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Kensou

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About Kensou

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  1. Kensou

    P4A at MLG

    Going to be talking about GGAC+R and P4U at MLG with Brandino and SilentShinobi! http://www.twitch.tv/donjonnetwork2nd
  2. To add to the bumper dealy... From personal experience I've used TK'd bumpers purely because it felt easier to iAD to them due to it having the perfect height. There was a video that was up not to long ago showing alot of the bumper mixups I used back in CT and CS1 that are still viable now. But of course back in CS1 why bother with those right? *bad jokes are bad* In all honesty there's no real right or wrong way to place them per se however its a matter of when and how you use them. I'll drop some examples... Corner: I would use a D bumper after a Daifunka to make the enemy afraid of rolling backwards which in turn would make them sit still in the corner. The Mind Game? When you go for strings and iAD back the enemy will be looking for a dash back at them via bumper for an attack when instead you dash down via bumper and run at them on the ground for an anti air attempt. In turn when you've conditioned them to react a certain way you can manipulate their next action and get the desired punish. Only when you've got a better read on the situation, THEN you can bumper dash at them for the overhead or desired mixup. What you get from this? -Bumper dash at them, command grab if you feel a jump -Bumber dash at them jC, cancel to triple nails for extended pressure if you feel. NOT REQUIRED JUST AN OPTION! -Bumper dash down, run in command grab -Bumper dash down, 5A, and start ground pressure -Bumper dash up, toss nail of choice -Bumper dash up-back, to avoid certain reversals The possibilities and options are pretty open, its just on a per situation basis and how the Bang player is reading into the match. Bumpers are a tool for conditioning in a nutshell. The only problem I've had with bumpers in CS2 is the reset damage mid screen can be weak due to Bang not really having a strong mid screen combo game outside of fatal counters and other counter hit situations. Because more than half the time you'll be aiming to use 2A to start and that move prorates to no end. Theoretically you could be quick enough to net a command grab during a bumper reset for some good damage but again, requires reading and conditioning your opponent really really well. Some extra notes on TK'd Bumpers -A & C: You can TK them right off the ground and be in perfect iAD height for the mixup at hand or even just general movement. -B & D: The button input after the motion is slightly delayed. So 21479 DELAY BUTTON INPUT, B or D. Takes a short bit of timing practice for B and D however its nothing to hard. My 2cents. Keep in mind my emphasis on READING the situations and opponent!
  3. Kensou

    [CS2] Bang Info/Discussion/Question Thread

    6D by far does more dmg than 6C in combos, either less proration or upscaling...one or the other. If anyone has the guide *if its out* can confirm or jp bbs it that'd be great. @Dai: We test alot of stuff out mid match, lots of people want to play as well to soo.... Fav combo so far~ Corner *DUH* CH j.D > 5C > 6D > super crush > 5B > 6C > j.4C> super crush > dash under 5A > 5B > j.A > j.B > j.4C > dj.4C > dj.C yielding 5k j.4C hitbox is pretty large now so alot of characters that this would miss on or be height specific is extremely consistant. See Hazama and Litchi in CS1~ @Zeth: The wall bounce to 5C > 6D > Daifunka might most likely hit but may be a tad wonky due to spacing in that combo. I watched that Anji Bang player in finals of Nagoya Street Battle miss that 5C > 6D > Daifunka combo off a gold burst?? O_o?? Ashura for sure will hit garunteed for probably 3k-ish. I'm sure Daifunka yields about 4k+ depending on the starter but its probably not necessary for these unless going for a kill. I think Daifunka's full screen carry is too precious mid screen to use this combo. Doing more research and the air dash j.4C is actually perfect for the corner carry so I feel its definitely staple. KV was hitting it yesterday and I'm definitely going to be getting that one down. Also the CH combo you wanted to check dmg on is probably in the 3-4k range, which is why I mentioned ending with Distortions might not be worth it if you're netting the same dmg from a bnb ya know? I will say though, if you do hit the combos with the Daifunka ender, on the enemy's recovery you can option select 2C into Ashura if they do anything but quick tech. Pretty sweet~
  4. Kensou

    [CS2] Bang Info/Discussion/Question Thread

    Yep. Mid Screen - Command Grab > RC > 5C > 6D > Daifunka - Command Grab > RC > 5C > 6D > Super Crush - Command Grab > RC > 2B > 6C > j.4C > j.C Corner - Command Grab > RC > 5C > 6D > Super Crush > 5B >6C, j.4C > Super Crush > land and dash underneath > 5A > 5B > j.A > j.B > j.4C > j.C or end with another Super Crush for aerial tech mixup The corner combo listed is probably the best thing you can do as I've seen it done many of times in videos. Yields about 5.6k roughly
  5. Kensou

    [CS2] Bang Info/Discussion/Question Thread

    EVERYONE'S FAVORITE NINJA: BANG SHISHIGAMI! In this write up I'm going to go in depth with what I've currently experienced with Bang and my opinion on him in Continuum Shift 2. As a disclaimer, please take this information and do what you will with it but remember this is an opinion and as time goes by, may subject to change. Why? Well, games tend to evolve and opinions begin to change as new discoveries are found so again remember this isn't concrete! Now with all the formalities and disclaimers out of the way, let's get to the meat and potatoes shall we? FIRST IMPRESSIONS? My first impressions of Bang weren't really all that great to be completely honest. It felt like alot of work with him in the previous game went to waste. I felt he lost alot of what made him great and it really made me wonder about the balance decisions that were made for him. The more I play him the more I realize that you really just have to be on point with everything now. The margin for error is still there and luckily Bang has the hit points to deal with it. This version of Bang will teach players to learn more than the surface level stuff in Continuum Shift to fully exploit the more technical aspects of Bang's tool set. To be fair, Bang on mid to low level can scrounge by with the simple strategies but as you went up the ladder it's alot harder when your opponnent understands your options. Now it's not to say you can't win at a high level with the simpler strategies at all, Satoshi proved that countless times. However it's players like Dora and Nezu for example that raised the bar on Bang's potential dating back to Calamity Trigger till even now in Continuum Shift 2. The best way I can put it is, think of CS1 as a primer for CS2 Bang. Getting an understanding of him in CS1 will make the learning curve less by a far margin. NORMALS As you may already know Bang's important normals are alot slower and hitboxes have been re-worked, namely 5A and 5B. 5A is DEFINITELY 1f slower making it a 6f move. Not really all that bad but a bit harder to open with now not to mention anti air with. 5B I believe is now 10f start up now so already you can tell its a bit harder to use these as starters to open ground offense. I will say that 5B and 2B being air unblockables are pretty useful. The new 6B is still the same start up it just doesn't give you the knockdown to an OTG combo any more. However I believe on counter hit standing, it forces crouch and you can link 5A into a combo. The new gatling listed 2B > 5B I feel is pretty good due to the new start up of 6A being 17f and it seems to be the same +1 adv on block. His strings now are more varied due to this making for some pretty cool frame trapping since instant blocking has been reduced from ground -5 and aerial -10 to -3 and -6. Mixing the 6A and every other normal is pretty neat now because the 6A locks them in place if no barrier was used yielding some interesting results. So definitely a plus in this department. *NOTES ON GUARD POINTS* -6D is your new best friend with the best amount of G.P.s. It stops highs and lows but is vunerable to overheads -2D is good but slow to start with jump cancel attached to it. Pretty dangerous if used right -5D really fast start up -J.D feels about the same as CS1 SUPER CRUSH! aka PULVERIZING FIST~! The loss of this move's old properties on hit is what really hinders Bang the most to me. The loss you ask? The loss of the wall bounce hurts his mid screen game and overall combo abilities specifically mid screen. Don't get me wrong, it still breaks one primer like CS1 so its application for that is still good. Unlike CS2, Bang could always rely on this move for all his standard combos mid screen, be it an ender or mid combo tool it was always there for his all purpose combo tool. Since the new focus of CS2 is corner positioning, this move no longer serves this purpose. Instead if you haven't seen in videos, it throws the enemy across the screen. Now, on Fatal Counter you get the wall bounce mid screen and in corner non Fatal Counter you get the wall bounce like you normally would. But the shift in corner positioning for everyone to dish out the damage doesn't hurt Bang all that much but the strategy is the problem. I feel his strongest position overall is the mid screen because his ability to mix up is alot stronger. THE NEW STRATEGY? With the new system of Instant Blocking, frame trapping seems to be pretty effective. Frame trapping with 5B >6A, 5A > 6A, 2B, 5B, 6A, all of these are viable and keep the strings fresh and lead to counter hits. Again, the varied strings allow for interesting guard strings and pressure. I also think setting a bumper or two is pretty important. It doesn't garuntee you a win but getting to the end result is alot easier. Bumpers allow for baiting, mixups, the ability to close distance from the enemy or create distance from the enemy. Many of you know this as it stands but not many Bang players use them to their advantage. My suggestion? Learn how to use them! In CS1 bumpers aren't a necessity but more of a compliment to your game, it's sort of the same again but a player can always use another movement option. The corner is the focus as stated before, so naturally you have to decide damage over the okizeme. Mid screen is Bang's best friend due to all the okizeme options he can perform with and without bumpers not to forget Fuu-Rin-Kazan which I will touch base on further on. However, the mid screen damage is limited to a standing enemy to net good damage. *A quick break down of damage non corner stocked if you haven't been watching videos* -Standing Enemy = 2-3k depending on counter hit j.4B or j.C with 1-2 Seals depending on if you want to use a Web Nail -Crouching Enemy = 1.5-3k roughly depending on counter hit jumping attacks from the above and either 1 Seal, knockdown and okizeme, Super Crush ender leaving you at neutral positioning or end with Daifunka yielding in 3k So on one hand, you can stick to the mid screen okizeme but not be able to really dish out the major damage due to not being in the corner. Not to mention, if you are crossing up, which you will be doing, you will take longer to get to the corner positioning to dish out the high damage. On the other hand, you can end with Super Crush which gives you corner carry but at the same token leaves you back at neutral position or use 50% Heat on Daifunka for the full screen carry. However, there are some instances you may have your back to the wall and while you can turn the tide and change positioning with an opening, it might be best to take the fight back to the mid screen to regain momentum after landing a combo or after successfully escaping pressure. This is of course not to say a player couldn't just done the exact opposite, so it's up to the player to make the decision they feel is best in this regard. Damage versus positioning is the question a player will always be thinking about at all times when playing Bang. FUU-RIN-KAZAN! FRKZ! One of Bang's greatest tools is one of his most risky tools this time around. But before I get into it, a quick break down of what I feel FRKZ was per game and what I feel it is now. *Calamity Trigger* -Defensive mechanic with great movement options to evade and advance -Allowed for Bang to always dish out great damage -Best baiting tool in the game versus a burst or counter assault -Run away Poison Nail -Slightly stiff on execution on some points *Continuum Shift* -Offensive and Defensive mechanic with the same options above with higher damage output -Easier to execute commands all the way around *Continuum Shift 2* -Offensive mechanic more so than the previous games -Harder to bait things due to the shorten back dash distances -Defensively you will have a hard time avoiding things especially bursts This is my stance on FRKZ in my opinion. Now after watching alot of videos and messing around with my own research it seems that FRKZ just doesn't really yield the rewards of either of the old games. The shortened back dashes going up-back and back just truly makes his abilities to bait harder when this tool is used for that purpose and then some. His mid screen damage from it is great, I personally haven't done the combos but the stuff Nezu and Dora are doing looks solid and staple for FRKZ. Seals seem harder to obtatin depending on the match up I think. Of course, having them stocked is always good most definitely though. Matches like Arakune and Carl I think more so than ever its important. Much like in CT versus Carl especially, FRKZ is a must to not have to deal with the clap infinite, and like in CS1 for Arakune you need it to get rid of the Curse Gauge. This time around you really have to know what you're doing with FRKZ because the margin for error seems a bit higher than before. In some of the recent Game A-Cho videos I've seen Nezu use FRKZ and still lose pretty hard. It's slightly discouraging but I believe there's still hope for this tool. I honestly think bumpers are just that much better than FRKZ in most instances due to the movement options not being limited. So to sum it up once again, FRKZ for the matches like Arakune, Carl, Tager etc and bumpers for everything else universally. THE SUMMARY? Playing Bang now means you really can't afford to make too many mistakes and you need to be precise more often than not. A very high degree of technical skill and extensive knowlege of Bang's tool set is required this time around. Huge emphasis on corner carrying versus mid screen okizeme determines how a you go about dealing damage. Alot of Bang's old bad matches from CT are here again so you have to take a page from CT and re-use those strategies with the newer tactics. Getting Seals is a bit of a task so getting to FRKZ can be difficult. Also FRKZ isn't all that strong defensively with the limited backwards movement but, more so offensively with a high risk/high reward stigma attatched to it. All in all he's still a good character its just a matter of getting adjusted to his new changes. Hope this helps you guys out as a primer of sorts so..discuss~ -If at all possible would be great if we could get this on front page or something? Figure it'd be good for everyone to read not only just in the Bang threads. Just a thought?
  6. Kensou

    [CS2] Bang Info/Discussion/Question Thread

    Hello fellow Bang players, after spending a week with Bang in CS2 all I can say is...Bang might as well be back to CT status...I'm sure you guys have seen vids and can see he's not as strong this time around. But I PERSONALLY feel Bang isnt all that viable. Playing him now means you really love the character, and he takes alot of work and technical skill that the best way to explain him now is...high risk/low reward. I'd like to write a full article about him but I haven't finished my notes I'd like to push right now so I'll be jotting down some more notes before I write this large thing out *or however big it gets when its done*. For the record, FRKZ still doesn't make Bang any better, it just means mid screen dmg.
  7. i wouldnt down and out EC if i were you...those guys are extremely good you just werent there to see it for yourself so yah... and i agree with stickbug on the # of ppl comment.
  8. Kensou

    BB:CS Match-Up Chart

    bottom line about all the bang and litchi bitching...everyone thats complaining about bang is just moaning for absolutely no reason. if i had to pick over bang whooping my ass over CT arakune or nu for that matter, i'd gladly pick bang and litchi. at least i can block my way out of those 2 vs CT tops. FAR FAR FARRRR too much hate on bang when litchi is just as stupid if not potentially worse than bang. for those that have watched matches and cannot tell easily that litchi is just as dumb are being ignorant on purpose. just because bang is "easy" doesnt mean anything. it still requires skill to actually use the char or ANY char to that degree properly. easy combos dont mean easy wins and difficult for sure doesnt mean you cant win either. eddie has been top in GG from jump street and he's difficult to use and yet he retained his top spots over the course of the game's life. (using GG as an example since this is a GG forum) so again i dont see what the problem is. "litchi is difficult/hard to use!" and? so whats you're point? when one learns to play her right then it becomes easy wouldnt it? if you're simply going to sit around and bitch about bang i'd say you have about 3 options. play the game and learn how to fight'em, sit there and bitch, or just say screw it all and quit. option2 wont get you far so you may need to keep a box of kleenex near and learn how to play against him. option3 would be simply sad because you decided to quit because you cant beat bang. granted its your world, and if you the player want to quit then do so. also if you want to bitch i guess go for that if it makes your heart shine. however, know that bang isnt going anywhere and he'll still remain where hes at until a patch or whatever comes along.
  9. spots are paid for not so much about being "invited". also 10stars, why on earth would you want to compete solo?!?
  10. Kensou

    the chipp blog thread

    things that i do: A] fake the fdc and double jump -allows u to double check for the back step and punish or escape if u think sumfin may go wrong B] land and mash 5p, or stay on the ground and forget fdc mash 5p -since u can mash it 1 of them is literally bound to hit and u can combo from there how to practice it: -back step and mash back throw for the recording dummy -go for ur usual setup and start up the dummy playback for the back step and figure out the ways to punish from there
  11. Kensou

    the chipp blog thread

    ya pretty much wut atg said. -its kinda one of those things that the enemy will run into when ur moving backwards and such. same can be applied to j.D to fish for CH or just for a regular KD. i jus do that out of habit honestly lol, u can also use j.K for the reasons u mentioned above. the 2nd hit of j.K will knock the enemy down if they try to jump at u while running underneath u. so both have pretty decent advantages.
  12. Kensou

    the chipp blog thread

    i'm not quite sure that i follow, wut exactly do u mean?
  13. Kensou

    the chipp blog thread

    http://www.megaupload.com/?d=ZPOQXUYB my chipp tutorial, pretty much basic things u should kno. enjoy sidenote: i didnt put a combo section in this video due to there being a bajillion other chipp combo movies out there in which chipp players can learn from. my intent is to give chipp players a general foundation in which to learn from because, i believe any1 can learn how to hit a combo but not knowing the foundations/basics that will allow u to hit these combos will hinder growth as a player. keeping it basic takes ya far believe me lol. anyway, youtube version coming soon.
  14. Kensou

    Rise from your Grave: AC Chipp matchup thread

    i strongly believe that millia loses to chipp for alot of the reasons mentioned already but for the sake of reiterating i'll do it once more wit a quick analysis... chipp v millia ground game: chipp has an overall stronger ground game from a better array of pokes to better ground normals period. theres really no contesting in this regard imo. 5k, 2s, 2d, 5hs, 6p; all good pokes chipp can run in with whereas millia really only has 2p, 2k, 5s, 2d, 6p. problem with her poke set is that her lows get beat by chipp 5k and 2s easily, whereas the rest get beat by the other mentioned pokes. another guessing game but its a bit more in chipp's favor. air game: both are really strong here, chipp having tripple jump and millia wit the double dash. now the only minor difference imo is if chipp is higher up he can fish for j.d CHs so tripple jump is very effective at this point. millia j.d CH fishing is jus as good. speed: in the speed dept chipp is simply stronger than millia once again. chipp has the ability to be where he wants to be at almost any given time hes NOT in block stun. not to mention i mean, chipp is jus simply faster in general. meaning? its really hard for millia to catch chipp in general, his high evasion potential of situations jus make it really hard. not to mention chipp's whiff punishing potential is among the highest in the game for obvious reasons...speed. wakeup games/okizeme: millia shines a little more than chipp in this dept due to the high dmg factor of FB disc and her being a natural oki/confusion char. but altho she has this great tool her oki timing must be shifted due to chipp's delayed wakeup. if i'm not mistaken chipp and aba wakeup the latest naturally so chipp can jump out of certain situations on wakeup and if not shoryu if need be, not to mention the shoryu can be frc's if need be as well. of course all of which can be baited so its indeed a 5o/5o or a rock/paper/scissors type situation for both chars. now chipp's fdc is still very good vs this char since he doesnt have to adjust to a different wakeup time, plus his simple combos do a great deal of dmg to millia for no meter pretty much. difference? fdc cant be baited unless millia has a winger super on standby so again another 5o/5o however its situational. air to ground: chipp's jump-ins are really good especially as mentioned j.hs. now depending on the angles/timing u attack from, millia has a hard time 6p-ing thru this. also at times it can clash wit hit 1 and the 2nd hit from chipp j.hs can land and its combo city from there. a well timed 2hs isnt quite bad either wit millia so its yet another option altho the clash factor is still in effect here. now, millia can come from the air with pin and force chipp to block however if there is sum large space between chipp and millia, chipp can simply take the hit from the pin and 6p if they try to follow up wit an attack via iad or wutever the case. why take the hit? well why block it since u can retaliate if they commit to an attack? same goes for chipp quick dirk/shruiken, it does piss poor dmg but forces a block since the recov is faster than pins making dirks slightly better. dmg potential: both hit hard in pretty much every situation from mid screen to corners and most combos take the enemy to the corner. overall 6:4 chipp outtro!
  15. Kensou

    Chipp Match videos (Slash / Accent Core)

    i'll be posting vids on my youtube account. right now i'm cutting and editing a few more but for now there are a few non chipp matches of me playing but there will be more soon enuff http://www.youtube.com/ShinKensou
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