Sweet deal.
Yeah, I would have tried to get in on on Rendsday just cause I'd get to see everyone, but since Rendsday isn't even an option, I figured I'd try other ones. Alright, I'll crosscheck and see when I can get a ride. Will probably be there rather quite soon.
Want to clarify some incorrect information, the only guardpoint bang has that wouldn't be able to hit Hakumen on max 4C would be 2D. Both 6D and 5D would be able to hit hakumen, and both should net Bang some serious damage assuming he picks up a perfect combo with them.
I disagree, although I do think it is even or only slightly Bang's favor.
The problem is Carl can't keep up with Bang's new crazy normals, and Bang's pressure gives him problems just like it did in CT, only now Carl doesn't have an infinite to win for free.
Still, a Carl that's sick on the resets is going to be able to keep up, for sure. A very dangerous character.
6C jD starter prorates too hard to get anything, 5C 6A 632B doesn't work. Will try some other stuff.
Figured out 4k off 623B;
623B 5B 2B sjc jB j4C 623B (no double jump) 5B 2B (your preferred air ender for oki or damage)
I think I saw Showmeyamoves post something about FC 3C in one of the topics, but I haven't seen anything for 623B FC..
All it's done for me is make the timing on the exact same combo I use normally easier
Actually, Daifunka has invincibility the whole way through. It's been tested via the Steelrain/Daifunka trick that even if someone IB/DP's through it, Bang is completely invincible and does not get hit.
It's possible you got hit at the same time as hitting her though, that has been known to trigger some odd effects with grabs and autocombos.
Yeah, and there, of course, is why it's opinional.
I don't actually like pressuring wakeup as much as I like pressuring air tech, often, so if I can take more damage and the air tech, it's great for me. ^_^