Yeah well the corner combo just takes control. I can do it consistently now, you really can’t slouch on the 5a part. You can do 4 reps at most, then combo into 2c 2363214c or something like that to finish off the combo. It did a pretty good amount of damage, but how I did it was (combo into 2b {8 3 5a5b2b} x3 2c 2363214c. 8 and 3 being the respectable jumps up to the b bumper. The only problem I have with this combo is getting them in the corner in the first place during Furinkazan.
I still don’t understand completely then because sometimes it is absorbing hits for a lot longer than 4-15 frames and other times it just stops and gets hit?
You don’t need Furinkazan to do that combo though!
Man I hate it when I randomly get JC things : (
I believe that is the hitstop of the move being autoguarded.
Added a combo thread to first post!
awesome guide dude. thx for this, it will be my starting point when i start using BANG!
-dime
wow this fool went super saiyan on me. The music changes almost made me spaz out.
Might need to try Bang out.
why does bang get no love here??
that fucking sucks! bang is too awesome!
anyways i came up with a way to control FRKZ mode ( kinda)
its still kinda uncontrollable at times but you get better with practice!
anyways when in FRKZ when you input your commands try letting the stick go and only notate the direction your using in middle of combos!
and remember you can DC any normal he has so try to use that to your advantage by forcing a mixup situation from BOTH sides of the screen
I.E
jump up D nails teleport to the other side and do your hi, low, throw game in
( works especially well with tagger)
and dont forget that you can dash after your opponents without rapic cancels after throws and command throws, it can lead to u landing your super!
oh and i just found out you can use 2.D and link that into your super off the ground.
( not sure if its on a counter hit tho!
I’m going to have to try that out…I’ve been holding 9 after inputting the 6d and going into the 623b motion after the kick hits with little luck -_-
Anyone got any hints against v-13? A friend of mine is playing her, and it gets so frustrating when she starts all of her ranged attacks/combos on me. If I can get in her face and start my rushdown combos, I’m fine, but the second she gets any distance, I’m just screwed.
Any hints? Tips? Suggestions?
2D super is counterhit only. On the other hand, most 2D hits are chs.
First of all, learn to block her. You’ll have to approach on guard as well for the most part, so also learn the range of her moves. Be patient, and if you see a thing you KNOW you can autoguard, use it. Throwing d nails in between her strings forces her to block, because if she attacks, she’s getting hit by them.
Well, one you don’t want to make your playstyle seem predictable. Rushdown too much and you’ll get fucked up. Try throwing some nails at her to throw her off guard.
Like the previous post said, know when to block and when to attack. At a distance, she can put you on lockdown for the entire round, but up close her options are limited.
Finally, don’t wait for her to make a mistake cuz chances are a really good Nu player won’t make any unless YOU force them to.
I seem to notice that his slide kick (3C) is a very useful tool against v-13.
Hi guys, first time BB thread poster here. Just some quick questions:
Ragna’s Hells Fang: What do I do when I block the first hit and he doesn’t launch the second strike? I seem to be in blockstun forever, and after he’s already recovered, he’s running to me and I’m still in blockstun…
Also, does Bang have any High-Invincible moves other than his drives?
Thank you for a good post regarding the 3C. It actually is quite useful against Nu, just predict her right though.
Hells fang has 14 frames of startup and leaves him at minus 4. There’s probably quite a bit. Try jumping out, backdashing, 6D, counter assault, and barrier defense (pushes him back).
Bang’s supers have some invincibility on them, that’s about it though.
I don’t understand this… why is this move normally done 623 B and now suddenly after you do a 6D the command CHANGES to 926 B??
Is there some kind of system to this? I can never combo the 6D to 623 B… I guess I have to do this input.
Why? How does this work?
Oh and Dasvanu: If you have super, you can get it in on ragnas first hit, even if hes going to do his second- bang goes right through.
You have to do it in a tiger knee motion, because D’s only cancels to jumping, and not special. So you actually cancel it into the jump, and cancel the 1st frames of the jump to the special.
Also the main problem in this combo is getting used to let the 6D hit and only after that start pressing the joystick (it also means you need to do it really really fast). If you start buffering the motion before the 6D hits you’ll get a jump or something…
So you are jump canceling the 6D, without actually jumping huh. I understand now. If the game is registering you as in the air does this mean you can do an aerial only move after jumpcanceling something without leaving the ground? Like lets sayy… Bang’s astral on the ground? I see no other good link into his astral other than a 2D, and the timing is tough on that I think.
For some reason the tiger knee motion just doesn’t do it for me. 6239?
Nope, 926. It’s a BACKWARDS tiger knee, so its not really a tiger knee…
I think 926 is an abbreviation for 9236
edit: just read it can be done 6329 also.
I think it has to do with the character you are fighting. I can do it on ragna before he hits the ground all the time in training. But with noel, she hits the ground before I’m close enough and I dont connect… SAME timing. So yea it might have to do with character hitboxes.