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Some of the changes seem pretty interesting, but many of them are just like the gimmicky options EX characters already have. That's pretty much expected from a promo video, of course. Here's hoping the loke tests reveal more meaningful balance tweaks as opposed to "oh look at the flashy new moves everyone has".
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Remember that time we had a sweet thread?
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If the frame data is still correct, the weak version of 214D~A is only +2 on block. This advantage is big enough to stuff any poke attempts that aren't invincible, like your opponent mashing 2A or 5A. DPs like Inferno Divider will still come out uninterrupted. If your opponent instant blocks 214D~A however, you're at -1. This gives your opponent a window to outpoke you should you try to restart pressure. 214D~A doesn't give you enough frame advantage to have a solid pressure string; just enough to let you punish people trying to poke out of your pressure strings. As for Hazama's defensive options, they're rather limited outside of Jayoku. 5A then 2A are your fastest pokes at 5 and 6F respectively, and your only other invincible option is 214D~B, which takes almost twice as long as Jayoku to become invincible. If you're stuck in the corner guarding your best option is to simply barrier guard until they get pushed out far enough and then try to jump away. If they try to stop you from jumping via things like jumping pressure or anti-airs you can punish them with the proper pokes and regain momentum.
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[CS2] Bang Combo Listing/Discussion: Low Tier Ninja Hero no Jutsu!
WUT replied to DaiAndOh's topic in Archive
If you're at starting positions or closer to the corner you can use 5D, 623B, dashing 2B, 6C, j.4C, j.C as the ender for 2229 damage (also works on Valk). You can add a j.623B after the j.C on Ara and Tager for 2355 damage. EDIT: Concerning the above topic: 623C RC 5C tk C nail, dashing 6C, IAD j.4C, 5C, 6D, 623B, 2B, 5B, j.a, j.b, j.4c, dj.4c, dj.c. 5021 damage. Works from starting positions. Bang is seriously sweet now. Character and space-specific combos everywhere. -
Really didn't even bother to watch the whole vid til today, seeing as that Lambda combo was pretty retarded. But that Carl combo...holy fuck that has to be one of the most boring loops I've seen in a long time. They just can't help but give that fucker a loop of some sort.
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I'm not unless they really deviate from the comics. Rest of that plot sounds cliche as shit.
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[CS1-CSE] Road to Ikaruga - The Bang Social thread - Do you even 3c?
WUT replied to DaiAndOh's topic in Bang Shishigami
Bang with sweet setups rather than mindless simple damage? No trolling. My body is ready for CS2. Pumped for this ninja. -
http://www.youtube.com/watch?v=pCLIg6WT7zM&playnext_from=TL&videos=Q6fEY_RXYbg EDIT: wtf this bird is awesome. http://www.youtube.com/watch?v=d81qFaoe010&feature=related AND THE THEME OF ZELDA'S LEGEND: http://www.youtube.com/watch?v=1CCXrIhc28M&feature=related
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Applicable times to use tree ult: any time it's off CD.
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He can low profile...a low normal. mymindisfuckingblown.jpg.
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http://www.youtube.com/watch?v=kpYWRIFmRcU Has potential...
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thestoryofmylife.jpg
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Fucking Dodos.
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5B nerf doesn't hurt his BnB, it hurts his close range game. Being a lower level means it no longer has frame advantage on block, which wrecks the mediocre pressure options he already has. As mentioned already, slower chains will probably only affect FC combos, which only slightly lowers his max damage. Losing ~200 damage off his max damage combo isn't really worth mentioning. Slower chain gauge refilling: meh. Just means you'll need to be more careful with your zoning and positioning. Just put a little more effort into playing smarter. Honestly I'd rather see a nerf to Jayoku's damage potential and exchange that for a stronger close range game. Make 6B and 6C useful normals (wishlist: 6B faster startup and a 6B feint added for throw mixup, 6C reaches aerial state earlier for throw baits and throw mixup) and let a CH Jabaki lead to a stronger combo so it's more of a threatening special move.
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Reading Bang nerfs...no 5A nerf...well hurp-de-derp. Buff his mixup if you're going to neuter his damage though. Don't need a repeat of CT Bang, but having solid setups and mixup with crappy damage when you land a hit will be just fine. Hazama 5B nerf is ugly but warrented, however with chains being nerfed I hope they do something to buff his close range game, like make 6B and 6C useful instead of just "safe".