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kaeru

[CSE] Bang FuuRinKaZan Guide (v2.0)

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What's the corner combo you use? So far mine is jc-5b-2b-2c-6dash-5c-6d-6dash-2d-6dash- 5c-4dash-2b-6c-8dashj4c-jd-2dash-2b-6c-8dash-j4c-8dash-j4c-623b-ashura

jC>2DASH>2C>2D>4DASH>6DASH>623B>4DASH>6C>jD>2DASH>5C>6D>6C>9DASH>j4C>2DASH>5C>6DASH>2B>9DASH>j4C>2DASH>5C>6DASH>2B>6C>8DASH>j4C>7DASH>j4C>j623B>Ashura 8169 damage 66 heat

here

Doesn't work on Litchi, Makoto and Ragna (6D 6C won't connect so just switch "6D>6C>9DASH>j4C>2DASH" by "6D>6DASH>2B>9DASH>j4C>2DASH")

I think it's useless to note that I was highly inspired by Nezu's combo.

Also you could do CS2 Challenge #10 like kaeru mentioned in the first post, it is basically just like the combo you are already doing except it does more damage.

-Drop the 2B after 5B since it isn't needed.

-Add a 2nd j.4C before the j.D.

-After 2B add 623B before the 2nd 6C part.

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i have some new info about that challenge #10 corner combo from CS2.The way j.4C is now can forces a small adjustment to be made in order to keep the combo reliable. when doing this part: " ..., 2B, 6C, 8DASH, j.4C, 8DASH, j.4C, j.D, land, 2B " you must actually pause between the 2x j.4C. This is so that bang is lower to the ground. Otherwise, after the j.D, the connecting 2B on the ground can become very tight, and sometimes even impossible to connect. I plan on updating my video of it to show an example of this.

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You can also do 6C 8DASH j4C 2DASH 8DASH j4C jD 2DASH 2B etc. I find it more convenient.

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That's interesting, i've never had an issue with the CS2 combo landing on anyone. Maybe i already delayed it before, but i doubt that is it.

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delaying the 8 dash gets easy once you get the hang of it. you just wait, do 8 instant j4c, delay, 8 instant j4c and youre good for mashing 2b out

seconding this, i actually just bothered learning his corner variant yesterday and got it in like 3~ tries

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Question about the first JC combo

J.C, 2DASH, 5B, 2C, 6DASH, 5C, 6D, 6DASH, 2D, pause, 6C, 8or9DASH, j.4C, 6CANCEL, j.D, 2DASH, land, pause, 2B, (9DASH, j.4C, 6DASH, j.4C, 6DASH, j.4C) x 3, 236236A (ASHURA) 6.8k Dmg 55 HEAT

you mention the tricky part is the pause 6c 8/9dash j.4C, 6 Cancel, JD

I have found it much easier just to immediately after the 2D: 8dash, J.4C, 6dash J4C, JD, Rest of combo.

Is there any other reason you do the pause 6C?

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If you keep at it, even the pause, 6C or grab whiff, 6C will become consistent ! It's truly only a matter of practice. It isn't one of those things that are too hard to rely on.

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Just go with delay 6C, grab whiff 6C always seems like an unnecessary crutch to me considering how easy it is to do the former. It also allows you to adjust to any delay when on netplay, whereas a (laggy) late grab whiff means dropped combo.

...so yeah, that filler isn't as necessary as say, uhhh, the ol' CS2 corner bumper combos.

Edited by StayFree( ' 3')

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As I sort of mentioned, another option you could try is doing a 6 dash after the 2D to end up on the other side, then do your slight delay 6C. It more or else means you aren't delaying it as long so it becomes less timing dependent. This is how I got comfortable doing it.

Just to provide a visual example.

Edited by zeth07

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