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huey253

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Everything posted by huey253

  1. Blah into jD cnail x2 6d jd works in cs2 and is universal i think. Midscreen 3 seals. Sent from my SPH-D710 using Tapatalk
  2. chill the fuck out lunakage.
  3. bang is getting serious now too... 4k off 5C (high) or 2C (low) in the corner... #bangistoogood
  4. so NWM staff asked me yesterday to ask if we could bring setups for BB? my personal setup is actually being used by the Aksys Games booth, so I can't. also, can I get a list of teams that would enter 3 on 3 I don't think its worth doing...unless we get 8ish teams imo. It is supposed to take place during early friday afternoon... We have the choice of finishing it up on friday if its more convient or finishing it on saturday on the big screen. I don't think its being recorded so Rin could do his thing :3 Team Big Time: Kaigu (Noel) Nigga Joe (Makoto) Huey253 (Bang) for example.
  5. You mean I dont have to go to japan to play my new character? Sweet Sent from my SPH-D710 using Tapatalk
  6. No problem. Spirit Juice asked me how to deal with Bang's pressure as Ragna, so I wrote this up. If you have any other questions about the matchup, just ask.
  7. Key Frame Data for Bang Pressure 5A - 6 frame startup - 0 on block (jc on block) 2A - 8 frame startup - -2 on block 6A - 17 frame startup - +1 on block (jc on block) 5B - 10 frame startup - -2 on block 2B - 13 frame startup - -6 on block (jc on block) 2C - 13 frame startup - -4 on block 5C - 18 frame startup (hits overhead on frame 24) - -8 on block (jc on block) TK Dnails - 9 frame startup (+ 4 frames of jump startup) - +6 on block 623B - 16 frame startup - -7 on block This is a guide to help defend againist Bang's standard ground pressure as Ragna. Most Bang players will try to approach on the ground with 5A and 5B. A well timed 5B will beat both and lead into HF ender. If you feel that your ground footsies are superior to the Bang player, try getting even closer with 5B so that you can score a good combo with proper confirm. Ragna's 2B will go under both Bang's 5A and 5B, so it is good at for ground footsies as well. Bang's 2B, at 13 frames, is much slower than Ragna's 5B/2B, but it hits to the ground, and Bang's hitbox retracts really fast. 5C is really risky to use as a poke vs Bang, so its much safer to go with 5B. Bang's reward on standing CH 5B is higher than Ragna's, so don't recklessly approach him. Assuming the Bang player gets in at some point, you have to figure out how to deal with his pressure. From Bang's 5A, he has a couple of choices. He can do 5A x N for stagger pressure, 5A 2A to keep you honest on defense, 5A 6A to try to ghetto reset pressure, or 5A 5B for the most standard of play. If you can iB Bang's 5A properly, it really limits his options to 5A 2A and 5A 5B. Bang's 5A does not chain into itself, so he must recover and do it again if he chooses to do so. The two major ways of dealing with 5A x N and 5A 6A pressure are using barrier defense to push him out really fast or IBing 5A or 6A and hitting 2A after it. Bang's main options of stopping you from doing 2A after IBing 6A are TK Dnails or 2C. TK Dnails have really awful proration, and 2C is techable so Bang doesn't get anything other than an unconfirmable 623B. If the Bang player is uses 5A 5C, you should hit him out of it via 2A or Inferno Divider. Bang's 5A is the main source of grab/command grab attempts. If you sense a small pause after Bang's 5A, you should backdash or jump if you think the command grab is coming. The best way to stop command grab attemps are with barrier or poking out with 2A. After Bang gets to 5B, this is where is becomes complicated. Bang's 5B is his only useful normal that he is able to late chain with, and it has enough blockstun to create frametraps. However, the hitstop of the move is big enough where that it obvious If the Bang player didn't chain into another normal, which is a good chance to take pressure via 2A. However, assuming the Bang player decides to use his 5B, his main options are 5B 6A, 5B 5C, 5B 2B, and 5B 2C. 5B 6A is useful for resetting pressure only if the Bang player is really close, and can be stopped by barriering 5B. If Bang chains into any of his normals off of 5B, it is either gapless or auto frame trap. 5B 5C is the mash safe blockstring into overhead (still loses to Inferno Divider). If he uses this string, he will be pushed out too far to the point that he would barely be able to combo off overhead (which leads into nonexistant damage midscreen). 5B 2C is to keep you honest in the blockstring (should be blocking low and reacting high) but leaves Bang in a bad spot, so it won't be used often. 5B 2B is the most commonly used string that allows him to go to Dnails. The best way to deal with 5B in general is by barriering the move to limit his options after it. Bang's 2A is actually kinda bad in pressure. Usually, most Bang players will continue to 5B after 5A 2A, 5A 2AA, 2A, or 2AA (can gatling 2A twice on hit or block) due to the move being negative on block. For some reason, it is pretty easy to react to Bang's 2A's recovery, so it is really bad for resetting pressure. It is a 8 frame low, and it usually for keeping the opponent honest on their blocking. Bang's 2A is level 0, so command grab attempts will most likely come off of this move occasionally. If you barrier Bang's 2A, he cannot command grab you after it unless he does a purple one, or does it really close to you. Normal grab attempts for Bang are strong off of this normal. Bang's 6A is really good on paper, but is generally only okay in actual functionality. His main options off 6A are reset into 5A pressure, gatling into 2C or jump cancel into TK Dnails. Bang's 6A is +1 on block, so it is ESSENTIAL that you MUST IB this move. If there is any move in Bang's pressure that you must IB, it is this one. iBing 6A shuts down Bang's realistic options because 6A 2C has to be done relatively fast, and 6A TK Dnails is only to call out 2A mash (with very low reward). If Bang does 6A and doesn't gatling into 2C immediately, the best option after INSTANT BLOCKING 6A is to 2A and start pressure. Avoid barriering this move unless you must, it is pretty much a pressure ender if you can consistently instant block. Bang's 2B is mainly used for gatling into 2C for end of blockstring or going into TK Dnails. If you barrier 2B 2C, Bang can't do anything to keep you in blockstun after that unless he rapid cancels. 2C is -4 on block, so it is the realistic end of his pressure. TK Dnails are +6, but we'll get to how to dealing with them in a second. You can Inferno Divider through the TK Dnails if you know they are coming. Bang's 2C is Bang's second low attack, which leads into no damage due to the move being techable. Bang can connect 623B if he does it without confirming if 2C hits, so it is a pretty risky thing to do. Usually the end of Bang's pressure unless he feels like pushing his luck. This is another move that you should IB as well. If you do, it greatly limits Bang's options and allows you to punish with Inferno Divider if close up (safe to do unless they RC) or 2A, which is risky due to the fact that Bang can still technically gatling into 2C. Bang's 623B is usually for only frame trapping, and taking away a primer. It is unsafe on block and should be punish with 5B on instant block. You can get a 2A on normal block if you are close enough. This is an important move to instant block. Bang can late chain into 623B from 2C late to increase to pushback to prevent a punish from occuring. If you IB Bang's 2C, the fastest 623B possible is the only way to catch a 2A punish of 2C, which means you should wait a quick second before pulling the trigger on 2A. Bang's damage off FC 623B is under 3k without meter, even in the corner. Overall a very risky move to use in Bang's pressure. Bang's 5C is overhead and has gatlings into 6A, 2C, 5D, and 623B. 5D and 623B are punishable on block by Inferno Divider and 2A, so they really shouldn't be using these gatlings on block. 5D is - 15, so you can actually get a really good punish if Bang uses that move on block. He can gatling 5D into 623B, but it ends up leaving him at -7 and -10 if you instant block it. He can only do 5C 6A super close to the opponent, and it doesn't even work if you barrier him out (6A wiffs unless you are standing pretty much on each other). 5C 2C is pretty useless on block, so the Bang player will most likely jump/instant air dash or do TK Dnails. Tiger Knee D-Nails are Bang's most useful tool for resetting pressure. They are supposed to be really good, and they cost 3 nails so they end up being +6. There are a couple things you can do about them. You can instant block them and jump or backdash if the Bang player isn't right next to you. You can Inferno Divider through them if you are sure that they are coming and you are in range. If Bang is really close to you, you just have to let him continue his pressure. If Bang is greater than a character's length away, you can IB the D-Nails and 2A him out of his 5A. There is one thing that prevents this from always happening. Sometimes, one of the Dnails will bounce on the ground much later than the other two, and hit you on block later. This means that the TK Dnails have become much more than +6 on block, so do not do anything if this happens. You can't really stop this from happening, and it kinda sucks when it does. Other than that, Bang is using alot of resources to use TK Dnails, so its supposed to be his move to get free pressure. TL DR VERSION: BARRIER 5A/5B/2A/2B/5C INSTANT BLOCK 6A/2C/623B and TK DNAILS ARE STRONG. (I wrote this pretty late so sorry for any grammar errors )
  8. go look in the bang forums social thread, i posted alot of shit about this like two months ago making me sad right now
  9. yea... idk his problem. oh well. 20 dollar prereg ends on friday.
  10. you don't have to use a purple throw to beat barrier tech, just have to stagger the throw after the OS happens. very very good thread
  11. my laptop died so i have been checking dloop via my phone, BrentoBox is who you would want to talk to for a refund. 94 people is pretty unreasonable, so i just don't want people expecting something that will most likely not happen. sorry Cakehh
  12. I just talked to spark and it seems that he isnt entering the tournament unless there is more than 94 entrants. So if you are traveling and expecting to play spark in tournament, he will most likely not be entering. Just a heads up. I hope to see you guys there. -huey253 Sent from my SPH-D710 using Tapatalk
  13. you can but it will be a bit more expensive iirc, i'll go check. 3v3 BB teams are on friday!
  14. its just in the frame data. carl's 5C also has better proration on CH they removed bang's CH special proration and made the move have better prorate always.
  15. i warned you :3
  16. highest damage universal frkz combo.
  17. trying to figure out optimal FRKZ combo off jC midscreen and corner. help me out guys
  18. Dnails have a proration buff. blah into 5D j4C iad j4C jC 5A relaunch is now possible bnail combo is slightly easier on mu if jB j4C jC doesn't work on a character, ja j4C jC usually does
  19. CH or RC... they gave it alot more hitstun too so its WAYYYY easier to combo off. i saw someone do 6B RC airdash jB and it combo'd
  20. 6B combo does more than 4k near the corner. its useful now
  21. i actually play bang on psn? wanna play? lol
  22. nico video supports 60fps, while youtube doesn't.
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