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DaiAndOh

[CSE] Bang Beginners Guide to Manliness

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The Beginner’s Guide to Manliness v.EX 1.0

Before reading anything, READ THIS: http://www.dustloop.com/wiki/index.php?title=Basic_Mechanics_(BBCS)

Bang Frame Data for reference:

http://www.dustloop.com/wiki/index.php?title=Frame_Data_(Bang_BBCSE)

Table of Contents:

I:Who is Bang Shishigami?

II: Should I play Bang?

III: Bang Terminology

IV: Bang's moves and their general uses

V: Combos

VI: Pressure and Mixup

VII: FuuRinKaZan

VIII: Misc. Tips

IX: Links

X: Closing

XI: To do.

XII: Disclaimer.

I:Who is Bang Shishigami?

Taken from the official site (CT character profile, no biggie)

"Profile:

Height: 192 cm

Weight: 105 kg

Birthday: January 1

Blood Type: B

Race: Human

Hobbies: Training, thinking of names for his special moves

Values: The 6-foot nail (memento of his master)

Likes: Justice

Dislikes: Evil

Personality:

A real man, who never compromises in either his duty or his desires. He’s very impulsive, although whether that’s a good trait or a bad one is open to interpretation. As he a ninja, he takes good care of his henchmen and subordinates.

Backstory:

After losing their home in the Ikaruga Civil War, Bang and his clan of ninjas fled to Kagutsuchi to regroup and wait for a chance to restore their homeland to its former glory. While in Kagutsuchi, Bang decides to make his debut as a “Vigilante of Justice”. When he learns that Ragna the Bloodedge has come to Kagutsuchi, he decides to bring the legendary criminal to justice!"

In CS, Bang is looking for Lord Tendo’s son and of course any opportunity to impress Litchi. It is confirmed he has a Nox, but it is not active.

II: Should I play Bang?

That is a question you need to answer yourself, I can only guide you there. First some pros and cons

Pros:

A fairly fast character with plenty of mobility to be found in his speed, 2 air dashes (or an airdash + double jump in the same jump), teleportation during his autoguard, dash bumpers, and FuuRinKaZan mode.

A strong mixup and decent pressure. He can do double overheads, 5c is a 24 frame fairly ambiguous overhead, D and C nails can be used for pressure reset attempts as well as a command grab. FRKZ turns the mixup from good to godlike with the ability to cancel most normals into an 8-way command dash, as well as giving him amazing damage everywhere!

Above average HP (11500), and decent 5 guard primers.

Decent damage in the corner, and now alright midscreen damage!

Manliest character in the game!

Cons:

Some air-unblockable normals, but still has a weak anti-air game.

Has to rely on shaky auto-guard and counter assaults to get out of any solid pressure. Basically you'll need good blocking ability to be consistently successful.

Lacks range.

Essentially, if you like speedy mixup or pressure characters that can still take hits, and don't mind some range and defense issues Bang will be a solid choice for you

III: Bang terminology:

Directions will be referred to with a number pad system. Imagine an arcade stick or dpad for a moment...then imagine a desktop computer's keyboard, the number pad:

789

456

123

So basically 5 represents a neutral position, 9 jump forward, 2 a crouch, 1 pressing back and down diagonally, etc.

A/B/C/D Nails - Bang's air 236 A/B/C/D. The button used is referenced.

Bumper - Bang's 214 A/B/C/D. Maybe used with A/B/C/D first to refer to specific ones.

Command grab (may refer to air or TK versions if said) - Bang's 623C, a command grab!

FRKZ/Bang Install - FuuRinKaZan 6322146D with 4 symbols. Bang's powerup super!

Autoguard - During Bang's 5D, j.D, 2D, and 6D he has certain frames that have him automatically block certain attacks, and continue the move. The game will look like it paused for a moment with the opponent's move striking Bang mid move.

DaiFunka – Bang’s autocombo super. 2362314 C.

Umbrella – Bang’s Nail Rain super. 632146 B.

Ashura – Bang’s explosion super. 236236 A.

Even still, I will refer to most moves by their command!

IV: Bang's moves and their general uses

The move’s command - Description

General uses and expectations for the move.

Bang tends to give his special and supers stupidly long names that don’t say much to us, so those will be left out of here…

Normals:

5a – Bang throws a quick left jab.

A decent poke. 6 frames. Also neutral on block, making it 95% safe on instant block. Alright anti-air as well. Jump cancellable on block as well, but less important given it's your poke and combo starter. Prorates pretty badly compared to...

5b – Bang throws a right straight.

CS1 5b IS BACK! Ok not really, but it's looking better than CS2! Has range and damage over 5a, but starts up slower. 10 frames and -2 but still fairly safe and decent priority compared to most of Bang's normals. Better hitbox than CS2. Oddly enough will combo into 5c on counterhit. Air unblockable property makes it a moderate anti-air, better against turtlers holding up back nearby though

5c – Bang slams his hands on top of his opponent.

Overhead. Part of the mixup game. Doesn't lead to much damage unless you're in the corner. Starts up in 18 frames but doesn't actually hit crouchers until frame 24....Fatal counters. Jump cancellable on block

5d – Bang’s gauntlets glow, then he lunges with an uppercut.

Only autoguards mids and highs from frames 3-11. Major change to the properties of this move...again - hitting with it once again launches. When autoguarding with this or Bang's other D moves, pressing a,b, or c will teleport him forward, usually behind the opponent. Heavier button - longer distance. D moves are also now special cancellable, remember!

All D normals grant a seal on hit. 4 Seals allow you to unleash the incredible FuuRinKaZan!

6a – Bang lifts his leg up then thrusts it low.

Hits low, but kinda slow. Doesn’t connect much outside of combos. This is jump cancellable on block. 5c can gatling into this for safer high->low than 5c, 2c (6a is +1, and good for frame traps). But 2c is unreactable and forces a guess. 6a grants a slightly better reward, with 2c being forced tech (more on that in its writeup). Overall, a great move given Bang rarely gets frame advantage, but watchout for barrier pushback when pressuring.

6b – Bang does a flip forward connecting with his leg.

Overhead. Only -1 on block too! Airborne properties give it an edge vs. low moves and stop you from getting thrown. Even more useful overall. 5c, 6b is a double overhead gatling! Combo on counterhit or RC. Imo, underrated overall.

6c – Bang leaps forward with a high kick.

Doesn’t hit crouching. A combo filler move. Takes off a guard primer. For the 4th game in a row, we are cursed with this move that doesn't hit crouching characters :vbang:. Also as a note, 6c, jd doesn't work in most bnbs against Carl, Valkenhayn, and Rachel now.

6d – Bang turns around and delivers a low kick.

Buffed. Starts up way faster (24 compared to 30 frames). Autoguards mids and lows from frames 1-14. Hits low, and speciall cancellable adds safety to this move getting blocked. But is useful in combos and as an occasional defensive maneuver now!

2a – Bang crouches down and gives a quick chop to a feet.

The same as CS essentially. Fast and hits low. Horrible proration though so try not to start a combo with it very often. Can pick up people off the ground, both in combos or when you catch sleeping. Note for new players - can only use twice in succession.

2b – Bang thrusts his elbow forward.

An important move, because it is jump cancellable on block, yet is fast enough not to be reacted against in pressure, with some possible extreme exceptions . This will let us reset our pressure game as you’ll find out later. Also important because it is used for a variety of reasons in many combos, and it has a long reach for Bang. Can also gatling into 5b, which gives it a better use in neutral situations.

2c – Bang does a sweep kick.

Hits low. -4 on block. Now your opponent can tech right when they hit they ground, making this move near useless. This negative property is removed in FRKZ, where you'll be using this move in combos. This is now used also in Bang's corner combos, since you'll 623b before they hit the ground.

2d – Bang’s gauntlets glow as he crouches, then he uppercuts.

AKA Fist Pump (Bang's been hanging out in Jersey it seems). Decent move but lacks range. Unlike other D moves, you CAN cancel this on block with a jump. Combo timing for j.d varies by character, as does the need for a super jump or regular jump. Autoguards highs and mids. Can anti-air sometimes.

3c – Bang does a slide kick ala Dictator, Claw, Dhalsim, what feels like most of the Marvel 3 cast, etc.

Unsafe on block. On hit, can combo 2a to pop em up depending on distance. Takes a primer, and fatal counters. Use 2b to combo in such a case. Also used outside the corner for a free extra hit after an air throw (in the corner you can do oh so much more...).

j.a – Bang throws a quick air punch. Can be repeated for a couple of punches switching hands.

Fast short range air poke, a way to potentially anti-air even. You can use air and ground command grabs as well as air unblockable ground normals to trap after this move. Hitbox has been buffed! Give it a shot!

j.b – Bang kicks horizontally in the air.

Longer range air to air, used in air combos and a potential poke. Can go into an ground bread and butter if hitting a grounded opponent. Hitbox has been buffed! Great given the moves long range already!

j.c – Bang kicks downward.

Air to ground. Will send an aerial opponent to the ground. Can go into an ground bread and butter if hitting a grounded opponent. Can crossup, but harder to do. Easier on fatties like Tager.

j.d – Bang gathers energy into his hands and slams downward.

Autoguard 4-15 properties, against mid and high attacks. Used in some air combos as well. Downs opponent no matter where you hit them (air or ground). Halts aerial momentum. Horrible proration now. On counterhit, this move ground bounces.

j.4b – Bang kicks behind him.

Bang’s old j.4c (for players coming from CT! Welcome!), basically j.c in the other direction. Crossup tool. Hits pull them towards you.

j. 4c – Bang performs what looks like a 6c in the air.

Air to air and combo filler mainly. Jump cancellable on hit. Great proration, lots of untechable time, and perhaps even a buffed hitbox!

Throw (bc) - Bang grabs his opponent, disappearing before coming out with a drop kick.

Wallbounces. Combos midscreen with an airdash j.4c. Combos in the corner too! Buffed!

Air throw (j.bc) – Bang grabs his opponent, then disappears before teleporting behind (infront if you input 4bc) with a kick.

Causes groundslide. Followups are possible!

Special moves:

Guardpoint A/B/C – When your D move autoguards an attack, pressing A, B, or C will have Bang teleport, then finish the attack.

Button pressed determines distance teleported, A being the shortest, C being the longest. Learn to know which to use, or even to teleport at all, depending on the situation.

623c – Bang grabs the opponent, sending them upward delivering a few hits before kicking them downward.

Command throw, though pretty slow and doesn't have great range...Part of your mixup game, as it cannot be broken outside of hit or blockstun. You retain aerial options (such as jumping, dashing, etc.). Rapid the last launching kick to get some combo follow ups. NERFED in CSEX, damage scales horribly.

j. 623c – Bang grabs his opponent, kicking them up once, then downwards, followed by launching them in the air.

Aerial command grab. Catch predictable techs or jumps for some solid damage. Halts momentum if whiffed. Rapid before the launch (but after Bang gets to the ground) to go for combo follow ups, again damage scaleds horribly.

623b – Bang throws a punch with both arms engulfed in flame.

No longer wallbounces midscreen. Gives a small wallbounce in corner, which is essential for damage output. -7 on block now means it's not so great a poke, make sure to space it properly. Fatal counter lets it wall bounce midscreen. Takes a primer off.

j.623b – Bang lunges forward once again throwing a punch with both arms engulfed in flame.

Similar to 623b. Game counts it as a different move for damage scaling purposes. Better recovery time. An opponent bouncing off the wall from outside the corner can possibly get hit with 5c or 6d to add plenty of the combo, making that technique essential. TK623b will get you -4 total. Dora wannabe? ;)

j.236a/b/c/d – Bang throws a nail from his supply of 12. The button pressed determines the nail.

A nails are thrown at a 30 degree angle and Bang retains his momentum. These nails poison on hit. The poison is pretty solid and can be worth using after a j.c depending on preference. Can be used to maintain distance from afar or approach by cancelling your airdash with one (Bang retains the momentum). Now in CSEX, these nails will knockdown airborne characters. Learn to cancel this move from airdashes to give yourself a great approach!

B nails are thrown at a 45 degree angle, and Bang retains his momentum. These nails will bounce off the ground or whatever they hit and then make a small explosion. Covers some space, though not as effective as d nails.

C nails are thrown at a 60 degree angle and Bang stays in place. These nails upon hit will ensnare the opponent in a net. Useful for getting some extra damage midscreen and with the nerf to d nails, may be used to reset pressure...

D nails are 3 nails thrown at a time at all 30, 45, and 60 degree angles. They halt Bang in the air, and bounce off the ground. They are also fast to come out and recover. D nails have a ton of versatile uses, such as controlling space, keeping distance, providing cover, and even resetting pressure. As expected, they consume 3 nails from your stock instead of 1 unfortunately.

Although still very useful, tkD nails are nerfed from CS2 in terms of frame advantage on block (+5 compared to +6, was +8 in CS1).

214a/b/c/d – Bang lifts his arm up and places a bumper on screen.

A and B versions set bumper in front of you, C above you, D behind you. Jumping into a bumper then pressing a direction will cause you dash in that direction. Only one bumper of each version will be set at a time, setting a second say, A bumper will get rid of the old one, but setting a C bumper while an A bumper is out, will have both of them on screen. Experiment and create your own setups! Remember you can also cancel normals into this, though you will probably be at disadvantage.

Can be done in the air. I'll get the locations for those up soon. Location is also dependent on how high you set it.

Distortion Drives:

2363214c – Bang dashes forward, if he connects, will perform a damaging autocombo.

Carries opponent to the corner. Has invincibility on dash (frames 1-24 after flash). Not as easy to combo into now and may not be worth it (unless you will win of course). Unsafe on block. Can no longer follow up. Takes a primer off.

632146b – Bang throws an umbrella above his opponent, causing many nails to rain from it.

Consumes all nails, with more damage/hits depending on remaining nails. Slightly invincible. Generally Bang’s other supers are more viable, but this has uses too. Try using it up close to bait DPs, even if it means a trade, you’ll get the free damage in that case or a chance to start pressure.

Number of hits: 0 nails = 19; 1 nail = 33; 2 nails = 39; 3 nails = 46; 4 nails = 53; 5 nail = 59; 6 nails = 66; 7 nails = 73; 8 nails = 79; 9 nails = 86; 10 nails = 92; 11 nails = 98; 12 nails = 106

236236a – Bang goes into a powerup stance releasing tons of energy around him. On hit, the opponent will get sent up and 2 Bang’s will appear, attacking in an X formation, as the opponent drops down, Bang will pose like a Kamen Rider.

Unlike Daifunka, covers above him. This plus the invincibility can make this a reversal of choice. Forces opponents to respect you when pressuring or getting up or get hit. Not terribly safe at -7, but not too bad. On the other hand, you can RC this move and you no longer get put at frame disadvantage on hit. And the extra startup is after the flash, where Bang is invincible. Bang's best direct damage super now imo, and due the nature of his combos, his meter ender.

632146d – The game will pause, Bang’s special theme will play, and Bang will pose, powering up into FuuRinKaZan. Requires 4 seals.

Bang becomes extremely fast, with his normal movement being changed into a special 8 way dash that can go through opponents. Most normals (I believe the exceptions are 6b and 3c) become cancellable into this dash, and you can cancel the dash at certain points with a throw or attack. In the air, you can dash 3 times at most before you fall to the ground. You cannot throw nails while dashing. Activating this move will create slight frame advantage. Due to the fact that techable time is determined by attacks, not time (you still didn’t read the mechanics guide?), you can activate mid combo and finish it with FuuRinKaZan. Cannot block due to dashing, but you CAN barrier block. Attacks do 120% damage.

Backdash distance is cut in half compared to CS1, get used to it, it greatly nerfs FRKZ runaway. Allows Bang to do strong midscreen damage and great mixup at the cost of some defense.

Astral Heat:

j.6321463214d – Bang will get the giant nail off of his back and stab. Connecting will cause Bang to go through many random old Japanese styled doorways on his way to drive the nail into his victim. Bang will then do his FuuRinKaZan victory pose (crossed arms posed with the letters on the side)…without wearing anything but a scarf and underwear.

No minimum height requirement allow this to be tk’d! Has lots of autoguard everywhere. Oh and it's unblockable too . If you have the heat at the end of the match, go for it! You’ll be the hero at your arcade/tournament/gathering for sure :toot::toot::toot::toot::toot:.

V: Combos

See the combo thread listed in the Bang boards for specific combos. Some general notes:

I'm not sure which is which but 5b as a starter will lead to greater damage than 5a and 2a.

Landing a j.623b in a combo from about 33-45% away from the corner allows for a running 5c or 6d (distance depends) to continue combos.

All d normals have same move proration. Unless you're about to end your combo, always use different d moves in your combos. It's been lessened a bit for CSEX, Cnails have a bit more proration though.

Stage awareness is pretty big for Bang in this game. It can easily cause way more or less damage in combos, but Bang's midscreen combos have been buffed to makes this less a factor.

Learn to confirm if your opponent is standing, crouching, or in the air.

VI: Pressure and Mixup

This is Bang’s specialty! First a list of moves with special hit properties to get you an idea.

5a - jump cancellable on block, neutral on block.

2a – low

6a – low, jump cancellable on block, +1 on block.

2c – low

6d - low

5c – high, jump cancellable on block.

6b – high

2b – jump cancellable on block.

2d - jump cancellable on block.

6c - jump cancellable on block. Doesn't hit crouching.

623c – grab – untechable.

4/5/6bc – grab – techable.

2369c or d - nails close to the ground. Use after a jumpcancellable move for advantage and reset/trap your mixup!

However, despite these options, let's go over some of the shortcomings.

Bang's normals and command grab lack range - this will either force the need to try reset or end your pressure, and make you more predictable.

Bang gets pushed back far from barrier guard - With problem number 1, this can cause you to whiff moves in unexpected situations. However, take advantage of barrier - they need to drop it to jump. and causes longer blockstun. It may be a good time to break out a throw if you're opponent barriers often.

Lesser advantage - 5b, 2c, and 2369d all lost some frame advantage. 5b's improvements in CSEX make up for this though. 2c should probably be once in the bluest of moons, and 2369d is still +5 and demands a bit of respect, especially if you're not predictable.

Bumpers:

Although these are somewhat of a gimmick to begin with, and take from the important nail supply, a well placed bumper can still lead to damage and open opponents up. Generally you’ll be placing them above your head or infront. Try to use your dash similar to a FuuRinKaZan dash to catch your opponent off guard with a mixup. You can go for a crossup j.c, a 2 or 3 or dash into a mixup or pressure, or a grab. A simple example of placement is to try after a 6d that won't lead to a corner wall bounce.

The key to utilizing Bang's mixup is to both be innovative and diverse and potentially be repetitive at the same time. How so? Well naturally you'll need mixup and creativity to open people up. But if you find something that works, USE IT!

VII: FuuRinKaZan:

NOW WE HAVE AN EXCELLENT FRKZ GUIDE FOR ALL IN ADDITION TO THIS CONTENT! THANK YOU KAERU!

A tool unique to Bang (don't accept cheap substitutes cough Jill UMvC3 cough) in any fighting game. Lost it's ability to run away with backwards dash distance getting cut in half. Sacrificing your ability to block, FRKZ is about total offense now. And what an offense it is! Going with the example of an unreactable j.c, if your opponent guesses right, you can dash cancel into the following options:

6 dash to another j.c or j.b - a crossup and another overhead.

2 dash to the ground and a move with great frame advantage that the dashes exploit more (5a, 5b, 6a)

2 dash to the ground and a high low mixup.

2 dash to the ground and throw. Generally once you have people in range of Bang, they'll be scared and block. Beware of invincible dragon punch moves though!

Change a 2 dash to a 3 dash to retain those options and cross up your opponent.

And every one of those options with the exception of the throw can reset into another one (8 or 9 dash from the ground for jumping options. Experiment to create your own shenanigans!

Not only is it easy to open up opportunities, but you'll be doing tons of damage off a hit confirm with any dash cancellable move! Our combo thread already has some great FRKZ combos!

The activation of FRKZ is a powerful tool as well. +1 frame advantage for no reason! There's generally 3 times to activate:

When you are or know you can get in: After a knockdown or sending an opponent flying or cancelling from a normal to build more frame advantage.

To continue a combo: Start a combo, activate, and continue it with the FRKZ movement properties and damage boost.

Punish!: Instant block a move, activate FRKZ and throw out a 5a like it's CS1 all over again! Just be aware of what you can and can't do.

FRKZ can be a great asset to any Bang, and should be learned by all to always have the option.

VIII: Misc. Tips for Bang and for improvement.

Do your best to learn to instant block. It builds tons meter and reduces one's frame advantage by about -3 (moreso in the air) This lets you punish many more moves even potentially mid string, particularly with Bang's invincible supers.

Be unpredictable, and even creative when you can. Bang is a rushdown character, following the same patterns every/most times will lead to you getting read and punished. But you can cause confusion, panic, and frustration when you manage to continuously break your opponent's guard, which makes their mistakes more likely to happen. Creativity can be especially useful, because doing things no one sees before, means they're figuring out what you're doing, before they can even fathom how to stop you.

Similar to the above, Bang was blessed with many types of nails, bumpers, autoguards, invincibility frames, untechable throws, fast attacks and a super mode. When something important in your normal gameplan stops working, mix it up with something else. Better than trying the same thing 4 times in a row and getting stuffed. Use what works, and discard the rest.

But when something is working. Don't necessarily stop. You need to make everything count. If they always barrier, throw! If they always wakeup with DP, bait! Any repeated behavior you find, exploit it!

Training mode is the most important mode. Even more than online. Not just combos though. You can practice anything. You can record opponents to react in ways. Or you can test punishments on characters. Or even your blocking by setting up specific strings and situations you're having trouble with. You will get out exactly what you put in the lab.

Don't whine seriously about the character's lesser abilities or other character's greater abilities when you lose. You make the decision to pick Bang on the character select screen, and that binds you to a contract with his moves and abilities vs. your opponents. Figure out WHY you lost and fix it. Ask around. Ask here. Ask me. Ask friends. Ask opponents. Don't ask the news and videos only threads though. Don't like it? Follow the advice of the earliest version of the CS2 guide and pick Makoto. Glad you wasted your time then :eng101:

IX: Links

http://www.dustloop.com/wiki/index.php?title=Bang_Shishigami_(BBCSE) Bang wiki, contributed to from the users of the Bang boards. Has some info. BEWARE THE HITBOXES ARE FOR CS2!

http://Shoryuken.com – The legendary fighting game site, Blazblue is minor there, though. It is also home to the boards for Evo2k, the US’s biggest fighting game tournament each year. Blazblue won't be a main event, but there will surely be a strong side tournament!

http://www40.atwiki.jp/blazblue/pages/204.html - Bang’s page at a jp. Wiki. Translation would be nice (or if you want a laugh, put it into your favorite translation site).

http://www14.atwiki.jp/sisigamibangu/ - specific Bang page. LOTS of great info...in moonspeak. Translators would be praised to the highest degree!

X: Closing

I hope you guys found a use for this guide. Bang is a strong character in CSEX, but you have to work to make him effective. Like Bang himself, a man build up on hard work and dedication, you must put in the effort to be successful now. This guide is only the beginning though. There is much more information to be found on these boards, and in the game itself. I think this is the best and most fun Bang and Blazblue have been, a solid character that requires some thought and work and rewards you appropriately based on your merits vs. your opponent.

I would like to thank all Bang boards regulars. You guys are fucking awesome, and always pick up my slack, whether it's gameplay or boards wise. <3 you. But 10stars is going to be the mod forever as long as I'm around :yaaay:

XI: To Do

Suggestions always open.

XII: Disclaimer.

Bang is high tier, this guide may lead to adequate performance, good feelings and character loyalty. I'm not responsible for any potential negative experiences with Bang. There may be some positive experiences as evidenced in line 1. I am fully responsible and take 100% credit for that. For more information, explore the rest of the Bang boards, dustloop, and ASK PEOPLE (in the appropriate places). West Coast is forever free. DO NOT take the advice of the early CS2 guide and go the Makoto boards. She's a bad character, I repeat, a bad character now. I am not responsible for any Makoto experiences, positive and negative (mostly negative), you will get from your memories of my bad jokes. Thank you, and have a great day.

Edited by DaiAndOh

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