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Everything posted by WUT
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Non-CH 2D, sj.D, into 4-seals works on everyone except for Rachel (might work on her, but that stupid huge OTG hitbox ruins my timing).
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God this fight isn't fun. He gets the loop from so many different options, and you pretty much have to burst to escape. You get hit twice and you lose.
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I'm aware of the options presented by furinkazan; Dora's the reason I decided to play Bang. 2B xx frkz leaves you at +17 max, with a dash after leaving you at +1. I'm not saying that when you bust frkz out you're always at a disadvantage, but the actual window you have is rather small. And I couldn't get it to work on Ragna. Guess I need to be faster with the input then.
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1.) It's supposed to be a ground fire punch. And 9623B or 6239B is simply a matter of preference. 2.) Off of a non-CH 2D, you'll more than likely need to do a super jump j.D to catch them. Certain characters can be hit with a normal j.D (Ragna, Hakumen), but most of the cast needs the former option. Super jumping toward them usually yields the best result. Of course, if you get a non-CH 2D as an AA, it's almost impossible to get a j.D to hit after.
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Now don't get me wrong; it's a hot combo. But when it only works on two out of three characters you really don't want to furinkazan against, the celebration ends abruptly. Until we can figure out how to successfully furinkazan against projectile spammers, that is. :grin:
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That Furinkazan midscreen 2B, 9-dash, j.4C, 3-dash loop is hot. Shame that it only works on Tager, v-13, and Arakune. Good find.
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Terrible for offense. There's no reason for you not to Barrier Guard in this game. Just stop when you almost run out to avoid DANGER status.
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Barrier Guard only adds +1 to guard stun. +4 after pushing her out of 5A range is quite an acceptable window to escape. Yes, I've tried it. And yes, it worked against Matt (and will work against every other Noel that's pressuring 5A and not committing themselves to keeping you on the ground, something 5A pressure alone can't accomplish). And please don't make assumptions as to whether someone is theory fighting a response or not; it's condescending.
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Dora hits it after catching a tech with a D nail. Personally, every time I try to hit confirm nail > umbrella super, I screw up the input. Stupid 360 pad.
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Yes. If you're successfully cancelling 6D into 6239B/9623B/923B/whatever, you will jump if you didn't input it properly. If you're not jumping, you're doing it too early.
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8/9-dash j.C is slower than 5C (28F vs. 24 on crouching hit), and you get the same mix-up options off of both on guard. J.C being able to cross-up does have its merits, however.
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You just answered it yourself: If anyone is pressuring jabs, just Barrier Guard them away and jump/counterpoke. Just be ready to throw break and you should be good to go.
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Furinkazan: 6A, 6-dash, 6C xx j.263B, V, 2B, 6C, 9-dash, j.B, 6-dash, j.D. Damage is ~4100. 5C, 2C, 6-Dash, 2D, 9-dash, j.D, 3-dash, V, 2B, 6C, 9-dash, j.B, 6-dash, j.D. Damage is ~3700. - You can switch the 6-dash with a 4-dash if you cross them up with the j.B. You can replace 5D with 2D on quite a few people. I know it doesn't work on Ragna though.
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2B, 6C works on v-13. Probably old news but it makes me happy.
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Just saw this: http://www.youtube.com/watch?v=qt-NQTliP_s&feature=related Sexy Furinkazan combos. Using 6A, dash cancel 6C to launch is hot.
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Answered already. IB then punish with 5A.
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You get a 2B into combo off a CH 3C.
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If they keep mashing it until it ends and you're on the ground eventually it won't combo. I then treat it the same way I always treat Sekkajin: I Barrier Guard until I'm far enough out, then I take a 3C CH.
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I've been trying it in various situations. The best use I can find for it is to punish certain projectile spammers when you're out of the other super's range. You can whiff certain D pressure strings against v-13 and you can punish the startup of jin's fireballs. Trapping Tager in it is quite amusing as well. If they're stuck guarding it I tend to go for 50/50 or command throw. The command throw is especially fun, since if they eat the throw they take more damage because of the super, or if they break the throw there's a possibility that they'll eat the super. Using it to catch techs that are too far away (i.e. from a j.C knockdown) is also viable. I tend to wait until I don't have so many nails left before I use it. The biggest single jump in hits actually occurs between having 0 nails and having just 1 (you get an extra 14 hits). Additional nails only add 6-7 hits each.
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[CT-CSE] Survivors of Ikaruga - Bang PSN/XBL ID's
WUT replied to TornAparT's topic in Bang Shishigami
XBL: Shamedher0 Location: Kentucky Man netplay is alot better than I thought it was going to be. -
This is badass. I was tinkering with it (on top of trying it out on the cast), and I found it's easier to hit if you do a very slight dashing 2D instead of 5D, as 2D pops them straight up. Using 2D instead of 5D lets it hit Litchi as well, which was the only other character I could find that gets hit by said combo. CH 2D jc j.D dj.236C, dashing 2D sjc j.D. How hot is that?
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Same combo, just different timing. And yes, Noel is a pain to land that nail on.
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Off of a non-CH 2D you can do a SJ.D and go into 4-seals on quite a few people (Ragna, Hakumen, Jin off the top of my head). I was doing that in training mode rather than starting with a CH 2D for the longest time. Super Jumping is also how you can hit non-CH 2D into j.D on Tager and Taokaka.
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Or you can just autoguard the DP and enjoy some tasty combo, ala Dora.
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Exactly, it's just when you hit them with the normal and trying to get it as close to, but not past, the 29th frame of untechability. J.S, j.HS simply fills in the gap that you would be waiting if you merely did FD, wait, [insert normal]. It's more like you can throw it in there for more damage + the same effect, not that that certain combination makes the 5D an impossible dust. Also, 2HS FRC sj.D xx Lvl2 Missile, AD j.K, j.D xx Missile x N is the shit. No one can refute that.