-
Posts
2,171 -
Joined
-
Last visited
Content Type
Profiles
Articles
Forums
Events
Everything posted by huey253
-
when you hit most characters out of their backdash, they are in the air in non CH state, making it a bit harder to take advantage of. bang is usually hit while he is on the ground EDIT: and what dacidbro said
-
yeah, people who have been playing Bang since CT will probably know almost everything in this guide. i'm happy you liked it :3 I edited in what you said Justice, thanks
-
[CS1-CSE] Road to Ikaruga - The Bang Social thread - Do you even 3c?
huey253 replied to DaiAndOh's topic in Bang Shishigami
the deed is done http://www.dustloop.com/forums/showthread.php?12015-Shishigami-Ninpo-Forbidden-Art-(Movement-Oki-Bumpers) :P -
This is a small guide for teaching Bang players the different options that Bang has in CS2. It is a really straight forward and a very good read if you are finding yourself either bored with bang or feeling that your game is lacking something. I hope you all enjoy it. (I wrote this late at night so forgive me for spelling/grammar errors, and please tell me if there are any so I can edit them out) -huey253 Movement: Bang is a very mobile character with several different movement options. SUPER JUMPING (optional) applies to every single of the options with the bonus of it making the movement option faster (super jump makes a character’s rising jump speed increase and the height jumped) Some of these movements options are: 1. Jump A. Airdash Forward or Backwards B. Airdash Forward Twice or Backwards Twice C. Airdash Backwards then Forward, or Forward then Backwards 2. Dash/Backdash Bang has a pretty good dash (fastest max dash speed) which is useful for approaching on the ground. Bang’s backdash doesn’t function well in the standard use of a normal invincible backdash but it moves him backwards a huge distance (biggest in the game) .It is invincible from frames 1-9 and airborne 13-28 with him finishing his dash on frame 36 3. Walking 4. Double Jump A. Airdash Forward or Backwards 5. Instant Air Dash A. Airdash Forward or Backwards (to use the second dash) B. Poison Nail Glide C. Explosion Nail Glide D. Airdash jA 6. Poison Nail Glide Inputting 66236A or 44236A will result in bang doing a quick downwards glide with the Poison Nail leading the way. It is very useful for getting in on certain characters such as Lambda or Hakumen that would normally be much harder to approach. It is baitable, so don’t abuse the option too much as it will be punished by a good player. 7. Explosion Nail Glide Inputting 6641236B or 44236B will result in bang doing a slower downwards glide with the Explosion Nail leading the way. (the input is changed for going forward because j623B will come out instead). The B nail has a hitbox before it hits the ground and after the explosion. These can be used in very interesting ways if the player is creative. 8. Airdash jA Inputing a 66A or 44A will result in bang doing a single jab in the air with the benefit of recovering from the airdash animation. This option allows Bang to barrier during his airdash. It also seems to keep him in the air longer than any other movement option that he has. 9. jD My personal favorite move, jD can be used in the middle of bang’s airdash to cancel his airdash momentum. It also affects his falling momentum too. Very useful for baiting anti airs and confusing people in general. Oki Enders: The main choices for oki for bang are 2C, 6D, jC. His 623B/J623B enders are usually for higher damage but result in a knockdown that pushes them away that requires you to run after them to get pressure. Bang can also utilize j623B in the corner for some tech traps/air unblockable setups, but those are a bit gimmicky. Daifunka and Ashura both lead into a knockdown . Different oki options for each ender are: 2C/6D: Example Combo #1: 5A 5B 2B 2C…. Example Combo #2: 5A 5B 2B 6C jD 2369C dash 5C 6D… (standing only) 1. forward jump cancel into ground normal (preferably high/low for mixup) This is the most standard setup that is universally used by bang players in CS2. 2A is great for keeping people honest and 5C/623C is useful if you can successfully train your opponent to respect and block you. A tick grab setup can easily be used in this situation too. 2. 214X/j214X Bumpers!!!! Time to setup up some invisible mixups. *see bumper section* 3. *Corner only* Neutral jump cancel into late 44236A (back airdash Poison Nail) This is my personal setup that I’ve never seen anybody use before. It baits almost all reversals on wakeup even if you do the airdash super late. Results in a poison nail hit if they try to DP. Even works on the faster reversals like Hazama’s Jayoku. jC/Ashura: Example Combo #3: 5A 5B 2B 6C jD 2B 6C j4C j4C jC (standing only) 1. Standard mixup from hard knockdown. High/Low/Command Grab/Grab/tick grab/etc 2. Dash 2A for catching rolls Catches rolls and allows for a free extra air combo if the opponent doesn’t tech in time. Daifunka: 1. Standard mixup from hard knockdown. 2. Dash 2A slide under. Gets a crossunder if you time correctly. The timing for the crossunder became stricter in CS2 due to the neutral teching hitbox increasing which actually makes the mixup slightly better because it is really hard to determine if Bang will crossup even if he has the momentum to do so. 623C is commonly used here due to being at such an advantage that only reversals/jumping/backdashing will stop it. BUMPERS: By now, you’ve looked through bang’s special list, and noticed there was a command for setting bumpers. You’ve probably watched dozens of Japanese match videos, and have noticed once in a blue moon they also set bumpers. But what do bumpers do for you? Well, what if I told you, Bang could have movement abilities that exceed Taokaka and 50 50 mixups that even Rachel would be jealous of. Bumpers give you both :yaaay:Using SUPER JUMP (optional) increases the speed of the movement/mixup at the cost of being slightly hard to execute. Setting up bumpers can be tough againist certain characters that having good zoning capabilities. Some easy “free” setups include: 1. Combo into 6D into 2 bumper sets 2. Instant Airdash backwards with explosion nail Glide into two bumper sets 3. 2C into one bumper set 4. In a blockstring (VERY RISKY) Bumper Positioning is very important if you want them to be effective throughout the whole round, rather than a onetime thing. I have found that setting the B and D bumpers at the same location are a good start for success because they are the closest to the ground. Now, to extend your reign of terror over the screen, the best place to position the third bumper so that it is usable with the first two is by either doing a low as possible 2147A under the B bumper (which is in front of you) or using the full nail dash of the B bumper to move you forward and using 2147C there. Setting the fourth bumper is much more difficult and the only real way to do it without estimating is by using the D bumper to travel backwards and using 2147C at that location. Using the standard A and C bumpers are viable, but they don’t work as well with the B and D bumpers. They are also higher up, so the mixup/movement off of them is much slower. They are useful for avoiding certain projectiles, but in general aren’t very good. (The problem with projectiles will be explained later) Here is a link of proper bumper setups for optimal mixup/movement. http://www.youtube.com/watch?v=YwsgeeFiRYw&feature=player_detailpage#t=88s Also note that C bumper after corner knockdown is pretty good for pressure/blockstrings if you use a jump cancelable to access the bumper. A C bumper is also commonly used in a much higher location for the "bumper" corner loop combo. Bumper Mixup is completely unreactable if set up correctly. Bumpers grant bang a 9 way FRKZ dash with invincibility frames. A mixup that is commonly used are when the opponent is completely under or really close to being under the bumper is jumping into bumper and 1/2/3 dash for an instantaneous crossup/fake crossup. Next, if the opponent is about a character distance away from the bumper, a couple mixups that could be utilized are jumping into the bumper and using 6/4 dash in combination with late jA to get a crossup/fake crossup overhead jab that leads into full combo or airdashing into the bumper and then using 6 dash for an ambiguous jC crossup/fake crossup depending on the timing of the jC which becomes more ambiguous if they are slightly further away from the bumper. Bumper Movement is the hardest thing to do successfully in match. A lot of the time, characters like Jin or Hazama will shoot a projectile in the line of bumpers making them difficult to use. This is frustrating at first, but is not a problem at all for Bang Shishigami. Using two or more bumpers will allow you to do things like 6 nail dash 4 nail dash 8 nail dash to move to several different positions on the screen almost instantaneously. The answer is simply to use your ability to teleport to different locations on the screen with nail dash ON REACTION to attempts of people trying to stop you from using nail dash. This can be done with practice. I personally recommend grinding training mode so that you can always jump into the bumper without fail (people miss the bumper all of the time) and use all 3 nail dashes (the limit) to ALWAYS move the desired location. There are several different creative bumper setups that are viable for match, but have not been discovered yet. I just gave a sample of what I feel is currently the most efficient way to use the bumpers. I would love to see the different bumper setups that could be useful for different movements/mixups. Thanks to Kensou, Kid Viper, The Biter and other people who have helped me find some of these different things about Bang. Does anybody have any questions about anything? Feel free to ask. Is a blockstring section desired from anybody? I’ll edit this whenever I find some cool stuff to add. Thanks for reading it.
-
I think the main reason arakune is so low is that he generally loses to the top tier (not noel i think) and every single zoning character in the game. the leaves bang/ragna/platinum/tager as possible even or advantage matches. i still think arakune is a strong character
-
http://www.youtube.com/playlist?p=PLF1D715EC7C12D53B mid may'11 PNW tourney... Battle For Seattle! (wuku wins btw)
-
[CS1-CSE] Road to Ikaruga - The Bang Social thread - Do you even 3c?
huey253 replied to DaiAndOh's topic in Bang Shishigami
i'm poor and sad... i used to multiple times, but i gave my copies to someone in my scene, a good friend, and honnou from norcal. i don't have a console anymore so that is why i don't own a copy anymore. i usually go to Spark's place to play bb though. -
[CS1-CSE] Road to Ikaruga - The Bang Social thread - Do you even 3c?
huey253 replied to DaiAndOh's topic in Bang Shishigami
i think playing againist carl is hella fun, but i think bang gets beat up there.. valkenhayn/arakune isn't so horrible noel should not be fun for anybody to play againist -
[CS1-CSE] Road to Ikaruga - The Bang Social thread - Do you even 3c?
huey253 replied to DaiAndOh's topic in Bang Shishigami
i'll write a guide on bumpers and stuff tomorrow assuming i can play bb at all. i don't actually own it using 2A is very scary againist noel -
[CS1-CSE] Road to Ikaruga - The Bang Social thread - Do you even 3c?
huey253 replied to DaiAndOh's topic in Bang Shishigami
I think DaiandOh has become a Dacidbro fan. the world is sad... -
[CS1-CSE] Road to Ikaruga - The Bang Social thread - Do you even 3c?
huey253 replied to DaiAndOh's topic in Bang Shishigami
I really don't understand this kind of logic people have... i don't feel extra special for winning with bang now that he sucks. -
i nominate Spark for Tournament Ranking award. he won both Super NCI in march and Evo 10
-
[CS1-CSE] Road to Ikaruga - The Bang Social thread - Do you even 3c?
huey253 replied to DaiAndOh's topic in Bang Shishigami
yeah.... -
[CS1-CSE] Road to Ikaruga - The Bang Social thread - Do you even 3c?
huey253 replied to DaiAndOh's topic in Bang Shishigami
http://www.youtube.com/watch?v=-mwhCUtHB2M&feature=channel_video_title if anybody gets a chance, do you think you could look over this match and look for helpful (good and bad) critique for this match? thanks, FUCKNOEL253 huey253 -
hmm i personally feel S: Makoto Noel Hazmat Jin A: Rachel Mu Valkenhayn Carl Tsubaki Taokaka Litchi B: Lambda Arakune Ragna Hakumen Platinum Bang S....ad tier: Tager in order from left to right (pretty similiar to yours) from my biased point of view :P
-
is this from BBS or personal?
-
last year was in the 40s, but it wasn't an official game. the year before that was about 180ish, and it sponored by Aksys Games. (still wasn't official) i think it'll be well over 200 this year...
-
"Satoshi's tier list" Everybody Else Ragna Bang Jin Tager from what I remember.
-
[CS1-CSE] Road to Ikaruga - The Bang Social thread - Do you even 3c?
huey253 replied to DaiAndOh's topic in Bang Shishigami
you might have a point... 6Dacidbro -
[CS1-CSE] Road to Ikaruga - The Bang Social thread - Do you even 3c?
huey253 replied to DaiAndOh's topic in Bang Shishigami
defeat 6d... defeat dacidbro -
i used the gimmick of blocking againist satoshi... It worked pretty well.
-
i think you should've used more ib's, rather than saving them
-
[CS1-CSE] Road to Ikaruga - The Bang Social thread - Do you even 3c?
huey253 replied to DaiAndOh's topic in Bang Shishigami
god damn it. i was so fucking tired