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Everything posted by Dacidbro
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If you end up camping out in the CS club room, I will -definitely- finish recording "On the first day of Blazblue" (A chun beating willy for free), the classic Christmas special about the last NCI.
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In CS2, I don't think it will be optional. They want that to be the goal of every Bang, I believe.
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Grats on 5th willy
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Lol I'll have Willy knock you out early so you don't even make top 3.
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Your notation is a bit screwy, but I'm going to guess all of your 236's are supposed to be 623's since they couldn't possibly be anything else. Now, the largest reason actually pulling a four seal mid screen is relatively impossible without gold burst is Bang has no way to keep relaunching. After you hit your 5D launch, which would only be possible on a very high air to air j623B like Dora hit (Or one other possibility, mentioned next paragraph), you can only go to j623B again, which I believe loop prorates harshly; if so, there's no way to continue into a 4 seal after that, even if you find the corner halfway through the combo. In the combo you posted, I believe they would be able to instant-tech after 6C. Now, if you hit a very hit anti air GROUNDED 623B, manage to connect a 5D, and find the corner halfway, it might be somewhat possible, in the way you posted it (Although even that is highly doubtful, because apparently jD's proration went to shit :[ ). So that will certainly be worth testing, as 623B was a decent anti air even in CS, and now fatal counter means so much more with it. It's a good idea, thanks Rave.
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You can have 2k damage with weaker mix up and no oki or 5.6k damage with strong mix up and oki, choice is yours.
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Forward grab into nail on Bang doesn't work, which is what they were talking about.
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And yet, his corner damage is still insane. I don't entirely know how that works out.
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I believe so, and even if they didn't, they significantly nerfed 6A's proration. Not to mention, even in CS1, 5C is a bad starter, so even if you could do 5C 6A daifunka right now, it would be less than 6A daifunka, most probably. 6A's proration value right now is retarded, way too high.
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Highly doubt it would be 4k, but it should be a good amount. Also, adding in 5D should raise the damage and meter gain significantly and make it easier to hit confirm, 5C 6A 5D daifunka. Also, I was thinking about corner nonsense, especially with 5D counter hit. Maybe you could do 5D CH TKj623B 2D jD web 5D, or something similar? Worst case, 5D CH (j623B??) jD web 5C 6D HAS to work. So I think for sure we have 3 seals in the corner if 5D hits, might need a gold burst for 4.
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The only things I can say is for corner hit confirm 2 seals, it's much easier and works on all characters to use [x except for 2A] 2C web 6C jD web 5C 6D. About your mid screen correction, it is better, but it won't work in CS2. Still, good call. Your FRKZ combo, you -can- end in jD 1dash web Daifunka, but it's so unbelievably hard I've given up on it.
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I don't think there's any hope for a 4 seal started on jD, apparently the proration on it is horrifyingly bad, as both starter and secondary. BUT, jD should at the very least be 2 seals, and on counter hit probably 3 (jD CH jD web 5C 6D (Actually the web might bluebeat.. hmm))
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2C 5D is a higher damage combo starter, theoretically, but only if you loop 4 or 5 or more j4C's. If you're only doing 3, it's not going to do more than the one I posted, be harder to hit confirm, harder to perform, be harder to learn BUT will be easier against Hazama and Hakumen. I dunno your call. Also, you left out the "9 cross j4C jD 2 2B" in your formula before the 623B (Unless that really works, I've never seen it; seems like a huge loss even if it does)
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Oh wow, really??? That might be one of the only ways we can get 4 seals... Corner only 5D CH d2D jD web 5C 6D????????????? And as a frame trap in his common mix, that's not even impossible to see. Counter hit, I mean.
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It's a top hat. East Coast's best said it himself.
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Oh, I forgot, the most effective FRKZ overhead is 9dash jC 2dash (confirm combo/continue mix up).
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[CS1-CSE] Road to Ikaruga - The Bang Social thread - Do you even 3c?
Dacidbro replied to DaiAndOh's topic in Bang Shishigami
That one was bad, but bearable, I guess. You could actually do things in that matchup, no matter your position. With Ara, if you got cursed you lost (burst gave you one more try), carl if you got hit you lost (burst gave you one more try), and with Rachel you had to be the greek god of the world on defense if you got hit once, and if you got hit twice and put in the corner you lost, because of her guard break to instagib pole set ups. -
[CS1-CSE] Road to Ikaruga - The Bang Social thread - Do you even 3c?
Dacidbro replied to DaiAndOh's topic in Bang Shishigami
I mean.. that's great for most people, but if you played strong players you should have been torn to pieces by Rachel or Ara or Carl. Those matchups were horrific. -
Everything for the french commentary page was ripped from the BBVlog channel.
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BEFORE FRKZ, the most important thing about playing CS FRKZ Bang is knowing how to, at VERY LEAST, hit confirm a 2 seal combo off of every hit. Just in case you don't know some 2 seal combos, here ya go Standing [5A, 2A, 5B] 2B 6C jD 2B 623B 5D j4C jC (will bluebeat on ender if 2A starter, that's fine) Crouching [5A, 5B] 2B 2C web d6C jD web 5C 6D Most people know the standing one, the crouching one is actually pretty hard, but you need to learn it, especially since a variant of it will likely be the go-to 2 seal in BBCS2. Okay, to play FRKZ Bang effectively, you need to be able to do any move you want without failure. That means you have to buffer very, very intelligently. Any time you need to use a special, you have to buffer it through something (IE for drive nails in the air, dash into the air and do the 236 during dash, then press D as soon as the dash ends. Or for double palm during 2B 623B combo, buffer it during the 2B's start up frames, then press and hold B when 2B hits for 5 frames extra input to guarantee the double palm will execute.), and that takes a lot of practice to get comfortable with. After you're comfortable with that, you can learn the easy mode FRKZ combos like I did, and tear everyone's face up. Most important FRKZ combo (Absolutely any hit except 2A, which you omit one j4C for) (dashes notated with direction, and if you cross up) [x] 2C 6-dashcross 2B 9-dashcross j4C 8dash j4C 2dash 8dash j4C 9dash j4C jD 2dash 2B 623B Daifunka It's very important to dash only when notated, if you dash between the j4C and jD, it won't work. Okay, now for mix up. Use basic normal strings (like 5A 2A 2A 5B 2B), but then add in ridiculous extra mix up whenever you want (Anything is dash cancellable; it's like you can revolver gatling into anything. Go crazy. Example; 5A 5B 6A 2C 6A crossup 5A 5B 2B 6A 2C 6A 2C 6A cross 5A, etc), and absolutely any hit you get confirms into the above combo. Let me know if anything is confusing, learning FRKZ is actually quite hard.
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That's actually really smart. Now if we're in the corner we have some odd three options to try to reverse positions Backgrab Airgrab jD CH And of course, daifunka corners people no matter what.. I'd say Bang's got enough corner-getting tricks going on so far.
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[CS1-CSE] Road to Ikaruga - The Bang Social thread - Do you even 3c?
Dacidbro replied to DaiAndOh's topic in Bang Shishigami
I think one of my favorite moments ever, the very first time I played against Render, I was also commentating the match on stream at CUT2.. I hit him with Daifunka and say "Okay now I'm gonna go for the tech trap" Daifunka > 5A > d623C he neutral techs, raped forever -
[CS1-CSE] Road to Ikaruga - The Bang Social thread - Do you even 3c?
Dacidbro replied to DaiAndOh's topic in Bang Shishigami
I don't think Bang V Litchi was that bad.. it was the top tier that fucked him. Minus nu. -
[CS1-CSE] Road to Ikaruga - The Bang Social thread - Do you even 3c?
Dacidbro replied to DaiAndOh's topic in Bang Shishigami
Define "fine in CT"