-
Posts
365 -
Joined
-
Last visited
Content Type
Profiles
Articles
Forums
Events
Everything posted by ShoMeYaMoves
-
[CS2] Bang Combo Listing/Discussion: Low Tier Ninja Hero no Jutsu!
ShoMeYaMoves replied to DaiAndOh's topic in Archive
Thanks zeth, I hadn't really messed with the normal throw combos much; glad someone did. (Dem godlike corner command grab RCs, so glad they didn't nerf them back to CT status) -
[CS2] Bang Combo Listing/Discussion: Low Tier Ninja Hero no Jutsu!
ShoMeYaMoves replied to DaiAndOh's topic in Archive
Standing into corner: 5B 2B 6C IAD j.4C j.623B (5C) 6D 623B 2B 5B j.A j.B j.4C dj.4C dj.C 4236 damage 5B 2B 6C delayed j.4C j.623B 6D 623B 2B 5B j.A j.B j.4C dj.4C dj.C 4042 damage (instead of a delayed j.4C, you can j.B j.4C for slightly less damage but more stability. It works further from the corner as well that way) Corner: 5A 5B 623B 5B 6C j.4C j.623B dash back 5B 2B j.A j.B j.4C dj.4C dj.C 3178 damage (3988 damage from 5B 2B instead of 5A 5B) on standing 5A 5B 6C j.623B dash back 5B 623B 6C j.D 2B 6C j.4C j.C 3094 damage (3886 damage from 5B 2B instead of 5A 5B) corner throw max damage (as far as I've discovered): throw dash 6D tk j.623B 5B 623B 2B 5B j.A j.B j.4C j.C dj.4C dj.C more practical variant is: throw dash 6D 623B 2B 5B j.A j.B j.4C dj.4C dj.C -
If this is the stage [__________] Then CS2 bang can hit high damage on standing off a wallbounce from these places. [__<-__->__] If you're right in the middle of the stage, you're shit out of luck. Point is, he can actually combo into the corner from pretty far out. There's some goofy character specific stuff though, like 6D>daifunka doesn't work on some characters in the corner and you can't d.5C>6D after the IAD j.4C on some chas. The most stable combo I've found from out of the corner is j.C 5B 2B 6C (j.B) j.4C j.623B dash 6D 623B 2B 5B j.A j.B j.4C dj.4C dj.C for 4.2k, 4.7k if you 5B 2B ashura And yeah, they made daifunka>ashura impossible, you can't even opt for a tech trap anymore since it recovers so much later.
-
FRKZ from corner j.C starter: 4.4k on standing meterless, 5.3k with ashura 4k on crouching meterless, 4.9k with ashura normal corner j.C starter: 4.2k meterless crouch or standing 4.1k meterless standing specific (flashier, lol) 4.7k with crouch combo into ashura 4.8k with standing combo into daifunka (or ashura) At least, those are the ones I'm using. @.@
-
frkz standing: j.C 5B 2B 6C 6 j.4C 7 j.4C j.D 2 2B 6C 9 j.4C 7 j.4C j.D 2C (ashura or 6 3C)
-
I'm not gonna go through all of them right now, but things to note on your list to improve your damage with: FC hits let bang combo 5B>5C>6D in the corner or if the 5B is close enough, such as a off corner 3C FC or 623 FC>d.5B. Handy for comboing into daifunka, though if you do it off 623B FC, you'll need to TK the 2nd 623B off 6D since it'll rape your combo otherwise. In the FRKZ bnb, instead of 2D>j.D you can do 2D>j.4C>j.4C>j.D In the corner or if you delay it, you can CH 6C>236B>5C>6D>623B into bnb for 5.7k meterless. Lord knows why that would ever happen though, lol. 2B>5D links on crouch