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WUT

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Everything posted by WUT

  1. J.b initially prorates more, at 80%. J.a starts at a comfortable 90, making it decent for starting ata combos. Even j.c prorates 95, just to give you a comparison.
  2. I'm usually not too worried about taking damage in this fight. As long as you can break throws and not get ch by her c normals her damage is pretty tame (I'm talking 2a/5a into combo). In fact, a basic bnb off of your own 2a should probably be matching what damage she's getting. And if you can, ch j.a, j.d into combo will do more damage than starting with j.b. Although you're a lot more likely to beat out her aerial normals with the latter... Of course, the problem is getting her to sit still, not competing for who can deal the most damage.
  3. Since I'm both lazy and forgot about these: http://m.youtube.com/index?desktop_uri=%2F/profile?user=MidwestFightingGames&client=mv-google A channel with some vids of my scrubby bang at a ranbat. Note that jack g and I have played quite a bit, so the usual bang mixup is rather ineffective at that point.
  4. Ib 2b, jump out. If you barrier guard 2b, tk nails are guaranteed. 2b and 3c are your best pokes. 6a is a poor aa. J.a or 623 ]d[ are your best bet, the former loses to j.b however.
  5. Honestly, the second post is the best place to start. Combos Listed that work on Noel and taokaka will usually work on everyone, Carl and arakune excluded. Just mainly get used to launching from 2c or trying to combo into j.d to get your more damaging combos and setups. And the throw combo listed is universal, except for Carl and arakune, again.
  6. While the nezu bumper loop looks quite cool, it's just too impractical for what little damage you get. Using atg's starter (j.c, v, d.5a, 5b, 2b, loop x3, super) deals 4118 damage. If you omit the loop and go right into super you'll do 4279 damage. If you aren't using super the loop is little more worthwhile. The standard corner bnb (j.c, v, d.5a, 5b, 2b, 2c, 2d, j.d, v, 2c) deals 2924 damage. If you do the loop, but end with 2c, 6d, 6239b, you'll get 3198 damage. Even just one bounce off the bumper into 5a, 5b, 2b, 2c, 6d, 6239b deals more damage (3025). You're giving up a seal, but damage is damage.
  7. You're better off doing j.a rather than j.b. If the 6b was guarded and you guard break with the following air normal, j.b initially prorates more (95% for j.a vs. 80% for j.b). This is also true if you're using a high to guard break off of a bumper or bang install dash. The only benefit j.b has over j.a in those instances is its lower hotbox, allowing you to guard break litchi/Noel/Tao when j.a will merely whiff against them.
  8. Doing it without a ch will usually require a sj.d to mimic the distance/height effect the ch provides. I normally just simplify the whole ordeal and always do a sj.d for my 4-seal combos.
  9. Which explains why Dora bursts practically the first time he gets cursed, right? It's a perfectly viable gameplan. Sorry it isn't as in depth as "j.a beats any aerial normal bang does at the start except for a jumping back j.b, which loses to j.6a". Setting the cloud that homes on you severely limits his options. And I do mean severely. Anything bang does outside of throwing nails (which you can always just guard, meaning he's wasting resources), can be punished. The safest option he has for Attacking and removing said cloud is to do a 5d, which you can throw. Just be sure to barrier guard in the air if you opt to jump it or are already in the air, as it's grounded. This fight isn't hard. Just don't be predictable when he's pressuring you (aka dont jump whenever there's a gap), and create space. There's a myriad of moves he can't punish on guard due to his poor range (ad fd j.b, dives are most notable), so have fun pressuring him if you choose to.
  10. WUT

    [CT] Bang vs Tager

    I love fighting tager. He can't stop you from doing anything and the only things you need to watch out for are mashing on 5/2a, throws (all except 360b during pressure), and spinny super. If they try to psychic aa during a gap in your pressure via 2c (lol), either autoguard or nail. J.d is awesome. Ch punish on any command throw attempt. I always have 4-seals when fighting tager. Bang install is awesome against him, but some of the stuff he can mash on (2c, j.2c, 360a, spinny super) are a real pain when it comes to pressuring him.
  11. Quit being pansies. Get health advantage, summon cloud that hovers on you, wait for bang to kill himself. He can't even guard point it safely. Bang has no safe option to hit you with that curse cloud on you. Just don't eat random nails and you'll be fine
  12. Yep. If you don't want to risk it you can go for the 2c, 6-2d combo. But 5400 off of a low is very sexy. I merely started using 6a more since it gives me a tricky low after 2b in bang install. It's been working out rather well.
  13. Tager: 6a, 6-6c, j.d, 6-j.d, 6-j.d, v, 2b, 6c, 9-dash, j.b, 3-j.d, 2-dash, j.d, v, 2c. 5472.
  14. What I mentioned concerning frames assumes you're already in bang install. Going in to bang install and then punishing gives you an extra 2f to work with, as you can move before your opponent. As an example, you can bang install and then punish ragna attempting to 5b you with your own 5b (both have 8f startup), assuming he swung with 5b in response to the super flash. Not an ideal scenario, but the point is still made.
  15. Bang can combo into his from a ch 2d. Yeah I felt left out.
  16. There is frame data for dash in furinkazan. It's the move noted as nail dash. 16f total, invincible from frames 7-10, can pass through opponents from frames 1-10. Level 3 moves (2b, 2c) leave you at neutral ground, and guarded d moves leave you with frame advantage.
  17. I'm starting to get rather disappointed with the 2b, tk shuri pressure reset. Not only is the resource requirement rather high with three nails, but your options off of said reset aren't very threatening, as bang gets most of his high damage from guard points, not mix up. Couple that with how easy it is to escape for various members of the cast (ragna, jin, litchi, bang, tager, hakumen to name a few), and the reset just looks very unappealing.
  18. WUT

    [CT] Bang vs Jin

    1: you mean his dp? The two hit with the 2nd hit being unblockable if they charge it? Just bait it, or try to autoguard through it if you know it's coming. 2: there really aren't any tricks for getting out of ice faster. Just make sure you hit left then right repeatedly. I don't find wiggling out particularly beneficial unless you're playing online/against newer players, as Jin has plenty of combos that you can't escape no matter how much you wiggle the stick. It's a fruitless endeavor if the Jin player knows their combos. I have a harder time dealing with j.b then I do anything else, mostly because you can't outpoke it without a max range j.b and trying to autoguard it usually ends up with you taking a j.d or getting hit out of the move, not to mention the fact that he can jump cancel it to bait grounded d moves.
  19. Wow I didn't realize 2c could be cancelled THAT late. That's crazy. Only helps against people that try to punish 2c however. If they try to escape you've just lost initiative. 623b only works if you don't delay it for very long, otherwise they can hit you out of it.
  20. WUT

    [CT] Bang vs Noel

    2d < assault through.
  21. Because someone asked for it ages ago and I forgot until today, characters that can be hit by 5d, j.d: nu (needs ch) tager (needs ch) litchi taokaka Noel ragna (have to do sj.d on ch) Arakune (have to do sj.d on normal hit or just delay j.d) bang (not on ch) Hakumen
  22. Both of my points are still valid, lol. After messing around with the set up some more I've noticed you can combo into a tk'd command throw from a 2c. This means that you can end your standard 2-seal corner combo (2d, j.d) with 2c, tk command throw and get this same forced corner tech, along with the extra seal and more damage. Pretty awesome.
  23. You barely see it because online people don't break throws and no one expects a tk command throw after a 6d. Personally, I haven't messed with it too much. I usually opt for a higher damage combo in the corner, or more seals. After seeing the practicality of it however I may start throwing it in more.
  24. There are plenty of characters that can punish you throwing nails after an air throw break. Anyone with decent air to air can do an air dash with their respective normal/special and hit you. Granted, you can take steps to avoid said punishmetnt, but the risk usually isn't worth it if your opponent knows they still have air options after the tech. I actually do see some use for air throw break resets in the corner though; after a ground string into 2c, 6d, Dora will do a command throw instead of a fire punch occasionally. If they break the throw they're instantly on the ground, allowing you to continue offense without baiting their ground tech.
  25. Well you can actually do it off of practically any launch. Starting with 2a, 5b, 2b, 623b into combo does 2399 damage. It's more practical for a crouching combo, as a majority of the list that can be hit by three fire punches have more damaging while standing combos. 2a, 5b, 2b, 6c, j.d, v, 6a, 623b, d.6c, j.623b, v, 2c deals 2662, for example.
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