kaeru Report post Posted September 13, 2012 the only problem, in both those cases, if it was that good they would tweak the proration of it to be like an average move. (of course i also wish it would have a better hitbox/hurtbox combination without a proration nerf) Share this post Link to post Share on other sites
YukiBlue Report post Posted September 13, 2012 6C - No Primer removal - Hits crouching - Slight proration nerf Seems fair.. Share this post Link to post Share on other sites
YukiBlue Report post Posted November 9, 2012 2B Lost JC?... Okay. What the fuck have they done to Bang? Just finished reading the Trans. Share this post Link to post Share on other sites
zeth07 Report post Posted November 18, 2012 ムササビ = Flying Squirrel = j.22A 地双 = 623B 空双 = j.623B 大噴火 = Daifunka エリアル = Aerial / Air Ender? 微ダ = Micro Dash? / Dash / a quick dash I guess it implies. 空ダ = Air Dash? / Instant Air Dash? 中央投げ = Mid-Screen Throw? 端投げ = Corner Throw? Also remember j.C = Extend j.4C, and j.2C = Extend j.C, so don't confuse them. (I already "translated" most of these out, but for the sake of them possibly being wrong with what I put we can just switch out those moves with whatever it actually means.) Combos from jbbs: Standing Mid-Screen 5A>5B>2B>6C>j.D>5A>5B>Air Ender 5A>5B>2B>6C>j.D>C Nail>5C>6D>j.623B or Daifunka 5A>5B>2B>6C>j.D>C Nail>2D>Air Ender 5B>2B>6C>j.22A>j.C>6C>JD>5A>5B>Air Ender 2A>2A>5B>2B>6C>j.D>5A>5B>Air Ender Crouching Mid-Screen: 5A>5B>2B>5D 5A>5B>2B>Daifunka Standing Corner: 5A>5B>2B>6C>j.22A>j.C>j.623B>5A>5B>Air Ender 5B>2B>6C>j.22A>j.C>j.623B>5B>623B>d.2B>5D>5B>Air Ender Crouching Corner: 5A>5B>2B>2C>623B>d.2B>6C>j.C>j.2C 5B>2B>2C>623B>d.2B>5D>5B>Air Ender 5B>2B>2C>623B>d.2B>j.623B>5A>5B>Air Ender 5C>2C>623B>d.2B>j.623B>5A>5B>Air Ender Throw: (Mid-Screen) Ground Throw>Air Dash j.B>j.C>Air Ender (Corner) Ground Throw>Air Dash j.B>j.C>j.623B>5B>623B>d.2B>6C>j.C>j.2C Share this post Link to post Share on other sites
heavymetalmixer Report post Posted November 18, 2012 Also remember j.C = Extend j.4C, and j.2C = Extend j.C, so don't confuse them. For the bang newbies like me this is pretty good to see :D Share this post Link to post Share on other sites
Cerbers_Ignite Report post Posted November 18, 2012 I think Bang wouldn't be hurt too much by reducing his combos. (How the other characters get buffed is the problem.) He's always been a mix-up character and making the game faster works in his favor really. Did 2B lose the JC? Hitconfirming will be like hell online then. It's nice to see that Musasabi can be used in combos, thought it was a mix-up gimmick. Wish 6A would get more useful in combos too. Share this post Link to post Share on other sites
huey253 Report post Posted November 18, 2012 Bang's floating while doing TK dnails seems to be a direct nerf to his pressure. 2B losing its JC means that it will more or less only be a combo only tool. (2B 5B stuff doesn't work at all ranges) Share this post Link to post Share on other sites
YukiBlue Report post Posted November 18, 2012 2B losing JC seems like one of those experimental nerfs that didn't even need to be implemented. Share this post Link to post Share on other sites
zeth07 Report post Posted November 19, 2012 I think Bang wouldn't be hurt too much by reducing his combos. (How the other characters get buffed is the problem.) He's always been a mix-up character and making the game faster works in his favor really. Did 2B lose the JC? Hitconfirming will be like hell online then. It's nice to see that Musasabi can be used in combos, thought it was a mix-up gimmick. Wish 6A would get more useful in combos too. 2B losing JC has nothing to do with hitconfirming so I don't see how that becomes an issue from it. Bang's floating while doing TK dnails seems to be a direct nerf to his pressure. 2B losing its JC means that it will more or less only be a combo only tool. (2B 5B stuff doesn't work at all ranges) No more 2B>D Nails for pressure since he can't JC it either. Depending on how bad that floating really is means maybe no more D Nails in pressure at all, so probably only going to use them at neutral to be able to get in (which isn't all that great anyway). I guess it really depends on what still ends up having JC, and how the D Nails turn out, otherwise his pressure is going to be really weird or borderline non-existent compared to previous games. Share this post Link to post Share on other sites
Cerbers_Ignite Report post Posted November 19, 2012 2B losing JC has nothing to do with hitconfirming so I don't see how that becomes an issue from it. Well, you're more or less right about this. But online 2B helps "a lot" and with the hitstop almost completely removed it is a "slight" issue. Is 2B-5B gatling still intact? I agree with YukiBlue that this is an experimental nerf. I think they're struggling to find ways to change his play style. Game isn't out yet and I hope people find new things after release. Share this post Link to post Share on other sites
iw2ma Report post Posted November 19, 2012 I'm gonna be the non optimist and say that this shit is dumb. Share this post Link to post Share on other sites
zeth07 Report post Posted November 20, 2012 Possible 4 seals combo with 50%, from jbbs: 5B>2B>5D>RC>2D>jD>C Nail>5C>6D 四枚コン 風林火山のワンチャンと疾風撃のこと考えると50使ってもためるべきだと思う Share this post Link to post Share on other sites
kaeru Report post Posted November 20, 2012 The new 5D has me soooooooo HYPE ! equally so at the idea of seals boosting bang's distortions in FRKZ !! I can't wait to see this new daifunka animation. And how easy it will be to get all 4 seals in FRKZ and end with a powered up distortion ! Share this post Link to post Share on other sites
zeth07 Report post Posted November 21, 2012 Day 1 Bang Matches: Bang vs. Tsubaki http://youtu.be/OIcmSA109zU?t=4m58s Bang vs. a different Tsubaki http://youtu.be/KYFrGiJSFD4?t=13m38s Bang vs. Hakumen http://youtu.be/bYrThXPomss?t=3m52s Bang's new command throw Distortion does 2,754 without OD, and jumps to 4,327 with OD. Seems incredibly good by the looks out of it as it catches people in the air or on the ground. Not sure how they can avoid it as of yet. Share this post Link to post Share on other sites
kaeru Report post Posted November 21, 2012 WHOA ! http://youtu.be/OIcmSA109zU?t=5m26s we clearly see Bang doing a D-nail glide here !! Dnails while airdashing allow you to resume momentum afterwards?? that will cover distance during recovery and actually gain more ground after tossing Dnails ! Share this post Link to post Share on other sites
YukiBlue Report post Posted November 21, 2012 Kaeru that one video has made me SO hype for Bang right now. That...THAT DISTORTION Share this post Link to post Share on other sites
kaeru Report post Posted November 21, 2012 It's Zeth's video ! i was just pointing out a part of it ! and yea the distortion is great, it's exactly as it was described in the jpbbs, including the extra damage in OD. Can't wait to see the new daifunka with 4 seals in FRKZ ! .. i also can't wait to TECH TRAP someone into the new DD. Share this post Link to post Share on other sites
YukiBlue Report post Posted November 21, 2012 Is it unblockable? Share this post Link to post Share on other sites
Solemen Report post Posted November 21, 2012 Is it unblockable? I think so. It's a command grab super that has a long start up. Might not be invincible. Because of it being a command grab, it can't be comboed (purple grab) which is kinda sad. I think it has a good mind game potential in a way cause it shuts up people's air game like Rachel's. *EDIT: I am curious if they made 623B recovery faster now due to losing the corner bounce?* Share this post Link to post Share on other sites
kaeru Report post Posted November 22, 2012 new distortion is indeed a command grab, if they're on the ground when it goes off, they can hold up to avoid it since first frame of jumping animation is invincible to grabs. But if they're already in the air, they will need to use an air reversal to avoid it (which not many characters have). Example: Hotaru, air Infernal Divider, air Origins etc. On the jpbbs they tested doing it on someone mid airdash and it still caught them. Share this post Link to post Share on other sites
GreekAngel Report post Posted November 22, 2012 New super catches airdashes? Man, Tager wishes he has our command grabs. But in all seriousness, CP Bang might as well be the best Bang I have ever seen. Share this post Link to post Share on other sites
YukiBlue Report post Posted November 22, 2012 His new CG sounds like a real game changer to be honest. Now let's find a way to combo into all 4 seals easy mode. Share this post Link to post Share on other sites
zdravkelja Report post Posted November 22, 2012 I'm glad he is actually good because the first info was But I still haven't seen some good combos, I hope they will find something Share this post Link to post Share on other sites
YukiBlue Report post Posted November 23, 2012 Yeah the Loketest seemed like an execution. We need Dora footage *_* Share this post Link to post Share on other sites
Ken-oh Report post Posted November 23, 2012 Doesn't his new super seem kinda... dumb? How easy is it to avoid? I know you can just jump if you're on the ground and the startup looks too long to do it on reaction to someone jumping, but like... you're throw invul on the first jump frame, does that mean you have to time a jump to a 1 frame window to avoid it? Isn't that kinda difficult? (too early and you'll be airborne and get grabbed, too late and you're just standing and will get grabbed) I obviously want Bang to be good, but I also don't want him to be ridiculous like in CS1. At the moment, that super looks like an unblockable Gravity Squeeze. Share this post Link to post Share on other sites