|| The Bang Shishigami || The Beginner's Guide to Manliness v1.2 for console!

We need more Bang support. This character should be played by everyone. Double FuRinKaZan matches should be happening in every tourney!

I wish more people would read that first post on how to do super crash after 6D. Though I do 926b which works for me. 6239b works as well as I’ve done it that way too.

Anyway, I saw a few vids of Nezu’s Bang. Against a standing Hakumen. j.a j.b 5a 5b 2b 6c j.D 2369c 5d j.b j.c (source: http://www.nicovideo.jp/watch/sm6378161 1:48)

Though I’ve noticed that a lot of players tend not to utilize his double air dash all that often. Double airdash can be very helpful for Okizeme, especially if the enemy techs away from you.


crazy corner combo by Nezu. as AtTheGates says

how does the autoguard on his drive work?

Can the drive not be pressed before the enemy uses their attack? I will use his drive in anticipation of an enemy’s attack only to be hit by it anyway.

And why can his autoguard be mashed through so often? You can get the autoguard to work only to have the enemy mash their weak attack and get a hit through.

One of the links in the OP can lead to the solution to this question.
http://s1.zetaboards.com/blazblue/pages/bang_moves/

Depending on which drive you use, each has a weakness, and there are a certain number of frames in which you can auto-guard. Especially on 5d and 6d. 2d is fairly safe, but it should be mainly used against aerial opponents or if you know they’re going use a distortion drive (yes you can auto-guard them) and then teleport to try to get a few seals and some damage on them.

i played another BANG! (fuck yes caps!!) player last night and we both just 4 seal combo till we both had FRKZ on and dashed around the screen to the best theme song EVER!

all the while throwing poison nails lols!

If you need something more specific, teching straight up leaves you invincible to attacks much longer than side rolls do. If someone just keeps coming in and picking you off the ground with more combos, tech straight up, barrier block and be ready to break throws. You can also buffer a throw break into your barrier block by hitting all 3 buttons instead of just a+b.

This really should have been explained in the tutorial DVD, instead we just got a brief “this is an ukemi” spot that doesn’t explain the properties at all.

How do you jump cancel?

just press up after a move that allows jump canceling. Try picking Tao and try pressing forward + A, after the first hit just push up.

That corner combo is tough! I tried it for a bit and couldn’t get more than two reps and not consistently at all. Doing it off the overhead is pretty damn good though.

As for the other combo. After the 6c J.D you get more damage if you just do 2b,6c, double jump D poison, or 2b xx firefist, 2b (couldnt’ get anything after this) and then just go for a mixup or tk a B shuriken to hold them in place.

Bang corner loop.
http://www.dustloop.com/forums/showpost.php?p=395771&postcount=11

thanx dude. im pretty much a total nub but and i didnt realize that when i was in the corner, rolling back make me less invincable than neutral teching

i also like bang…

.

More specifically than neutral tech, you want to hit up and tech. Called quick recovery, and you’re invincible for the duration of the tech. You can be thrown, but I always mess up the timing trying to throw people out of it.

Random stuff from match videos

Shadow loves

5a, overhead or 5a, 2a or 5a command grab. Does that shit after he’s gotten people to block a few reps of random dash cancel 2b into nail pressure.

5c overhead is much faster than you realize but you still have to condition people to not mash on buttons, so it probably won’t work that well unless you get them blocking something against all the online 2a mashers.

Against Taokaka:
For now what works against lower level taokaka is lots of blocking and looing for that chance to punish her drive stuff. IB is your friend in this match, helps to punish slashy claws and some other stuff. I think Slashy claws may be cancelable into drive without them needing to hit becasue Ive tried to punish whiffing them with super a few times only to have her D away.

Against Noel:
Learn the laggy drive attacks, I don’t know there notation and Im not 100% sure on which ones but some of the chains are laggy enough that you can get a 2a or a 5a between them, 2a is probably better since it seems random drive attacks will duck your shit. Mostly its about pushing her out when she gets to close with barrier, punishing too much drive pressure and then RTSD with nails once you make some space. Then just mix up till she’s dead, she doesn’t have a super easy way to get away usually, and bang doesn’t really have much trouble wtih barrier thankfully. Don’t forget that combo into super off 2c doesn’t work, if you are close enough you can do the 2c into 6d jump cancel super instead but its kind of range specific and you need to do the jc super as soon as possible.

Jin: (all this is for low level jin since i have never played one who didn’t just spam ice cars and daggers and slashes) Don’t punish car with combos starting with 2a shit is 8 frames and way too slow to punish A Ice car and its 1 frame to punish B and C Ice car. BUT 5a is much faster at 5 frames so that should make punishment much simpler specially if you IB that shit! Also the slashy move if they spam that shit block and super or if you have no super, block and start nail pressure or if you think you have time/ didn’t really need to block much of it just C nail and do a combo.

NOTES:
Easiest way to setup a good bumper for corner pressure shit is most likely to do your regular near corner except instead of doing the 6D into the fire palm (623b) do it into bumper (most likely A or B depending on how close the corner you are) then run up as they tech and immediately either do 2a (low) or meaty 5c (high) If you do a 2a do regular chain if it hits do a combo if they block when you get to 2b jump cancel it into the bumper than go for more pressure. Basically the same thing for 5C cept if it hits you do a slightly different combo (most likely 5c, 2c, 2d or 6d depending on range) then continue with combo.

Bang thread gets no love with the new parsed name like the other threads.

Also worth noting: I believe that Bang’s super beats Ice Car cleanly for full damage. If your facing a Jin that is spamming Ice Car, they are begging for a super.

just did something interesting in FRKZ Mode while playing friends just now

J.C, 2369 C nail, dash down and land into 214214 B, ( optional if you have meter still) 236214 C

this is probably a good setup for the nail super that i can only think of that works most of the time.

I learned how to control FRKZ last night by getting really blazed. It made Bang slowdown so I could do Dora style mixups it was awesome.

I don’t completely understand how his drive works, sometimes it absorbs like a million hits and then punches someone and other times it stops and I get hit, does anyone know the specifics on how it works?

For me, 926b is much easier to combo from a 6d. Just need to practice my timing tho

If you read the guide, you’ll notice how the autoguard only lasts for a certain amount of frames.

Speaking of which, it will be updated in a few minutes, just doing a little more research.

It’s been a week and I’m still bouncing around characters. Started with Bang my first day, eventually moved onto Jin and Hakumen, as they seemed beginner friendly. I really think my heart is with Bang though. It’s nice that I rarely see him online also, as I don’t want to be "another Jin (or Noel, or Ragna). "

Guess I’m going to have to stick with it. I’ve got a few air juggles down and can combo into his dash super with some consistency, so it’s a start.