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

It needs to be situational because of how they work. Bang needs as many mixup options as possible, and unless they’re in a corner, placing a bumper makes you really predictable in lots of situations, also partly due to the way tech rolls work in this game. And above all they take a nail away. Bang NEEDS his D nails badly.

2b->6c works on Ragna, Tager, Hakumen, Litchi, Arakune, and Nu. Only while they stand though.

Aight thanks bro, every little bit helps. Oh and sorry for the numerous questions but is there any consistent way to hit a j.d on all characters? Besides after a counter hit 2.d of course.

Try after a combo into webnail. Then webnail again after j.D, and follow up!

Yo thanks for everything bro, sorry for the extensive questions just tryna keep this thread alive but im not good enough to give any feedback yet.

EDIT: Oh i have something, im not 100 percent sure if this combo works on every one under every condition but i saw it used on jin. 5a>5b>2b>623b>2b>623b>super. Does some tight damage and looks tight as hell, although i have never been able to replicate it in practice, i cant get the 2b to connect after the 623b.

The balance in the game is horrible.

Bang is probably A- or B+ tier in the US, he gets his mixup for free against alot of American players.

The problem is, that against good players like Jiyuna and Lordknight for example, that can see through his mixup, you have to rely on gimmicks. And gimmicks, just like in any other game, don’t work forever. Dora is a prime example of using gimmicks to win matches, me and him play pretty much the same way. You have to be almost psychic in BB to really be an advanced Bang player. Where some characters like Nu can run around like a 5 year old finger painting and get BETTER damage output, and be more safe without the use of gimmicks.

Mike Z is a prime example of having to use gimmicks to win with low tiers as well. He’s smart as hell, which is why he excels even as Tager. But a finger painting Nu, or an Arakune that lands a curse can still turn the match against him because of his character.

Basically if I haven’t insulted Arcsys balance team enough, you have to try when you’re playing Bang. Where as some of the characters would be on the same tier level as Bang only if they were forced to play with a rock band drum set, or a DDR dance pad as your buttons.

David Sirlin also got into how bad throws in this game are, with option selecting and huge break windows. Damage is pretty bad, heat gain is pretty bad, instant blocking is too good, barrier crushes from “offensive” bursts that aren’t offensive. There’s a long list, I understand that everyone’s going to fall back on the “Its the first game in the series, did you see how bad the first GG was?!” But that’s not an excuse, Arcsys HAS these other games to use as a reference, instead of building a game with no prior experience.

Bursts are bad, negative penalty is ridiculous. Claploops shouldn’t be in the game. The healthbar difference for characters isn’t really a determining factor in alot of fights because of the damage output difference.

Things Blazblue did right?:

Autocombo/Throw distortions stopping time, major plus so when you hit someone with it and the timers about to run out, you still win.

Damage scaling to 0, making infinites pointless.

Pushback and air tech time reduction after a certain amount of time, making infinites impossible! Great idea. Too bad they screwed things up with FRKZ, because instead of it being so many hits that increases pushback, they instead made it timer based on how many frames go by. So normal combo > FRKZ > continue combo doesn’t work. Removing a safe activation for Bang.

That’s about it.

Edit:

@ Jak

Bumpers are situational because if you set them in a bad situation, you wont get any use out of them, and you’ll end up wasting nails on them. There’s also situation combos with them if the spacing is right.

Try this for example:

With an A/C bumper placed above your enemy:

5a > 5b > 2b > j.c > 3 bumper dash > land > 5a > 5b > 2b > 2c > 6d > 623b

It’s a situational combo, but it is a damage increase. It’s also hype as hell.

I cant test in my state, but I really doubt it’s legit. And even if it was, it would def not work on some chars and in other situations.

And yeah 10stars, I gotta play the same damn good players. Stop giving them training against better Bangs than me :lame:

I have a very similar opinion to you on this games balance.
The thing is I really like playing as Bang and I really dont even like the other 11 characters that much. I think every fighting game tries to make different characters for each kind of player and Bang seems to fit me very well. He reminds me a lot of my streetfighter main Blanka.

At orochi: Im trying to get my camcorder to work so i can post the video and yall can see the combo although like you said i doubt itll work in every situation.

At 10stars: You know thats exactly how i feel about the game and im thankful i have no intention of playing this game competitively because thats when the flaws really start to show, blazblue is a fun fighting game but its definately not a balanced one, it actually made me appreciate sf 4 even more.
Oh and thanks for the bumper combo ill try it out next time im on.

EDIT: Yo orochi 10stars figured it out, its in this video [media=youtube]F4OXuzgTpjU[/media] thing is to connect the 2b after the 623b you have to dash(obviously) but the timing is apparently ludicrously strict. Hope this helps you cause i doubt i have the time to practice it.

Awesome Bang vs Arakune match: [media=youtube]Om8BRRFx2kA[/media]

Great bang, were those combos character-specific, or wiff on other normal sized-characters?

Those were character specific. Atleast for the last 623B after a J.C. Only works on Arakune, and Tager.

How do you guys with Taokaka? It feels like she can hit me during a lot of things and her jab is freakin annoying.

I have this problem with most of the cast, what i usually do is throw out the d shurikens and attack while they are blocking with either a low, overhead or a command grab.

That’s what I do alot of the time, but Tao seems extra annoying. I fare worse against her than I do against Nu.

Indeed she is, just keep playing against tao users and youll develop some habits thatll help you get past the BS. On a non related note, has this ever happened to anyone? You auto-guard an attack, teleport behind the opponent but their follow up attack still hits you despite being behind them? It happens to me far to often and quite frankly it is starting to really piss me off, i mean what kind of unreasonable hit boxes hit you when your behing them?

EDIT: Btw guys, heres a replay of one of my fights against an arakune, as you can see im quite bad any constructive criticism is welcome [media=youtube]tqzRCcoViy0[/media]

EDIT2:Yo check out these 4 seal combos, how the hell does he perform a j.d after a 5d and a 6d [media=youtube]uIX3ybrjilM&feature=channel?[/media]

I was scanning this thread for advice on just this, but I just saw complaints :stuck_out_tongue:

I guess playing bang is a proud, lonely, and bitter experience ><

That said, any Advice for actually not sucking with FRKZ? I NEVER use it in an actual match, hell I alpha counter (or whatever its called in this game) more.

FRKZ is a strange thing

you can almost always get a free grab after transforming though so learning a good grab combo is a good idea

uhh… how so? with gigantic throw break windows?

How THE FUCK do you beat Arakune? I’m pretty new at Bang, but goddamn. Was playing a friend today and near the end of our matches today I had him read pretty well, he couldn’t get any dives to connect at all and I even got to the point where I could counter some of them with drive, but I still lost. I’ve never played a 7-3 in this kind of game at anywhere above random select level (well at least that retarded matchup chart says its 7-3 one way… 6-4 the other) and I can genuinely say I never want to see one again.

My main problems:
*Arakune’s 2B stuffs every goddamn thing I tried with Bang has except 6B, it even worked on j.C. Unbelievable! It makes keeping pressure on him extremely difficult. How do I keep pressure on him? Does Bang’s 2B get stuffed by it too (I wasn’t using it as a poke though it occurred to me to try maybe now)?

*When Arakune has all of his garbage up I really can’t find a way in at all. I don’t generally have this problem when playing Litchi even though that’s a bad matchup too. I adjusted to this by being a lot more patient in later rounds, but all arakune has to do is curse you and suddenly you’re playing against the clock a majority of the time. How do I get in?

*Air to air I seemed to do okay sometimes with j.B, but I didn’t seem to be able to capitalize off of it. I heard j.A on CH can be followed up?

Other questions:

*Can Bang autoguard the bugs like the cloud?

*I find myself using D nails 99% of the time because Arakune’s always in the air, but if I use them I only have 4 shots total. They work really nicely but there’s not enough of them. Should I be using them any different than normal?

http://dustloop.com/forums/showthread.php?t=6435

There’s a reason it’s the most posted on matchup thread. It sucks and it’s hard. Can’t let him move. Try B nails as well when not cursed to limit the air options. Note you can a couple hundred more points of damage in some air combos by adding j.623b after j.C on him.

For your specific questions:

Force him to block then use your pressure strings, mixups, and resets. Don’t give him the opportunity to 2B while your pressuring.

You burst him just as/right before you get cursed. D nails during curse is kinda like taking a crapshot really. Counter Assault if he is close. Other than that…yeah.

On CH, I’ve heard after a j.A or B you can get a j.D

Yes, you can autoguard bugs, but it’s hard to get them down specifically. It’s not perfect either, as other bugs can hit you (FUCK THAT D BUG), or Arakune himself can see it and hit you, or get away from a teleport location.

D nails for stopping the curses before they happen, approaching, and pressure reset.