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A.X.I.S.

[CSE] Iron Tager vs Bang: Magnets vs Ninjas

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Hard to hit, easy to block.

Bang has a lot of mobility going for him meaning he doesn't have to make a ton of risks going in for an approach, thankfully we can stuff him with our superior range on pokes but for exchange he has all sorts of tools to make a usually straight forward fight into a giant mess.

Objective:

Catch him and pin him down, respect him when necessary, His drives are useful depending on the situation and FRKZ is the death of us, with meter he has ashura, and without IB or mag we cannot kill him for it.

Reason:

FRKZ, Nails, and all his other nifty tricks are hard for him to do with no reversals so when you do catch him do as much as you can, gain the health lead and make him exhaust all of his options sans mobility to win.

Far range: VTC and walk forward as usual, Bang can hang tight here and move in to close range or just set bumpers.

Medium range: Expect him to throw nails or use bumpers to approach if he is that type of player, as for yourself be cautious and don't stick anything out, especially if he is in the air.

Close range: On the defense block mix up and learn to backdash command grab, it has 14F start up so you can actually anticipate it if you are not sleeping, block nails if necessary and begin your offense.

On offense do not use anything with massive gaps unless you tested that bangs reaction, stuff like 5C>5D gets him free seals.

After gadget you can hold 360B to grab him out of backdash.

Strings and pokes:

  • 5A>dash 5A
  • 5A>(2Ax2)5B>2B>jump cancel
  • 5A>(5B)>6A
  • 5A>2B>5B>6A
  • 5A>5C>jump cancel
  • 5A>2A>5C>jump cancel

Things bang likes to do:

Drives, Bang has different uses for these but they all lead to one thing on hit, seals.

5D is used to punish slow strings, it beast mid and high so beat it with a low or grab.

6D is frame 1 auto guard, beats low and mid so beat it with grabs or IB punish.

2D is used as a anti-air and is jump cancelable, If you don't make it whiff then forget about blocking and punishing, vulnerable to lows.

J.D is situational and is used to disrespect in general, it auto guards frames 4-15 so you can beat it before or after auto guard vanish.

Bumpers: I don't really like dealing with these myself, when he touches these he has a FRKZ dash when he touches these, really fast and hard to react to, if you are caught between two of these then you are in trouble, in cases like these try to push him away from these instead of going for normal gadget, I encourage the use of walk forward 2D for those times, as long as it doesn't push him towards him.

Nails: 4 different nails:

A nails are poisonous on hit, drains your health slowly.

B nails bounce off the ground and explode mid air.

C nails are web nails, on hit they trap you and let him hit you for a free combo,

finally D nails, he throws three nails and he gains access to all of his approaches after them being thrown, blocking D nails usually gives him a safe approach but you can hit him for rushing in depending on where he is and what he is doing.

The ones you will see the most from most Bangs are A and D nails, IB them or block them if you can and play accordingly.

FRKZ: Bang flash yellow and he gets to do really fast dashes as his normal movement, he can't block so once you pin him down he just gets hurt really bad but if he touches you, you won't enjoy it.

The best way to beat FRKZ is 2 things:

Don't let him do FRKZ.

Get a lucky hit in.

Double palm thrust/Heavenly palm thrust:

Normal palm thrust is -7 so if you catch him doing it on block with no RC, IB and punish accordingly.

Basic stuff and I will probably expand on this as it comes to me later.

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Tager can A Buster Bang straight through Ashura. Just input it during the super flash. You can 720 it as well, but the timing is a little tough. You will have to buffer the 720, then tap C a few frames after the flash. This way, Bang can not RC and get away if he has 100 meter. Otherwise, just 720 him after normal block or B Buster after IB.

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