are spring raid and assault? I only know them by commands. Also lol at 10stars new avy.
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Be aware that he can still break using the 1a+b+c trick to break CH throws, but not many Bang's (me for example) are good at it yet. If you can react to 2D and have time to do a low, that would lead to guaranteed damage, but of course it's a much tighter window. Also any kind of jump cancellable move, into jump back (barrier if needed) is a good option.
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Well, I finally got hit by her Astral. Felt like a total fucking tool, and turned the game off for the day. I already know what to do about it, just thought I'd share that. Q.Q
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I wonder if this is lag, or something with the hitboxes of D teleports not moving away immediately?
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How hard is it to time IB in between rapid hitting moves like that? I've tried it, but got hit out of it and just chalked it up to lag at the time. Not sure if it was just lag, or if I was just doing it wrong.
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Maybe Tao's 2a, lol. Bang's 2a doesn't supercrouch under everything, so I can't see it being a good anti air.
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[CT] Bang The Older Hero Threads MERGED: Use the search function!
KowtowRobinson replied to tataki's topic in Archive
Definitely work on moving in along the ground, dash into a 5b to make it slide forward a bit, it's not a bad poke at all. Good to start rounds with occasionally. Remember you need to barrier to block out of a dash. If he's using an unsafe reversal to counter you, use this to bait it out and punish. If you IAD in all the time, it's easy to key in on that. Be less predictable with your movement, not just your moves. And be fully prepared to make a conscious choice NOT to do a move, to bait out his counters. Also, insert obligatory "Instant Block and D nails are really good" advice here. -
[CT] Bang The Older Hero Threads MERGED: Use the search function!
KowtowRobinson replied to tataki's topic in Archive
home from work now, disregard that post. Should help punishing Arakune dives when they teleport out of range, among other things. -
Most important thing to remember is that D nails/jump cancels can really only come from 2b. His overhead can NOT come directly from 2b, however. He can do 5C from 5a, 2a and 5b, and can do 6b directly after a blocked 5C for a mixup to 2C. He's got a ton of options from 2b, but very few from 5b. That's the most important thing to remember when watching his strings. Also look for places to jump back and barrier or jump into an instant counter (local Haku player loves this one) to get out of a lot of things that don't involve D nails. Other than that, I mean he's only got so many nails lol. If Bang is using D nails as his primary mixup tool against Haku, just play it patiently and let your batteries charge I guess.
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Having a little more success catching her drives with CH j.b, haven't managed to catch with j.a yet the few times I tried though. Tao j.C seems to beat everything (yes I know except D nails, we've only got so many) clean so far. Had very limited success with j.D to beat it out, since Bang's j.D is so slow. Just trying to find answers other than nails for these kinds of things. On the chance that we do manage to IB Tao's 2a, can Bang stick a 2a in between the next hit if she's just sitting there hammering out 2a? I'm not sure how many frames you get to work with when it comes to IBing and interrupting gatling combos.