BBCF/Bang Shishigami: Difference between revisions

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{| class="wikitable" style="float:right; margin-left: 10px; width:400px"
==Overview==
|-
{{BBCF/CharacterLinks}}
!Bang Shishigami
<div id="home-content" class="home-grid">
|-
{{card|width=4
||
|header=Overview
[[File:BBCF_Bang_Portrait.png|350px|center]]
|content=Bang is an explosive (literally) rushdown character with lots of different tools. Bang's two main gimmicks are '''guard points''' and '''nails'''. All of Bang's Drive moves have built in guard points to blow through his opponents offense. While they have slow startup, successfully landing a guard point lets Bang cancel into a teleport or damaging explosion, giving him great reward on a hard read. Meanwhile, Bang's nails are a '''limited resource''' with great applications. The two main functions are shuriken and bumpers. Bang can spend a nail to either throw out a custom shuriken with numerous effects, or a bumper that allows him to immediately airdash if he comes in contact with it. Nails can be used to extend combos for big damage, while bumpers are terrifying mixup tools that give him great left/right and high/low mixup potential. Lastly, if things get dire, Bang can pop his '''excellent Overdrive''': FuRinKaZan, an extremely strong install that gains power the more Drive moves he lands.  
|-
 
||{{CharData-BBCF
His great mobility, nails and drives give him great options in neutral to force himself in or keep his opponent on their toes. With Bumpers and FRKZ, Bang has mixup that's hard to react to and leads to great reward. However, when compared to other strong characters, Bang's oki is rather weak, making him dependent on reads on your opponent's wakeup options. As well, nails are very limited by design, which means that Bang has to be conservative with his nails. Finally, Bang's Drive moves are great defensive tools, but must be used as hard reads due to their long startup. Using them like straight reversals is difficult.
|health=11,500
 
|comboRate=80%
Overall, Bang is difficult to master. At higher levels of play, Bang requires good execution, good reactions, but allows for a lot of creativity.
|jumpStartup=4
|backdashTime=36
|backdashInv=1-9
}}
}}
;Movement Options
{{BBCF/Infobox
:Double Jump, 2 Airdashes, Dash type: Run
|fastestAttack= [[#5A|5A]] (6F)
;Play-style
|reversal= [[#Shishigami-style Secret Technique: "Fatal Eruption"|2363214C]] (18F)<br/>[[#Shishigami-style Technique: "Bang's Infinite Chaos-Fist of the Void"|236236A]] (9F)<br/> [[#6D|6D]] (24F, mid/low guard)<br/>[[#Ultra Technique:"Hyper Shadowstep Strike" / Shippugeki|236236D]] (22F)
:Offensive, Heavy Rushdown, Mixup
|fatalStarter= [[#5C|5C]]<br/>[[#6C|6C]]<br/>[[#3C|3C]]<br/>[[#Secret Technique: Bang's Pulverizing Blast Jutsu|D after Guard Point]]
|}
{{CharNav |charMainPage=BBCF/Bang Shishigami
|videos=http://horibuna.web.fc2.com/BBCF/BBCF_BA.html
|forums=http://www.dustloop.com/forums/index.php?/forums/forum/65-bang-shishigami/  
}}
}}
<div style="float:left; margin-right:25px;">
{{card|width=4
{{TOC limit|2}}
|header=Drive: Burning Heart
</div>
|content=Bang's Drive attacks have a period of guard point frames, unique to each Drive attack. However, none of Bang's drive attacks guard throws, even after Guard Point is triggered. After successfully triggering Guard Point, Bang can input an attack button for different followups. Pressing ({{clr|A|A}}/{{clr|B|B}}/{{clr|C|C}}) will use "Shadowstep Jutsu" to teleport forward at different distances before continuing the attack. Pressing {{clr|D|D}} will perform "Pulverizing Blast Jutsu", creating a big explosion that allows Bang to go for a damaging combo when hitting the opponent, or to simply disengage. Bang's drive attacks are all "Very Short" starter, meaning that they have limited combos afterwards.
<gallery widths="300px">
File:BBCF_Bang_Burningheart1.png|Unilit, at round start
File:BBCF_Bang_Burningheart2.png|All seals lit
</gallery>


<!--USE THIS STYLING FOR SHORT NAVIGATION-->
For each unique drive attack Bang lands, an icon in the "Fu-Rin-Ka-Zan" Gauge will light up, giving a 20% damage increase for that drive attack. Each seal buffs his Overdrive in different ways. If all seals are lit up, all Drive moves gain an extra 25% damage increase and Bang unlocks a Distortion Drive, [[#Ultra Technique:"Hyper Shadowstep Strike"|Ultra Technique:"Hyper Shadowstep Strike"]].
<div style="height:225px;width:1px;">
|header2=Overdrive: FuRinKaZan (FRKZ)
  &nbsp;
|content2=
</div>
FuRinKaZan, previously a Distortion Drive, is now Bang's Overdrive. It offers similar properties as before where Bang loses the ability to block (however he still has the ability to Barrier Block) in exchange for very strong movement options. He gains an 8 way dash which he can cancel into normals and specials for strong mixup and good combos. Both of Bang's fire punches now wall bounce both in corner and midscreen and his drives have almost as much hitstun as on counter hit. Generally used to close out a round, it isn't used very often in neutral due to its relative short duration compared to previous iterations. Bang can also special cancel most of his normals, giving him even more mixup options. Bang's Overdrive can be buffed further by gaining different seals.


==Overview==
During Overdrive, any currently lit seal gives the following buff:
A reliable ninja who is prepared to spill his blood for love and justice. After fleeing from his home country of Ikaruga, he became a vigilante, biding his time until he could restore his country's honor. After learning of the existence of his former lord's son, he appears on the scene once again. In BBCp, the story takes place in Bang's home country of Ikaruga, in which he has a major role in the story's plot.
* {{clr|D|5D}} = Fu - Gives 4 Airdashes in FRKZ and Allows Bang to dash through characters in FRKZ.
* {{clr|D|6D}} = Rin - Gives Bang projectile invulnerable dashes that look like teleports in FRKZ.
* {{clr|D|j.D}} = Ka - Gives Bang a 20% Damage boost to every attack in FRKZ.
* {{clr|D|2D}} = Zan - Makes all Drives full guardpoint in FRKZ, allows Bang to block whilst dashing, and guardpoints can block unblockable attacks.


Bang is a balanced character with all sorts of ninja tools. Bang is good at extremely close range combat. He has attacks that are straight-forward, as well as attacks that are tricky. He is a fun character for both beginners and advanced players alike. A major part of his playstyle is his mix-up tools, with advanced mix-ups coming from his "Bumpers" and "FRKZ".  
When Bang activates his overdrive below 35% HP, the old FRKZ super animation plays during the activation. Although this is simply cosmetic, any system timer (meter/barrier gain or cooldown) will still be active during the animation and any jump momentum done prior to OD activation will be canceled.
}}
</div>
<div id="home-content" class="home-grid">
{{card|width=6
|header=Unique Mechanic: Nails [[File:BBCF_Bang_Nails.png|150px]]
|content=
Some of Bang's specials require one or more nails to use, preventing them from being used recklessly:


===Drive: Burning Heart===
*Bang starts with 12 nails in stock which only renews in every beginning of a round. This is displayed above his heat gauge.
Bang's Drive is called "Burning Heart." Most attacks that involve "D" will have an auto-guard period, in which the attack itself can block most incoming attacks. After blocking an attack, Bang will continue with the "D" attack and can perform "Secret Art: Bang's Shadowstep Jutsu" or simply put "Teleport". Each "D" attack has different auto-guard attributes, and each button pressed (A/B/C) after an auto-guard will cause Bang to travel different distances.
*Throwing nails (j.236X), placing bumpers (214X) and summoning an umbrella ({{clr|B|632146B}}) will all cost a certain amount of nails.
*Specials that require nails will still do the animation even if he has none in stock, however it won't do anything.
*If Bang has less nails than the cost, the special will still be performed but with either fewer nails or less summoning time for the umbrella.
}}
</div>


Also, when any of the "D" attacks hit your opponent, an icon in the "Fu-Rin-Ka-Zan" Gauge will light up. In BBCF, Bang needs to get one of each specific drive hit to satisfy the conditions to use his new Distortion Drive: Hurricane Fury. This attack functions as a ground to ground/air command grab that does massive damage.
==Normal Moves==
* 5D = Fu - Gives 4 Airdashes in FRKZ and Allows Bang to dash through characters in FRKZ.
===<big>{{clr|A|5A}}</big>===
* 6D = Rin - Gives Bang projectile invulnerable dashes that look like teleports in FRKZ.
{{BBCF Move Card
* j.D = Kaa - Gives Bang a 20% Damage boost to every attack in FRKZ.
|input=5A
* 2D = Zan - Makes all Drives full guardpoint in FRKZ, allows Bang to block whilst dashing, and guardpoints can block unblockable attacks.
|description=
A move that is the staple of Bang himself, {{clr|A|5A}} is a good multipurpose tool capable of anti airing instant airdash approaches, pressuring opponents effectively due to being safe and having a plethora of cancel options as well as being jump cancellable, enabling some rather creative frame traps and being one of Bangs most frequently used combo starters, along with {{clr|B|5B}}, {{clr|A|2A}}, and {{clr|A|j.A}}/{{clr|B|j.B}}. It is also his fastest normal.


===Overdrive: FuRinKaZan (FRKZ)===
Despite not gattling into {{clr|A|2A}}, it is generally one of his best normals to use as you can get a lot of reward from it with very minimal risk, due to the way his routes work, and {{clr|A|5A}} being a generally useful normal.
FuRinKaZan, previously a Distortion Drive, is now Bang's Overdrive. It offers similar properties as before where Bang loses the ability to block in exchange for very strong movement options. He gains a dash that goes in 8 ways which he can cancel into normals and specials for strong mixup and good combos. Both of Bang's fire punches now wall bounce both in corner and midscreen.  Generally used to close out a round. It isn't used very often in neutral due to it's relative short period duration compared to previous iterations. When used in combos, j.C loops are very strong. Within blockstrings, the ability to dash cancel most of Bang's normals make this very strong for mixup. Bang's attack power also rises to 120%.
*Hits crouching opponents.


===Pros/Strengths===
[[/Frame_Data#Revolver_Action_Table|Gatling options]]: {{clr|A|6A}}, {{clr|B|5B}}, {{clr|B|2B}}, {{clr|B|6B}}, {{clr|C|5C}}, {{clr|C|2C}}, {{clr|C|6C}}, {{clr|C|3C}}, {{clr|D|5D}}, {{clr|D|2D}}, {{clr|D|6D}}
* Strong neutral game
}}
* FuRinKaZan
* Really good mobility, such as two airdashes, bumper dashes, a fast ground dash, and a float (J22A).
* High Health (11.5K to be exact)
* Most confirms have amazing corner carry and can convert off of some minor scrambles easily.
* Nails offer a variety of options in helping with the neutral game, pressure, and mobility.
* A solid mixup game with Highs, lows, command grabs, and more.
 
===Cons/Weaknesses===
* Very poor defensive options without meter
* Guardpoints have very specific uses, and generally are weak defensive options, even with the Drive followup.
* Nails are a non renewable resource.  Once they are gone, Bang becomes incredibly weak.
* Despite having a variety of pressure and mixup tools, his mixup can feel very linear without creativity.
* Lacks an actual head invulnerable anti air, so he's forced to use 5A anti air, preemptive J.A anti air, or just avoid the situation.
* Has extremely poor midscreen crouching confirms.
* FuRinKaZan is hard to control correctly.
<br clear all/>


{{warning|This data is all copied over from BBCP 1.1. Replace with CF data as it becomes available (and delete this warning)}}
===<big>{{clr|B|5B}}</big>===
{{BBCF Move Card
|input=5B
|description=
This move is one of Bangs primary buttons for the neutral game due to it being a relatively low/mid risk poke with decent reward on hit, and also a good pressure tool due to being able to go into highs, and lows on top of being jump cancellable on block. While it is sometimes used as a situational anti air to stuff out instant airdash or very poor approaches, it is not as fast as {{clr|A|5A}} so it requires a bit of preemptive knowledge to use.


==Normal Moves==
It can also combo into {{clr|C|5C}} on CH, allowing Bang to get consistent corner carry and consistent damage even on a crouching hit as a punish.  
====== <font style="visibility:hidden" size="0">5A</font> ======
*Same versatility as {{clr|A|5A}}, with it being a situational anti-air, Good neutral poke and decent pressure tool.
{{MoveData
*One of Bangs go-to punish buttons, alongside {{clr|C|2C}}, {{clr|C|3C}}, and {{clr|B|2B}}.
|image=BBCS_Bang_5A.png
|caption=The Multipurpose God Jab
|name=5A
|data=
{{AttackData-BBCF
|damage=300
|cancel=SOJR
|guard=All
|startup=6
|active=3
|recovery=10
|frameAdv=-1
|attribute=B
|invul=-
|hitbox=bang/5A
|description=
*Throws out a quick standing Jab
*Situational Anti-air, Decent neutral and pressure tool.
*Hits crouching opponents
*[[BBCF/Bang_Shishigami/Frame_Data#Revolver_Action_Table|Gatling Options]]:6A,5B,2B,6B,5C,2C,6C,3C,5D,2D,6D
A move that is the staple of Bang himself, 5A is a good multipurpose tool capable of anti airing instant airdash approaches, pressuring opponents effectively due to being safe and having a plethora of cancel options as well as being jump cancellable, enabling some rather creative frame traps and being one of Bangs most frequently used combo starters, along with 5B, 2A, and J.A/J.B.  It is also his fastest normal.


While in CF, 5A took a nerf, what with the removal of 5A > 2A, and now being -1, it is generally one of his best normals to use as you can get a lot of reward from it with very minimal risk, due to the way his routes work, and 5A being a generally useful normal.
[[/Frame_Data#Revolver_Action_Table|Gatling options]]: {{clr|A|6A}}, {{clr|B|2B}}, {{clr|C|5C}}, {{clr|C|2C}}, {{clr|C|6C}}, {{clr|C|3C}}, {{clr|D|5D}}, {{clr|D|2D}}, {{clr|D|6D}}
}}
}}
}}


====== <font style="visibility:hidden" size="0">5B</font> ======
===<big>{{clr|C|5C}}</big>===
{{MoveData
{{BBCF Move Card
|image=BBCS_Bang_5B.png
|input=5C
|caption=Its like 5A, except stronger!
|description=
|name=5B
Bang's primary overhead that has a huge amount of options for it and leads into insane damage. Incredible gattlings following from this move, the ability to jump cancel and special cancel make it a crucial part of Bangs arsenal. Combining {{clr|C|5C}} with {{clr|D|5D}} can lead into a massive amount of corner carry despite it forcing crouching on hit, due to {{clr|D|5D}} now launching on hit. Can be used sometimes to catch opponents trying to jump out.
|data=
{{AttackData-BBCF
|damage=600
|cancel=SOJR
|guard=HL
|startup=9
|active=4
|recovery=19
|frameAdv=-6
|attribute=B
|invul=-
|hitbox=bang/5B
|description=
*Throws out a straight punch.
*Same versatility as 5A, with it being a situational anti-air, Good neutral poke and decent pressure tool.
*One of Bangs go-to punish buttons, alongside 2C, 3C, and 2B.
*[[BBCF/Bang_Shishigami/Frame_Data#Revolver_Action_Table|Gatling Options]]:6A, 2B, 5C, 2C, 6C, 3C, 5D, 2D, 6D


This move is one of Bangs primary buttons for the neutral game due to it being a relatively low/mid risk poke with decent reward on hit, and also a good pressure tool due to being able to go into highs, and lows on top of being jump cancellable on block.  While it is sometimes used as a situational anti air to stuff out instant airdash or very poor approaches, it is not as fast as 5A so it requires a bit of preemptive knowledge to use.
{{clr|C|5C}} having the option to gattling into {{clr|A|6A}}, {{clr|C|2C}} and {{clr|B|6B}}, along with strong jump cancel options such as TK musasabi or D nails makes it so bang can easily continue/reset mix and pressure even after he uses his primary overhead.


It can also combo into 5C on CH, allowing Bang to get consistent corner carry and consistent damage even on a crouching hit as a punish. 
{{clr|C|5C}} is also a Fatal starter, which allows Bang to hit confirm into {{clr|A|6A}} or {{clr|B|6B}} and follow up without wasting any meter. {{clr|C|5C}} is also used as an effective meaty due to its 8 active frames. Overall, it's a staple of Bang's High/Low mixup game.
}}
}}
 
====== <font style="visibility:hidden" size="0">5C</font> ======
{{MoveData
|image=BBCS_Bang_5C.png
|caption=Go to Overhead with many options. Everyone else wishes they had this.
|name=5C
|data=
{{AttackData-BBCF
|damage=900
|cancel=SOJR
|guard=H
|startup=18
|active=8
|recovery=19
|frameAdv=-8
|attribute=B
|invul=-
|hitbox=bang/5C
|description=
*Slams fist down on opponents head
*Has two hitboxes, second hitbox activates 6 frames later, making it a 24 frame overhead technically.
*Has two hitboxes, second hitbox activates 6 frames later, making it a 24 frame overhead technically.
*Fatal Counter
*Forces Crouching.
*Gives 110% Bonus proration
*Causes Hard Knockdown on Air Hit.
*Forces Crouching
*Jump cancellable.
*Causes Hard Knockdown on Air Hit
*[[BBCF/Bang_Shishigami/Frame_Data#Revolver_Action_Table|Gatling Options]]:6A,6B,2C,5D,2D,6D


Bang's primary overhead that has a surprising amount of options for it. Able to special cancel, jump cancel, or chain into multiple normals makes this a really good mixup tool in Bangs arsenal.  Combining 5C with 5D can lead into a massive amount of corner carry despite it forcing crouching on hit, due to 5D now launching on hit.  Can also be used as a situational anti air... but its VERY situational.
[[/Frame_Data#Revolver_Action_Table|Gatling options]]: {{clr|A|6A}}, {{clr|B|2B}}, {{clr|C|2C}}, {{clr|D|5D}}, {{clr|D|2D}}, {{clr|D|6D}}
 
5C also fatals on hit, which allows Bang to hit confirm into 6A or 6B and follow up without wasting any meter.  5C is also used as an effective meaty due to hits 8 active frames and fatal property.  Overall, its a staple of Bangs High/Low mixup game.
}}
}}
}}


====== <font style="visibility:hidden" size="0">2A</font> ======
===<big>{{clr|A|2A}}</big>===
{{MoveData
{{BBCF Move Card
|image=BBCS_Bang_2A.png
|input=2A
|caption=We lost a human right to buff this.
|description=
|name=2A
A low hitting Karate Chop with slightly more range than {{clr|A|5A}} that can gatling into itself. Its one of Bang's fastest buttons, however does not gattling from {{clr|A|5A}}. Pretty much a standard low that can go into a lot of options. Since the hurtbox is rather small it can be used as a situational low profiling anti air or to beat 5As and other normals that whiff against crouching out.  
|data=
{{AttackData-BBCF
|damage=300
|cancel=CSOR
|guard=LA
|startup=7
|active=3
|recovery=11
|frameAdv=-2
|attribute=F
|invul=-
|hitbox=bang/2A
|description=
*Does a karate chop to the feet.
*Hits low
*Can chain into itself an additional time
*[[BBCF/Bang_Shishigami/Frame_Data#Revolver_Action_Table|Gatling Options]]:2A,5B,2B,5C,2C,6C,3C,5D,2D,6D


A low hitting Karate Chop with slightly more range than 5A that can gatling into itself. Pretty much a standard low that can go into a lot of options. Since the hurtbox is rather small it can be used as a situational low profiling anti air or to beat 5As and other normals that whiff against crouching out.  
{{clr|A|2A}} is useful to tick grab with and for stagger pressure. Bang can do {{clr|A|6A}}>{{clr|A|2A}} on block allowing him to contest characters with 5F 5As while beating out their 2As usually.


The buffs it received for Central Fiction make it one frame faster, so it is now a suitable mash button, but it can no longer be chained into from 5A, reducing 2A's effectiveness as an option from 5A stagger, but overall 2A is still useful to tick grab with and for stagger pressure. That one frame allows Bang to do 6A>2A on block allowing him to contest characters with 5F 5As while beating out their 2As usually.
[[/Frame_Data#Revolver_Action_Table|Gatling options]]: {{clr|A|2A}}, {{clr|B|5B}}, {{clr|B|2B}}, {{clr|C|5C}}, {{clr|C|2C}}, {{clr|C|6C}}, {{clr|C|3C}}, {{clr|D|5D}}, {{clr|D|2D}}, {{clr|D|6D}}
}}
}}
}}


====== <font style="visibility:hidden" size="0">2B</font> ======
===<big>{{clr|B|2B}}</big>===
{{MoveData
{{BBCF Move Card
|image=BBCS_Bang_2B.png
|input=2B
|caption=Situational Poke. Extend then retract. Extend. Then retract.
|description=
|name=2B
A situational neutral button due to Bang extending his range far in front of him, similar to a Ragna {{clr|B|5B}}, but is somewhat slow. Also has strong use case as an antiair and in antiair situations is incredibly favorable on trafe. Mainly used as combo filler in combos as well as filler in pressure. However, {{clr|B|2B}} does have a high/low option from it, going into a {{clr|B|6B}} for a high and {{clr|C|2C}}/{{clr|C|3C}} for a low. Chaining into {{clr|B|6B}} leaves a gap that can be mashed, but chaining into delayed {{clr|C|2C}} is a frametrap that punishes mashing.
|data=
 
{{AttackData-BBCF
{{clr|B|2B}} can also be used as a very reliable meaty that can catch rolls and convert into extremely damaging pick ups if you set it up right. It can also cross under opponents, but generally leaves you at a disadvantage if you do, so it is situational.
|damage=800
|cancel=SO(J)R
|guard=HL
|startup=12
|active=5
|recovery=22
|frameAdv=-10
|attribute=B
|invul=-
|hitbox=bang/2B
|description=
*Ducks down and performs a shoulder bash before retracting.
*Moves Bang forward, extending his range before moving back.
*Moves Bang forward, extending his range before moving back.
*Can OTG (Off The Ground) opponents.
*Can OTG (Off The Ground) opponents.
*Can also be a good meaty due to its 5 active frames, as well as its retractable hitbox.
*[[BBCF/Bang_Shishigami/Frame_Data#Revolver_Action_Table|Gatling Options]]:5B,6B,6C,2C,3C,5D,2D,6D
A situational neutral button due to Bang extending his range far in front of him, similar to a Ragna 5B, but is somewhat slow.  Mainly used as combo filler in combos as well as filler in pressure.  However, 2B does have a high/low option from it, going into a 6B for a high and 2C/3C for a low.  Chaining into 6B leaves a gap that can be mashed, but chaining into 2C is a frametrap that punishes mashing.


2B can also be used as a very reliable meaty that can catch rolls and convert into extremely damaging pick ups if you set it up right.  It can also cross under opponents, but generally leaves you at a disadvantage if you do, so it is situational.
[[/Frame_Data#Revolver_Action_Table|Gatling options]]: {{clr|B|5B}}, {{clr|B|6B}}, {{clr|C|2C}}, {{clr|C|6C}}, {{clr|C|3C}}, {{clr|D|5D}}, {{clr|D|2D}}, {{clr|D|6D}}
}}
}}
}}


====== <font style="visibility:hidden" size="0">2C</font> ======
===<big>{{clr|C|2C}}</big>===
{{MoveData
{{BBCF Move Card
|image=BBCS_Bang_2C.png
|input=2C
|caption=Sweep them off their feet, you charmer.
|description=
|name=2C
Bang's second low. Mainly used as a combo filler and to end pressure, since most of his options are really unsafe to perform, and generally, isn't a good idea to dash in after it is blocked, as the opponent will promptly punish you due to it being -6.
|data=
{{AttackData-BBCF
|damage=850
|cancel=SO(J)R
|guard=L
|startup=13
|active=3
|recovery=22
|frameAdv=-6
|attribute=F
|invul=-
|hitbox=bang/2C
|description=
*Does a sweep kick
*Causes soft knockdown on normal hit, hard knockdown on Counter hit.
*Floats higher in FRKZ.
*[[BBCF/Bang_Shishigami/Frame_Data#Revolver_Action_Table|Gatling Options]]:5D, 2D, 6D


A sweep at the legs that is also Bangs second low.  Mainly used as a combo filler and to end pressure, since most of his options are really unsafe to perform, and generally, isn't a good idea to dash in after it is blocked, as the opponent will promptly punish you due to it being -6.
If you frame trap someone with it and net a counter hit, {{clr|C|2C}} becomes a really damaging starter due to it causing a hard knockdown on CH, allowing Bang to pick up with {{clr|B|2B}}, or cancel into a D Bumper set and {{clr|C|3C}} > Bumper dash for a lot of damage. In the corner non CH 2c is one of his better starters.


If you frame trap someone with it and net a counter hit, 2C becomes a really damaging starter due to it causing a hard knockdown on CH, allowing Bang to pick up with 2B, or cancel into a D Bumper set and 3C > Bumper dash for a lot of damage.
In FRKZ, it floats higher on hit, allowing Bang to chain into {{clr|C|6C}} for a firepunch or J.C Loops.
*Long untech time basically guarentees your opponent won't tech in the air even on weird air hits.


In FRKZ, it floats higher on hit, allowing Bang to chain into 6C for a firepunch or J.C Loops.
[[/Frame_Data#Revolver_Action_Table|Gatling options]]: {{clr|D|5D}}, {{clr|D|2D}}, {{clr|D|6D}}
}}
}}
}}


====== <font style="visibility:hidden" size="0">6A</font> ======
===<big>{{clr|A|6A}}</big>===
{{MoveData
{{BBCF Move Card
|image=BBCS_Bang_6A.png
|input=6A
|caption=Only Plus Normal.  Watch your toes!
|description=
|name=6A
While Bang has a lot of options during his pressure and mixup game, {{clr|A|6A}} is his only button that can allow him to reset pressure, due to it being his only plus on block normal. {{clr|A|6A}} itself can lead into a lot of frame traps when combined with {{clr|A|5A}}, and can also tick grab into his command grab if he is close enough to his opponent.
|data=
 
{{AttackData-BBCF
Bang can go into a high/low mixup from {{clr|A|6A}}, from a high hitting {{clr|B|6B}} to a low hitting {{clr|C|2C}}, but they generally leave Bang less safe than just letting the {{clr|A|6A}} rock to maintain the +1.
|damage=550
|cancel=SOR
|guard=L
|startup=17
|active=3
|recovery=13
|frameAdv=+1
|attribute=F
|invul=-
|hitbox=bang/6A
|description=
*Lifts up leg and then slams it down on the opponents legs.
*Bangs only plus on block normal.
*Most options after are generally not as safe as this normal.
*Can still go for a high/low mixup off of it, or frame trap with 5A.
*[[BBCF/Bang_Shishigami/Frame_Data#Revolver_Action_Table|Gatling Options]]:6B,6C,2C


While Bang has a lot of options during his pressure and mixup game, 6A is his only button that can allow him to reset pressure, due to it being his only plus on block normal. 6A itself can lead into a lot of frame traps when combined with 5A, and can also tick grab into his command grab if he is close enough to his opponent.
Bang can to go into {{clr|B|5B}}, as well as do something like {{clr|B|5B}} > {{clr|A|6A}} > {{clr|B|5B}} > {{clr|A|6A}}, giving him a lot more options. However, the caveat for this is that Bang can only use {{clr|A|6A}} twice in a blockstring (similar to {{clr|B|5B}}/{{clr|B|2B}}). Also can be used to OTG grounded opponents by chaining into {{clr|B|5B}} for an aerial combo, this and the rather low recovery allows {{clr|A|6A}} to be a great normal to catch no tech or rolls in the corner.


Bang can go into a high/low mixup from 6A, from a high hitting 6B to a low hitting 2C, but they generally leave Bang less safe than just letting the 6A rock to maintain the +1.  Also can be used to OTG grounded opponents by chaining into 6C for an aerial combo, this and the rather low recovery allows 6A to be a great normal to catch sleeper or rolls in the corner.
[[/Frame_Data#Revolver_Action_Table|Gatling options]]: {{clr|B|5B}}, {{clr|B|6B}}, {{clr|C|2C}}, {{clr|C|6C}}
}}
}}
}}


====== <font style="visibility:hidden" size="0">6B</font> ======
===<big>{{clr|B|6B}}</big>===
{{MoveData
{{BBCF Move Card
|image=BBCS_Bang_6B.png
|input=6B
|caption=Overhead #2. No, 6B loops are still dead.
|description=
|name=6B
Bang's second overhead. It's riskier, faster, and allows for a high/low mixup with {{clr|C|2C}}. Since you can't continue to combo after it unless you spend meter or get a counter hit you should use this overhead carefully and be unpredictable with it.
|data=
{{AttackData-BBCF
|damage=780
|cancel=R
|guard=HA
|startup=22
|active=3
|recovery=9+8L
|frameAdv=-1
|attribute=H
|invul=-
|hitbox=bang/6B
|description=
*Makes a flip forward and attacks with the back of his foot
*Somewhat fast overhead
*Cancels from more normals then 5C
*Forces Knockdown
*Comboable on air- or counterhit via 2A


Bang's second more risky but faster overhead that allows for a high/low mixup with 2C.
Since Bang raises his hurtbox you sometimes catch low hitting 2As with it, however using it as reliable high profile is extremely risky cause of the long startup.
Since you can't continue to combo after it unless you spend meter or get a counter hit you should use this overhead carefully and be unpredictable with it.


Since Bang raises his hurtbox you sometimes catch low hitting 2As with it, however using it as reliable high profile is extremely risky cause of the long startup.
Can be cancelled from {{clr|C|5C}} to create a double overhead mixup, as well as Rapid Cancelling it to go into a J.A/J.B instant overhead or airdash J.B to keep the pressure going on block.
*Forces Knockdown.
*Comboable on air- or counterhit via {{clr|A|2A}}.


Can be cancelled from 5C to create a double overhead mixup, as well as Rapid Cancelling it to go into a J.A/J.B instant overhead or airdash J.B to keep the pressure going on block.
[[/Frame_Data#Revolver_Action_Table|Gatling options]]: None
}}
}}
}}


====== <font style="visibility:hidden" size="0">6C</font> ======
 
{{MoveData
===<big>{{clr|C|6C}}</big>===
|image=BBCS_Bang_6C.png
{{BBCF Move Card
|caption=Standing Combo Filler.  Whiff this on crouch, and you die.
|input=6C
|name=6C
|description=
|data=
Since {{clr|C|6C}} whiffs against crouching opponents, it is primarily a pure combo tool unless your opponent makes a mistake you can punish. It has situational use as a YOLO very high risk high very reward antiair due to its massive disjoint. It is one of Bang's strongest combo starters regardless of regular hit or fatal.
{{AttackData-BBCF
|damage=780
|cancel=SOJR
|guard=H
|startup=14
|active=3
|recovery=15+27L
|frameAdv=-24
|attribute=H
|invul=-
|hitbox=bang/6C
|description=
* Goes in the air and does a rising kick
* Whiffs on croucher
* Combo Tool
* Launches opponent in the air
*[[BBCF/Bang_Shishigami/Frame_Data#Revolver_Action_Table|Gatling Options]]:j.D
Since 6C whiffs against crouching opponents, you can't afford using this normal in neutral or pressure, making it a pure combo tool.


However as combo tool, the launch on hit makes it Bang's strongest and best combo tool against a standing opponent.
However as combo tool, the launch on hit makes it Bang's strongest and best combo tool against a standing opponent.
Since you get will get punished when you whiff 6C make 100% sure the opponent is NOT CROCHING before doing it.
Since you get will get punished when you whiff {{clr|C|6C}} make 100% sure the opponent is NOT CROUCHING before doing it.
*Counts as a jump.


[[/Frame_Data#Revolver_Action_Table|Gatling options]]: {{clr|D|j.D}}
}}


===<big>{{clr|C|3C}}</big>===
{{BBCF Move Card
|input=3C
|description=
Really good low hitting slide normal. You can use it to end combos against croucher or opponents that are too far away for {{clr|C|6C}}. After {{clr|C|3C}}, Bang is in a good position to catch rolls or set up a meaty. The launch on hit and general better proration makes this normal a good combo extender with rapid cancel against crouchers. Great way to start punishes vs DPs where {{clr|C|6C}} isn't reliable. However, it's very unsafe if used in a blockstring.


The lower hurtbox, space covered and fatal property make a pretty good yolo normal that you can throw out after getting bursted away or to punish other fullscreen specials. If the normal gets blocked at longer ranges it becomes very hard to punish since Bang is mostly out of range of fast normals.


{{clr|C|3C}} loops are universal against all of the cast, but combos from it vary slightly from character to character now. On Fatal Counter it causes hard knockdown, making it easier to pick up afterwards.
*Launches the opponent a good bit in the air on hit.


}}
[[/Frame_Data#Revolver_Action_Table|Gatling options]]: None
}}
}}


====== <font style="visibility:hidden" size="0">3C</font> ======
===<big>{{clr|A|j.A}}</big>===
{{MoveData
{{BBCF Move Card
|image=BBCS_Bang_3C.png
|input=j.A,j.AA|versioned=input
|caption=Remember when this had head invuln?  ...WHY!?
|description=
|name=3C
A simple jab that can be repeated indefinitely, Bang {{clr|A|j.A}} is one of his most used moves in the air due to its speed, cancel options, and being a somewhat reliable air to air. It is also rather easy to convert from {{clr|A|j.A}}.
|data=
{{AttackData-BBCF
|damage=880
|cancel=R
|guard=L
|startup=15
|active=9
|recovery=21
|frameAdv=-9
|attribute=F
|invul=11-23H
|hitbox=bang/3C
|description=
*Goes on the floor and does a slide across the screen
*Low profiles several normals
*Launches the opponent a good bit in the air on hit
*Fatals on Counter Hit
Really good low hitting slide normal. Can be used to end combos against croucher or opponents that are too far away for 6C. After 3C Bang is in a good position to catch rolls or set up a meaty. The launch on hit and general better proration makes this normal a good combo extender with rapid cancel against croucher. Even tho it's a fatal counter normal you don't want to start your punishing combos with it, there are way more rewarding normals.


Using it without Rapid Cancel in pressure is not recommended since it's unsafe on block.
A trick Bangs do is to {{clr|A|j.A}} immediately after an airdash or an air backdash because the entire length of {{clr|A|j.A}} is much shorter than his dashes, allowing him to barrier quicker to block some air unblockable moves.


The lower hurtbox ,space coverd and fatal property make a pretty good yolo normal, that you can throw out after getting bursted away or to punish other fullscreen specials. If the normal gets blocked at longer ranges it becomes very hard to punish since Bang is mostly out of range of fast normals.  
[[/Frame_Data#Revolver_Action_Table|Gatling options]]: {{clr|A|j.AA}}, {{clr|B|j.B}}, {{clr|C|j.C}}, {{clr|C|j.2C}}, {{clr|D|j.D}}
}}
}}
}}


====== <font style="visibility:hidden" size="0">j.A</font> ======
===<big>{{clr|B|j.B}}</big>===
{{MoveData
{{BBCF Move Card
|image=BBCS_Bang_jA.png
|input=j.B
|caption=Its like 5A, but in the AIR!
|description=
|name=j.A
{{clr|B|j.B}} is commonly used by many as a combo tool, a poke, and a way to confirm hits. It also has its uses after TK j.22a for a very fast very plus overhead option. {{clr|B|j.B}} may not lead to the highest damage of Bang's combos, but it is a decent starter and very useful during neutral. You can challenge opponents in the air, and with how much space {{clr|B|j.B}} covers, you can confirm into many options.
|data=
{{AttackData-BBCF
|damage=300
|cancel=CSOJR
|guard=HA
|startup=7
|active=2
|recovery=9
|frameAdv=-
|attribute=H
|invul=-
|hitbox=bang/jA
|description=
*Throws out a jab IN THE AIR.
*Followup normal J.AA comes out in 5 frames
*Can chain into itself indefinitely ON HIT/BLOCK
*Reliable situational anti air and air to air poke
*Is used to shorten airdash recovery time to barrier earlier.
*[[BBCF/Bang_Shishigami/Frame_Data#Revolver_Action_Table|Gatling Options]]:j.AA, j.B, j.C, j.2C, j.D


A simple jab that can be repeated indefinitely, Bang J.A is one of his most used moves in the air due to its speed, ability to cancel into options that allow him to convert off of it easily, and being a somewhat reliable anti air.
[[/Frame_Data#Revolver_Action_Table|Gatling options]]: {{clr|C|j.C}}, {{clr|C|j.2C}}, {{clr|D|j.D}}
 
A trick Bangs do is to J.A immediately after an airdash or an air backdash because the entire length of J.A is much shorter than his dashes, allowing him to barrier quicker and avoid being hit by air unblockable anti airs.
}}
}}
}}


====== <font style="visibility:hidden" size="0">j.B</font> ======
===<big>{{clr|C|j.C}}</big>===
{{MoveData
{{BBCF Move Card
|image=BBCS_Bang_jB.png
|input=j.C
|caption=Air-to-Air Poke.  Almost a sword normal?
|description=
|name=j.B
{{clr|C|j.C}} is one of Bangs main combo filler tools as he can jump cancel it for an instant airdash immediately after, and leads to {{clr|D|j.D}} early in combos, making it very reliable in a scramble situation.
|data=
{{AttackData-BBCF
|damage=560
|cancel=SOJR
|guard=HA
|startup=10
|active=5
|recovery=20
|frameAdv=-
|attribute=H
|invul=-
|hitbox=bang/jB
|description=
*Extends his leg forward to reach opponent
*Strong poking tool
*[[BBCF/Bang_Shishigami/Frame_Data#Revolver_Action_Table|Gatling Options]]:j.C, j.2C, j.D


J.B will be commonly used by many as a combo tool as well as to poke and confirm hits. It also has its uses after TK j22a on the opponent’s wakeup. J.B may not lead to the highest damage of combos; however it is a decent starter, and very useful during neutral. You can challenge opponents air-to-air, and with how much space J.B covers, you can confirm into many options.
This move can also be used in neutral due to it making Bang's hurtbox weird enough for some moves to not hit him properly, as well as getting good damage and good reward on CH. One of Bangs most memorable combo staples in his game.
*Forces Knockdown on CH.


}}
[[/Frame_Data#Revolver_Action_Table|Gatling options]]: {{clr|C|j.2C}}, {{clr|D|j.D}}
}}
}}


====== <font style="visibility:hidden" size="0">j.C</font> ======
===<big>{{clr|B|j.4B}}</big>===
{{MoveData
{{BBCF Move Card
|image=BBCS_Bang_6C.png
|input=j.4B
|caption=A version of 6C that actually hits crouching!  Also good Yolo poke.
|description=
|name=j.C
Becuse the hitbox is only behind Bang, this move is solely a crossup tool.
|data=
{{AttackData-BBCF
|damage=600
|cancel=SOJR
|guard=HA
|startup=10
|active=4
|recovery=18
|frameAdv=-
|attribute=H
|invul=-
|hitbox=bang/jC
|description=
*Does a rising spin kick
*Animation is exactly like 6C
*One of Bangs best combo tools
*A surprisingly decent neutral tool
*Forces Knockdown on CH
*[[BBCF/Bang_Shishigami/Frame_Data#Revolver_Action_Table|Gatling Options]]:j.2C, j.D


J.C is one of Bangs main combo filler tools as he can jump cancel it and then do an instant airdash immediately after, and can combo into J.D early in combos, making it very reliable in a scramble situation.
The lacking hitbox in front of Bang makes this move weak to cross under dashes or backdashes, so use it with care. It can also be subjected to getting grabbed or counter hit during startup due to Bang's hurtbox extending before the move becomes active.
 
*Has a little bit of vaccum on hit/block.
This move can also be used in neutral due to it making bangs hitbox weird enough for some moves to not hit him properly, as well as getting good damage and good reward on CH. One of Bangs most memorable combo staples in his game.


}}
[[/Frame_Data#Revolver_Action_Table|Gatling options]]: None
}}
}}


====== <font style="visibility:hidden" size="0">j.4B</font> ======
===<big>{{clr|C|j.2C}}</big>===
{{MoveData
{{BBCF Move Card
|image=BBCS_Bang_j4B.png
|input=j.2C
|caption=Or as KoF players would call it, THE TACO!!
|description=
|name=j.4B
This air normal is mostly used as jumpin or combo ender. It is also used during IAD {{clr|C|j.C}} combos as hitting {{clr|C|j.2C}} at a certain time can allow Bang to fall down and pick up with {{clr|A|5A}}, or a poison/explosive nail as the opponent is being sent down.  
|data=
{{AttackData-BBCF
|damage=840
|cancel=SOJR
|guard=HA
|startup=11
|active=4
|recovery=16
|frameAdv=-
|attribute=H
|invul=
|hitbox=bang/j4B
|description=
*Does a kick that does behind him
*Only hits behind Bang, making it a crossup tool
*Has a little bit of vaccum on hit/block
*Extends hurtbox before hitbox becomes active.


Mainly cause the hitbox of this normal only hits behind of Bang, it's mostly used as crossup.
In neutral it can lock down jump attempts. If correctly spaced it can be used as crossup. It's safer than {{clr|B|j.4B}}, but since it's harder to set up it's usually easier to react to, making it very situational and also tricky to land on small hurtboxes like Noel. Also can be used to make a true fuzzy on certain characters immediately jump cancelling {{clr|C|5C}} but with no followup possible without a perfectly placed bumper or meter sees very little use.
*Forced Knockdown on air hit
*Can follow up with {{clr|A|5A}} or A/{{clr|B|B}} nail if used at the proper height/time.
<!-- check on the nail followups from {{clr|C|j.2C}}-->


Because the lacking hitbox on the front this normal is weak to cross under dashes or backdashes, so use it with care. It can also be subjected to getting grabbed or tagged whilst behind the opponent due to Bang's hurtbox extending before the actual move becomes active.
[[/Frame_Data#Revolver_Action_Table|Gatling options]]: {{clr|D|j.D}}
}}
}}
}}


====== <font style="visibility:hidden" size="0">j.2C</font> ======
==Drive Moves==
{{MoveData
===<big>{{clr|D|5D}}</big>===
|image=BBCS_Bang_jC.png
{{BBCF Move Card
|caption=Dat ain't Falco!
|input=5D
|name=j.2C
|description=
|data=
While {{clr|D|5D}} may look like a strong normal, it quite frankly does not reach high expectations for anti-air or punishing. {{clr|D|5D}} does not guardpoint overhead hits or throws, making it a weak anti-air, but otherwise has a good general purpose guardpoint that starts reasonably early and using guard point followups reliably lets this move hit. However, {{clr|D|5D}} has a very short starter rating, meaning Bang can only get a simple combo into J2C oki at best.
{{AttackData-BBCF
|damage=650
|cancel=SOR
|guard=HA
|startup=12
|active=4
|recovery=21
|frameAdv=-
|attribute=H
|invul=-
|hitbox=bang/j2C
|description=
*Does a downward kick
*Forced Knockdown on air hit
*Great button against opponents below Bang
*Has a decent Crossup hitbox, but not useful on smaller hitboxes
*Combo staple of IAD JC Loops.
*Can follow up with 5A or A/B nail if used at the proper height/time.
*[[BBCF/Bang_Shishigami/Frame_Data#Revolver_Action_Table|Gatling Options]]:j.D
 
This air normal is mostly used as jumpin or to end your combos.  It is also used during IAD JC combos as hitting J2C at a certain time can allow Bang to fall down and pick up with 5A as the opponent is being sent down, as well as throw a poison or explosive nail and still be able to combo after it.
 
In neutral it's also good to use it to hit an opponent below you, or send them straight down into the ground to keep them from jumping all over the place.
 
If correctly spaced it can be used as crossup, it's safer then j.4B but since it's harder to set up it's usually easier to react to, making it very situational on small hitboxes like Noel.


In combos, {{clr|D|5D}} is also a good followup from {{clr|C|5C}} as it launches on hit, allowing Bang to followup with a decent corner carry confirm on a normal that normally forces crouching state.
*Grants Fu (First Seal) on hit.
*Catches crouching opponents.
*Wall bounces in the corner and on CH.
*Can OTG.
*If {{clr|D|D}} is input during guardpoint, it will cancel into Secret Technique: Bang's Pulverizing Blast Jutsu on frame 17.
}}
}}
}}
<br clear=all/>


==Drive Moves (Burning Heart)==
===<big>{{clr|D|2D}}</big>===
All of Bang's Drives have the following properties:
{{BBCF Move Card
* All Drive Starters changed from Short Starter to Very Short starter.
|input=2D
* All Drives can be thrown during guardpoint frames
|description=
* All Drives can cancel into Secret Art: Bang's Shadow Step Jutsu or Secret TechniqueL Bang's Pulverizing Blast Jutsu if Guardpoint is struck.
One of the more commonly used normal drives and Bang's only real grounded anti air move. {{clr|D|2D}} has a late but very long guardpoint that stops just short of its active frames and guards anything not a low or throw. Aside from guardpoint frames, {{clr|D|2D}} is one of the better Drives to start combos with. With enough resources it can lead to 4 seals midscreen and in the corner.
* All Drives grant a specific seal on hit, and each seal increases the damage of said drive, and all drives gain another damage boost if all 4 seals are collected.
====== <font style="visibility:hidden" size="0">5D</font> ======
{{MoveData
|image=BBCS_Bang_5D.png
|name=5D
|caption=Looks like an anti air. Blocks lows.  I don't understand.
|data=
{{AttackData-BBCF
|damage=562[672][840]
|cancel=(J)SR
|guard=HL
|startup=20
|active=3
|recovery=28
|frameAdv=-14
|attribute=B
|invul=4-13GP
|hitbox=bang/5D
|description=
*Bang poses before launching a fiery uppercut.
*Grants Fu (First Seal) on hit.
*Guardpoints lows/mids from frames 4-13
*Catches crouching opponents
*Launches on hit
*Follows up into drive explosion pretty quickly
*Wall bounces in the corner and on CH
*During OD and with 2D seal, guards Highs/Mids/Lows and Unblockables
 
While 5D may look like a strong normal, it quite frankly does not reach high expectations for anti-air or punishing. 5D does not guardpoint Highs, only Mid and Lows. 5D has good guardpoint nearly at startup and can followup into Explosion immediately, leading to a combo, or leaving you safe on block. 5D into explosion is useful and is very reliable in that department.


5D is also a good followup from 5C, as it launches on hit, allowing Bang to followup with a decent corner carry confirm on a normal that normally forces crouching state, a position that Bang isn't strong against, however, 5D by itself is not a good starter due to its combo rating being changed from short to VERY SHORT, meaning Bang can only get a simple combo into J2C oki at best.
Its vertical hitbox range will require the player to be mindful of where to place 2D versus air approaching opponents and be precise with shadowsteps to hit properly.  
}}
}}


====== <font style="visibility:hidden" size="0">2D</font> ======
{{clr|D|2D}} has a jump cancel even on block, allowing Bang to safely meaty an opponent on wakeup while also guardpointing any reversal due to its ridiculous amount of guard point frames while also jumping away from an unsafe situation should the attack get blocked. Also, like all of Bangs drives, it is a Very Short starter, meaning combos starting from drive normals are very limited.
{{MoveData
|image=BBCS_Bang_2D.png
|name=2D
|caption=Oh look!  Something that resembles an anti-air!
|data=
{{AttackData-BBCF
|damage=710[852][1065]
|cancel=SOJR
|guard=HL
|startup=24
|active=3
|recovery=25
|frameAdv=-9
|attribute=B
|invul=7-22GP
|hitbox=bang/2D
|description=
*Bang crouches down, covers his head, then launches his fist upwards.
*Grants Zan (Fourth Seal) on hit.
*Grants Zan (Fourth Seal) on hit.
*Has decent vertical range hitbox, but poor horizontal range.
*Guardpoints Highs/Mids from frames 7-22.
*Most common drive to chain into Drive Explosion followup with.
*Most common drive to chain into Drive Explosion followup with.
*Bangs only "True" anti-air.
*Bangs only "True" anti-air.
*Launches opponent on hit, on CH it launches the opponent up really high.
*Launches opponent on hit, universal timing.
*During OD and with 2D seal, guards Highs/Mids/Lows and Unblockables
*Can OTG.
*If {{clr|D|D}} is input during guardpoint, it will cancel into Secret Technique: Bang's Pulverizing Blast Jutsu on frame 20.
}}


One of the more commonly used normal to followup into explosion due to it almost instantly activating if any attack is guardpointed. 2D has good guardpoint and covers both high and mid, but it does not cover lows. Aside from guardpoint frames and whatnot, 2D is one of the better Drives. It can lead to 4 seals midscreen and in the corner, with enough resources.
===<big>{{clr|D|6D}}</big>===
{{BBCF Move Card
|input=6D
|description=
Bang blocks before stepping forwads with a low kick. {{clr|D|6D}}'s guardpoint covers mid and lows but not overheads, so don't go using it as an anti air.
{{clr|D|6D}} is the only frame 1 guardpoint move Bang has but is slow to go active, with a big gap between when the guard point ends and the attack hits. This means even if you block something you can still get hit out of this move or just blocked and that your drive shadow steps must also happen early and drive explosion happens very late. The best time to use this is against committal moves with bad recovery, such as other DPs or meaty attacks. Or to counter long ranged projectiles on reaction by combining it with the C shadowstep to close the distance. If you do get a counterhit, you can do some impressive damage, so the reward for using this well is very good considering how risky it can be.


It is also Bang's only "real" anti-air, but due to it being guardpoint, its guardpoint starting as late as frame 7, and generally unreliable hitbox means that opponents can generally safely approach Bang and he is forced to use alternative means to anti-air an opponent.
Even though this move is slow to go active, the D followup if you guard something is even slower so should generally be avoided.


2D regains its jump cancel on block back, allowing Bang to safely meaty an opponent on wakeup while also guardpointing any reversal due to its ridiculous amount of guard point frames while also jumping away from an unsafe situation should the attack get blocked.  Also, like all of Bangs drives, is changed from a short starter to a VERY SHORT starter, meaning combos starting from drive normals are very limited.
}}
}}
====== <font style="visibility:hidden" size="0">6D</font> ======
{{MoveData
|image=BBCS_Bang_6D.png
|name=6D
|caption=Used somewhat like a reversal.  Its not that good at it though.
|data=
{{AttackData-BBCF
|damage=710[852][1065]
|cancel=(S)O(J)R
|guard=L
|startup=24
|active=2
|recovery=25
|frameAdv=-8
|attribute=F
|invul=1-8GP
|hitbox=bang/6D
|description=
*Bang poses before doing a flaming spin kick aiming downwards.
*Grants Rin (Second Seal) on hit.
*Grants Rin (Second Seal) on hit.
*Guardpoints Mids/Lows from frames 1-8.
*Causes soft knockdown on normal hit, causes hard knockdown on CH and in FRKZ.
*Causes soft knockdown on normal hit, causes hard knockdown on CH and in FRKZ.
*Used as one of Bangs few reversal options.
*If {{clr|D|D}} is input during guardpoint, it will cancel into Secret Technique: Bang's Pulverizing Blast Jutsu on frame 26.
*Drive explosion followup is pretty slow, only starting up after he spins before the kick.
}}
*During OD and with 2D seal, guards Highs/Mids/Lows and Unblockables


6D has only one frame of guardpoint, which is the first frame. And startup to explosion is not very fast. In fact, you can get hit out of it so it is not very reliable. 6D guardpoint covers mid and lows. While the followup to explosion is not strong, you can teleport in front or behind the opponent quick enough to followup in a short combo. This is one of the closest to what you would use as a meterless reversal, but the drawbacks and risks with it are strong. You will be punished if 6D is blocked.
===<big>{{clr|D|j.D}}</big>===
{{BBCF Move Card
|input=j.D
|description=
A staple for many of Bangs standing/air confirms, {{clr|D|j.D}} allows Bang to send his opponent down onto the floor (regardless of height) where he can either follow up with a nail or another special to keep his air combos going. While it is mainly used after {{clr|C|6C}} due to it being the easiest place to chain into {{clr|D|j.D}}, if done early enough, {{clr|D|j.D}} can be combo'd into from {{clr|C|j.C}}, allowing Bang to convert from even the weirdest angles in the air.


}}
While the move isn't used that much in neutral, it is a decent wakeup tool to kill meaty throws and gain at least 2 seals minimum with an overhead. An important thing to note about {{clr|D|j.D}} is that it forces you into its longer landing recovery even if you cancel.
}}
*frame data varies from -4 at earliest activation or maximum height of a standing character when falling to +2 on j.22a or lowest possible activation while falling.
 
====== <font style="visibility:hidden" size="0">j.D</font> ======
{{MoveData
|image=BBCS_Bang_jD.png
|name=j.D
|caption=Air combo DUNK. Now an actual overhead!
|data=
{{AttackData-BBCF
|damage=630[756][945]
|cancel=(S)O(J)R
|guard=HA
|startup=22
|active=3
|recovery=24
|frameAdv=-8
|attribute=H
|invul=4-12GP
|hitbox=bang/j.D
|description=
*Bang scrunches up and guards before chopping down with a fiery karate chop.
*Grants Ka (Third Seal) on hit.
*Grants Ka (Third Seal) on hit.
*Follows up into Drive Explosion somewhat quickly.
*Follows up into Drive Explosion somewhat quickly.
*Able to cancel into Jumps/Specials if used right before landing.
*Stalls his air momentum, making it useful for baiting out anti airs. Downward reach isn't that great, however. So it can be tricky to time for this and often just ducked under.
*Forces landing recovery if anything is cancelled from this normal, unless you haven't cancelled it yet and use the special/jump cancel when you land.
*Guardpoints all strike and projectile attributes from frames 4-12. Counterintuitively from the other drives, this move ''can'' block air unblockable attacks.
*Guardpoints Highs/Mids/Lows from frames 4-12
*Causes ground bounce into a soft knockdown on normal hit, causes a higher ground bounce and a hard knockdown on CH, while in FRKZ, it only causes the hard knockdown.
*Causes ground bounce into a soft knockdown on normal hit, causes a higher ground bounce and a hard knockdown on CH, while in FRKZ, it only causes the hard knockdown.
*During OD and with 2D seal, guards Highs/Mids/Lows and Unblockables
*If {{clr|D|D}} is input during guardpoint, it will cancel into Secret Technique: Bang's Pulverizing Blast Jutsu on frame 25.
 
*Can be whiff cancelled into Astral Heat from Frame 7 until the start of active frames.
A staple for many of Bangs standing/Air confirms, J.D allows Bang to send his opponent, no matter the height, down onto the floor where he can either follow up with a nail or another special to keep his air combos going.  While it is mainly used after 6C due to it being the easiest place to chain into J.D, if done early enough, J.D can be combo'd into from J.C, allowing Bang to convert from even the weirdest angles in the air.
 
While the move isn't used that much in neutral, it is a decent wakeup tool to kill opponents meaty throws and gain at least 2 seals minimum from the confirm, as well as hitting overhead.  A peculiar principle of J.D is that the normal forces you into landing recovery if you cancel from it with a special or a jump if used high enough from the ground, even if you use something with noticeably less recovery, J.D's landing recovery will override it, forcing you into around a 20-ish frame cooldown unless you Rapid Cancel.
}}
}}
}}


====== <font style="visibility:hidden" size="0"></font> ======
===<big>Secret Art: Bang's Shadowstep Jutsu</big>===
{{MoveData
{{InputBadge|{{clr|A|A}}/{{clr|B|B}}/{{clr|C|C}} during Guardpoint}}
|image=BBCS_Bang_Shadowstep.png
{{BBCF Move Card
|caption=Pssshhh... Nothin Personnel, kid.
|input=ABC during Guardpoint
|input=A/B/C during Guardpoint
|description=
|name=Secret Art: Bang's Shadowstep Jutsu
Teleports Bang a set distance during a drive move and then continues the attack after reappearing. When using these, typically you will want to teleport to just behind the opponent to ensure you get hit without being getting hit yourself, however the button you'll need to press to do this will vary with spacing. Since you don't get much time to judge this you will need to learn which to use in advance or by instinct, if at all, depending on the situation.
|textonly=yes
*Can only be activated if a Drive guard points something and before the active frames of that drive move.
|data=
*Only one teleport may be activated per drive.
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.  
Button pressed determines distance teleported, A being the shortest, C being the longest. Typically you will teleport behind the opponent. Learn to know which to use, or even to teleport at all, depending on the situation.
*If Bang switches sides, Bang will also face the other direction when finishing the move.
*Disables Special and Jump cancels on the drive move if it gets blocked.
}}
}}


====== <font style="visibility:hidden" size="0"></font> ======
===<big>Secret Technique: Bang's Pulverizing Blast Jutsu</big>===
{{MoveData
{{InputBadge|{{clr|D|D}} during Guardpoint}}
|image=BBCF_Bang_D-DFollowup.png
{{BBCF Move Card
|caption="I can Drive Explode that!"
|input=D during Guardpoint
|input=D during Guardpoint
|name=Secret Technique: Bang's Pulverizing Blast Jutsu
|description=
|data=
Pressing D will do nothing at first, however at set points on each drive move, Bang instead detonates a huge explosion. The specific timings are different for each move and some even disable the active frames and explode after that point. See each move for details.
{{AttackData-BBCF
|damage=1000
|cancel=
|guard=All
|startup=4
|active=15
|recovery=Until Landing
|frameAdv=
|attribute=P
|invul=1-40 All
|description=
*Bang explodes his clothes, flying high into the air as he magically redresses.
*Fatal Counters.
*Is a Short Starter
*Is fully invincible from frames 1-40.
*Insanely active, and really safe on block.
*Can cancel into some actions on 43. Can cancel into some other actions on 56
*Actual Startup depends on which drive it was followed up from.
*Is a level 5 Projectile, so it can clash/beat out many other weaker projectiles.
*Hits all around the explosion, ranging from behind, in front, above, and even below.
*Bang is considered airborn during the attack, and retains his air options.


The Explosion followup to Bang's drive, it is one of his best moves to use defensively from most of his drives.  The explosion itself is extremely active, causing it to catch opponents late into its active frames as Bang is recovering or clashing with many different projectiles, outright nullifying them in most cases. Not only that, the explosion itself fatals, meaning Bang can securely followup with a punishing combo that can set up for oki, but you can't get too crazy due to the explosion itself being a short starter.
The explosion is huge and extremely active, causing it to catch opponents late into its active frames as Bang is recovering or clashing with many different projectiles, outright nullifying them in most cases. Not only that, the explosion is also a Fatal Counter, meaning Bang can securely followup with a punishing combo that can set up for oki and has a longer starter rating than any Drive move nornally does.


Bang can cancel out of his recovery by airdashing or using a special, effectively making the explosion itself even safer if it is blocked. While it can be punished in very specific scenarios, the general usefulness, amazing hitbox and active frames, and the fact that it is safe on block means that drive explosion is a pretty good option to use.
Bang can't cancel his recovery, but it's short enough that Bang is still effectively plus when the explosion is blocked. This gives him a cover from which he can mixup or followup with other ideas. While it can potentially be whiff punished in specific scenarios, the general usefulness, amazing hitbox and active frames, and the fact that it is generally safe means that drive explosion is a pretty good option to use, even if you might get better damage by letting the drive move hit normally.
 
*Fully invincible when active until shortly before landing. Counterhit recovery state.
*Bang is considered airborne during the attack, and is unable to act until landing.
*Generally +8 on block when performed from the ground.
*Cannot be performed if Bang has already used that drive move to teleport.
}}
}}
}}
<br clear=all/>


==Universal Mechanics==
==Universal Mechanics==
====== <font style="visibility:hidden" size="0">Ground Throw</font> ======
===<big>Ground Throw</big>===
{{MoveData
{{InputBadge|{{clr|B|B}}+{{clr|C|C}} or 4{{clr|B|B}}+{{clr|C|C}}}}
|image=BBCS_Bang_GroundThrow.png
{{BBCF Move Card
|name=Ground Throw
|input=B+C
|caption=Bang was a fan of Nero's Dash taunt, I see...
|description=
|data=
A basic throw that can be followed up, as well as aiding in his mixup game. Both throws function the same, with the opponent hit with a flying dropkick if the grab is successful, holding backwards just changes the direction attacks from.
{{AttackData-BBCF
|version=Forward Throw
|damage=0x2, 1400
|cancel=-, R, SOR
|guard=-
|startup=7
|active=3
|recovery=15
|frameAdv=-
|attribute=T
|invul=-
|hitbox=bang/groundThrow
|description=
*Bang disappears before appearing again, drop kicking his opponent.
*Does a wallbounce and leaves Bang in the air for airborne actions
*When against the corner the wallbounce becomes a slide
*Can be airdash cancelled or special cancelled during recovery.


A basic throw that can be followed up, as well as aiding in his mixup game.
After hitting, Bang can't do anything during the recovery except perform an airdash cancel or a special cancel, making one of the 2 essential to performing any followup combo.


Overall Bang's throw has a really good reward allowing him to build 4 seals or fullscreen corner carry while still doing a good chunck of damage, as well as in the corner.
Overall Bang's throw has a really good reward allowing him to build 4 seals or fullscreen corner carry while still doing a good chunck of damage, as well as in the corner.


The higher reward on a successful throw and less recovery makes Bang's throw an extremely good alternative to his command throw. Always change up between both to make your opponent think.
The higher reward and shorter recovery makes Bang's throw an extremely good alternative to his command throw. Change up between command throw and regular throw depending on what you want, and what you're willing to risk.
}}
*Does a wallbounce and leaves Bang in the air for airborne actions.
{{AttackData-BBCF
*When against the corner the wallbounce becomes a slide.
|version=Back Throw
}}
|damage=0x2, 1400
|cancel=-, R, SOR
|guard=-
|startup=7
|active=3
|recovery=15
|frameAdv=-
|attribute=T
|invul=-
|hitbox=bang/groundThrow
|description=
*Bang's Backthrow
*Useful to throw people into the corner  
Same as forward throw. Use to switch sides.


===<big>Air Throw</big>===
{{InputBadge|{{clr|B|j.B}}+{{clr|C|C}}}}
{{BBCF Move Card
|input=j.B+C
|description=
While slightly worse as an air to air compared to other characters, it's slightly stronger to punish jumpcancels while your opponent pressures you, as well as a check to keep opponents grounded whenever they try to jump out of Bangs pressure.
Air throw extremely strong corner carry and decent damage, but it is not advised to use this against opponents in the corner since you will throw them out of it. His air command grab is a great alternative, since it keeps the opponent in the corner. Instead, air throw can be a great tool if your ''back'' is in the corner since it'll sideswap and lead to good damage.
If you want to do an empty jump, you can use this before landing to cover yourself against jumpouts. This is risky, however, as a whiffed air throw will leave you in forced landing recovery and leave you open to get hit with a jab.
*Automatically sideswaps when performed.
*Unable to convert if airthrow hits from too high.
}}
}}
===<big>Counter Assault</big>===
{{InputBadge|{{clr|A|6A}}+{{clr|B|B}} while Blocking}}
{{BBCF Move Card
|input=6A+B
|description=
Since Ashura is now super punishable on block, you might want to resolve to using counter assault more often to get opponents off you, however keep in mind that Bang really needs the meter to do good damage off crouching opponents and general 100% FRKZ combos, so use it with care.
*Can be low profiled.
}}
}}


====== <font style="visibility:hidden" size="0">Air Throw</font> ======
===<big>Crush Trigger</big>===
{{MoveData
{{InputBadge|{{clr|A|5A}}+{{clr|B|B}} (Chargeable)}}
|image=BBCS_Bang_AirThrow.png
{{BBCF Move Card
|name=Air Throw
|input=5A+B,5[A+B]|versioned=input
|caption=BEHIND ME!!
|description=
|data=
Functions as any other Crush Trigger, but also enjoys a reasonable amount of reach and good disjoint compared to others, making it one of the safer ones to use when properly spaced, Bang has all the mobility he needs to close in after a successful crush. In the corner it is an okay option to catch your opponent off guard once in a while, just keep your opponents blocking habits in mind and watch out for Instant Barrier Block.
{{AttackData-BBCF
|damage=0x2, 1400
|cancel=-, R, SOR
|guard=-
|startup=7
|active=3
|recovery=18+3L
|frameAdv=-
|attribute=T
|invul=-
|hitbox=bang/airThrow
|description=
*Hugs people out of the air and lets them slide across the ground
*Hitbox is unusually high above Bang
*Automatically sideswaps when performed.
*Unable to convert if airthrow hits from too high


While slightly worse as an air to air compared to other characters, it's slightly stronger to punish jumpcancels while your opponent pressures you, as well as a check to keep opponents grounded whenever they try to jump out of Bangs pressure.
Can be used in several combos to get 1 more seal, extra damage or with bumper cancels to gain a +8 block advantage.


Has extremly strong corner carry and decent damage, but it is not advised to airthrow against opponents in the corner, since you result throwing them out of it. His air commandthrow is a great alternative for that, since it keeps the opponent in the corner. Airthrow can also be a great tool if your back is in the corner, since it sideswaps yourself out of the corner, allowing Bang to convert into a damaging combo from a bad situation.
*Launches the opponent high on air hit.
*Crumple stuns on ground hit.
}}


If you want to do an empty jump, you can use this before landing, to cover yourself against jumpouts.
==Special Moves==
}}
===<big>Bang's Unstoppable Double Palm Thrust</big>===
{{InputBadge|{{clr|B|623B}}}}
{{BBCF Move Card
|input=623B
|description=
Mostly used as combo and pressure tool to end your blockstrings making {{clr|C|2C}} and {{clr|D|5D}} safe.
*Causes a wall bounce on CH, as well as during FRKZ.
*Ground slides on normal hit.
*Pushes back on blockstun, making it a good pressure string ender if spaced properly.
*Counted separately from Bang's Heavenly Double Palm Thrust for combo scaling purposes.
}}
}}


====== <font style="visibility:hidden" size="0">Counter Assault</font> ======
===<big>Bang's Heavenly Double Palm Thrust</big>===
{{MoveData
{{InputBadge|{{clr|B|j.623B}}}}
|image=BBCS_Bang_5B.png
{{BBCF Move Card
|caption=GET AWAY FROM ME
|input=j.623B
|name=Counter Assault
|description=
|data=
*Bang does a double palm thrust in the air, with the fire taking form of a Phoenix.
{{AttackData-BBCF
*Only wallbounces in the corner on Counter Hit, but wallbounces both midscreen and in the corner in FRKZ.
|damage=0
*Wallsticks in the corner.
|cancel=R
*Counted separately from Bang's Unstoppable Double Palm Thrust for combo scaling purposes.
|guard=All
*A combo staple of Bang
|startup=13
Really important combo tool to extend or end your combos cause of the wallstick and huge corner carry.
|active=3
|recovery=34
|frameAdv=-18
|attribute=B
|invul=1-20Inv
|hitbox=bang/CA
|description=
*Bang's counterassault
*Shares animation with 5B
*Can be low profiled
*Costs 50 Meter
Since Ashura is now super punishable on block, you might want to resolve to using counter assault more often to get opponents off you, however keep in mind that Bang really needs the meter to do good damage off crouching opponents and general 100% FRKZ combos, so use it with care.
}}
}}


====== <font style="visibility:hidden" size="0">Crush Trigger</font> ======
Since the wallbounce on CH got removed, using it as neutral tool is not really worth it anymore.
{{MoveData
|image=BBCP_Bang_CT.png
|caption=Wish it was better :<
|name=Crush Trigger
|data=
{{AttackData-BBCF
|damage=1000
|cancel=R
|guard=B
|startup=30~59
|active=1
|recovery=23
|frameAdv=0
|attribute=BP
|invul=-
|hitbox=bang/CT
|description=
*Bang inhales and spits fire, Naruto Style
*Not a lot of range for a crush trigger
*Launcher high up in the air on hit
Since the low range it's not really useful outside of the corner, however in the corner it becomes an okay option to catch your opponent offguard once in a while, just keep your opponents blocking habbits in mind and watch out for Instant Barrier Block.  


Can be used in several combos to get 1 more seal.
In 2.0, this move received a hitbox buff, extending the hitbox inwards so Bang can consistently hit this move on more of the cast.
}}
}}
}}
<br clear=all/>


==Special Moves==
===<big>Bang's Void Tempest Kick</big>===
====== <font style="visibility:hidden" size="0">Bang's Void Tempest Kick</font> ======
{{InputBadge|{{clr|C|623C}}}}
{{MoveData
{{BBCF Move Card
|image=BBCS_Bang_VoidTempestKick.png
|name=Bang's Void Tempest Kick
|input=623C
|input=623C
|caption= The Galaxy special
|description=
|data=
Bang's command throw can't be teched, however if your opponent guesses right on the command throw you will get punished 100% of the time. A bit weak to barrier since you can't connect a tick throw unless you have some dash momentum. Also careful when using as meaty since wakeup OD usually makes it whiff and gives opponent enough time to land a strong starter.
{{AttackData-BBCF
|damage=0*2, 600, 653, 842
|cancel=-*2, R*3
|guard=c.T (100)
|startup=13
|active=3
|recovery=37
|frameAdv=-
|attribute=T
|invul=-
|hitbox=bang/623C
|description=
*Preforms a Hug and does a Bang's Style Custom Izuna Drop aka Bang Drop
*Has an extremly strong anti roll oki forcing people to usually quick tech
*Works good in combination of D Setnail.
Bang's commandthrow can't be tech'd, however if your opponent guesses right on the command throw you will get punished 100% of the time. A bit weak to barrier since you can't connect a tick throw unless you have some dash momentum. Also careful when using as meaty since wakeup OD usually makes it whiff and gives opponent enough time to land a strong starter.


The oki on the commandthrow leaves Bang in a good position to do 2A instantly and gives him a bluebeat when the opponent doesn't tech. This forces them to tech instantly making it extremly easy to do another meaty command throw or other mixup.
The oki on the command throw leaves Bang in a good position to do {{clr|A|2A}} instantly and gives him a bluebeat when the opponent doesn't tech. This forces them to tech instantly making it extremly easy to do another meaty command throw or other mixup.


Works extremly well with the D Bumper in the corner, allowing for strong meterless combos.
Works extremely well with the D Bumper in the corner, allowing for incredibly damaging meterless combos.
*Has 307 pixel range.
*Has an extremly strong anti roll oki forcing people to usually quick tech.
*Works good in combination of D Setnail.
*Instantly Halts Bang's momentum upon use.
}}


===<big>Bang's Void Tempest Kick EX</big>===
{{InputBadge|{{clr|C|j.623C}}}}
{{BBCF Move Card
|input=j.623C
|description=
An aerial version of Bangs command grab that is as fast as both his {{clr|A|j.A}} and his airgrab, making it an effective air to air neutral tool against an opponent.


}}
Gives Bang enough time to combo after it, granting it decent reward midscreen and a huge reward in the corner combo wise, as well as scoring a knockdown combo. You can combo it into ashura to do an unburstable combo and on CH, it forces knockdown, allowing for different combos midscreen, but the routes from it are generally not as useful in the corner though.
*Has 344 pixel range.
*CH forces knockdown, allowing for alternative combo routes.
*Used as a preemptive anti air, an alternative to his normal air grab or even his j.A.
*Still keeps momentum upon use, making it useful for throw combos.
*Awful counterhit-state landing recovery if it misses, do not do this move by accident.
}}
}}


====== <font style="visibility:hidden" size="0">Bang's Void Tempest Kick EX</font> ======
===<big>Bang-style Shuriken</big>===
{{MoveData
{{InputBadge|{{clr|A|j.236A}}/{{clr|B|B}}/{{clr|C|C}}/{{clr|D|D}}}}
|image=BBCS_Bang_VoidTempestKickEX.png
{{BBCF Move Card
|name=Bang's Void Tempest Kick EX
|input=j.236A,j.236A+D
|input=j.623C
|description=
|caption= BANGU KNACKURUS!!!!!
'''{{clr|A|A}} Version'''
|data=
*Consumes 1 nail
{{AttackData-BBCF
*Travels in a high angle
|damage=0,700,785,1000
*Does not affect air momentum
|cancel=-*2, R*3
*Can cancel into float or a different nail (including +{{clr|D|D}} versions)
|guard=c.T (120)
*Causes poison damage on hit which ticks for a 100 damage per 60 frames (1 second), lasts up 360 frames (600 damage total)
|startup=7
*Poison ends if Bang gets hit
|active=3
*Does not stack but resets its duration
|recovery=20
*Poison effect does not kill if the opponent has 1 HP
|frameAdv=-
*Useful in neutral and during combos
|attribute=T
*Can still be activated without nails and will animate as normal, but nothing is thrown.
|invul=-
This is the key to Bang's overall damage for BBCF. It is necessary to learn how to use this tool properly to maximize Bang's performance during a round. It can be implemented in every IAD combo.  
|hitbox=bang/j.623C
|description=
*Preforms a Hug and does a Bang's Style Custom Izuna Drop EX aka Bang Drop EX
*Can continue to combo on hit
*CH forces knockdown, allowing for alternative combo routes
*Used as a preemptive anti air, an alternative to his normal air grab or even his J.A


An aerial version of Bangs command grab that is as fast as both his JA and his airgrab, making it an effective anti air or air to air neutral tool against an opponent.
It is useful in mid to long range neutral game as it travels pretty far and can be used to get in due to its start up and able to conserve air momentum (nail glide) or used with B nail.
----'''{{clr|A|A}}+{{clr|D|D}} Version'''
*Consumes 3 nails
*Ends air momentum
*Same effect as its single version
*Does an extra back jump and ends all of Bang's action until landing (Puts Bang in CH state during it)
Not very useful in terms of tool as it consumes 3 of Bang's 12 nails so it is rarely used. It travels slightly further than regular version and can be used to poke people who are close to death. If you do any +{{clr|D|D}} versions (basically {{clr|A|A}}+{{clr|D|D}}, {{clr|B|B}}+{{clr|D|D}} or {{clr|C|C}}+{{clr|D|D}}), you cannot do anything, besides rapid if hit, until you land. If you get hit while falling, it is a guaranteed counter hit.


In CF this throw got extremely buffed and is actually incredibly useful, since it gives Bang enough time to combo after it now, granting it decent reward midscreen and a huge reward in the corner combo wise, as well as scoring a knockdown combo.  You can combo it into ashura to do an unburstable combo and on CH, it forces knockdown, allowing for different combos midscreen, but the routes from it are generally not as useful in the corner though.
Throws the nails in a higher angle compared to {{clr|D|D}} version (middle nail is close to A nail's trajectory).
}}
}}
}}
{{BBCF Move Card
|input=j.236B,j.236B+D
|description=
'''{{clr|B|B}} Version'''
*Consumes 1 nail
*Travels in a medium angle
*Does not affect air momentum
*Can special cancel into float or a different nail (including +{{clr|D|D}} versions)
*It will bounce (direction of bounce) if it hits either the opponent (backward), ground (forward) or wall (downward)
*Once it bounces, the nail hitbox is gone and can bounce more than once.
*After bounce, it will always detonate in 26(?).
*Useful in neutral and during combos
The B nail got a buff where it regain its conserve momentum property from CS1 which has more applications in combos, neutral and okizeme, especially in the corner. Ending a corner combo with {{clr|C|j.2C}} and then B nail will make your approach extremely strong and dangerous.


====== <font style="visibility:hidden" size="0">Bang's Unstoppable Double Palm Thrust</font> ======
Used in close to mid neutral game and can be nail glided and combined with A nail. Note that several characters can duck under the explosion and still beat you out, when approaching recklessly.
{{MoveData
----'''{{clr|B|B}}+{{clr|D|D}} Version'''
|image=BBCS_Bang_SuperCrash.png
*Consumes 3 nails
|name=Bang's Unstoppable Double Palm Thrust
*Ends air momentum
|input=623B
*Same effect as its single version
|caption=
*Does an extra back jump and ends all of Bang's action until landing (Puts Bang in CH state during it)
|data=
Similar to {{clr|A|A}}+{{clr|D|D}} Version where it has not much uses and should be avoided.
{{AttackData-BBCF
|damage=1300
|cancel=R
|guard=HL
|startup=16
|active=2
|recovery=21
|frameAdv=-4
|attribute=B
|invul=-
|hitbox=bang/623B
|description=
*CH causes wall bounce


Follow the [[Help:Writing_Character_Pages]] guidelines
Throws at a higher angle than {{clr|A|A}}+{{clr|D|D}} version.
}}
}}
}}
{{BBCF Move Card
|input=j.236C,j.236C+D
|description=
'''{{clr|C|C}} Version'''
*Consumes 1 nail
*Travels in a low angle
*Ends air momentum
*Can special cancel into float or a different nail (including +{{clr|D|D}} versions)
*Sticks the opponent in place for 60 frames on hit, 20 on block
*Useful for baiting anti-airs and extending combos
Used to make your high jump-ins safe and can catch anti airs if spaced properly. Combowise it's the number one Nail to build Seals and set up oki.
----'''{{clr|C|C}}+{{clr|D|D}} Version'''
*Consumes 3 nails
*Ends air momentum
*Same effect as its single version
*Does an extra back jump and ends all of Bang's action until landing (Puts Bang in CH state during it)
Again, similar to {{clr|A|A}}+{{clr|D|D}} version but worst as the web nail effect degrades as it stacks and reduces the combo timer badly.


====== <font style="visibility:hidden" size="0">Bang's Heavenly Double Palm Thrust</font> ======
Throws nails in similar angles as {{clr|D|D}} version.
{{MoveData
|image=BBCS_Bang_HeavenlyPhoenix.png
|name=Bang's Heavenly Double Palm Thrust
|input=j.623B
|caption= R.I.P Dora Special
|data=
{{AttackData-BBCF
|damage=1300
|cancel=R
|guard=All
|startup=13
|active=3
|recovery=Landing + 7
|frameAdv=-4
|attribute=H
|invul=-
|hitbox=bang/j.623B
|description=
*List what the move is used for
*List interesting properties in bullet points like invul, floating opponents on CH, etc.
Follow the [[Help:Writing_Character_Pages]] guidelines
}}
}}
}}
{{BBCF Move Card
|input=j.236D
|description=
'''{{clr|D|D}} Version'''
*Consumes 3 nails
*Travels in all 3 angles simultaneously
*Temporarily pauses movement, but retains all air momentum
*Can special cancel into float or a different nail (including +{{clr|D|D}} versions)
*Useful for neutral game to get in or out
*Can bounce on the floor so it covers a lot of space
D Nails are used to give yourself space to get in or out. It is stronger due to the combo timer being more manageable so you can add an IAD with A nail which adds a bit more damage.


====== <font style="visibility:hidden" size="0">Bang-style Shuriken</font> ======
It is used almost anywhere in neutral as it covers many angle and bounces off the floor increasing the time they stay on the screen. Due to it costing 1/4 of your nails, you should use them with care. Since Bang pauses his movement on startup, it can also make your IAD approach safer or reset pressure when you do {{keyword|tk}} float into D nails.
{{MoveData
|image=BBCS_Bang_ShurikenThrow.png
|caption=shuriken Special!
|image2=BBCS_Bang_ANail.png
|caption2=A Nail (poison)
|image3=BBCS_Bang_BNail.png
|caption3=B Nail (explosion)
|image4=BBCS_Bang_CNail.png
|caption4=C Nail (web)
|image5=BBCS_Bang_DNail.png
|caption5=D Nail(s)
|name=Bang-style Shuriken
|input=j.236A/B/C/D
|data=
{{AttackData-BBCF
|version=A Version
|damage=300
|cancel=R
|guard=All
|startup=9
|active=-
|recovery=23+9LT
|frameAdv=-
|attribute=HBFPr
|invul=-
|hitbox=bang/j.236A
|description=
}}
{{AttackData-BBCF
|header=no
|version=A+D Version
|damage=300*3
|cancel=R
|guard=All
|startup=20
|active=-
|recovery=23+9LT
|frameAdv=-
|attribute=HBFPr
|invul=-
|hitbox=bang/j.236A
|description=
*List what the move is used for
*List interesting properties in bullet points like invul, floating opponents on CH, etc.
Follow the [[Help:Writing_Character_Pages]] guidelines
}}
{{AttackData-BBCF
|header=no
|version=B Version
|damage=300x2
|cancel=R
|guard=All
|startup=16
|active=til rebound (46)4
|recovery=36+9LT
|frameAdv=-
|attribute=HBFPr
|invul=-
|hitbox=bang/j.236B
|description=
}}
{{AttackData-BBCF
|header=no
|version=B+D Version
|damage=(300x2)*3
|cancel=R
|guard=All
|startup=20
|active=til rebound (46)4
|recovery=36+9LT
|frameAdv=-
|attribute=HBFPr
|invul=-
|hitbox=bang/j.236B
|description=
*List what the move is used for
*List interesting properties in bullet points like invul, floating opponents on CH, etc.
Follow the [[Help:Writing_Character_Pages]] guidelines
}}
{{AttackData-BBCF
|header=no
|version=C Version
|damage=300
|cancel=R
|guard=All
|startup=18
|active=
|recovery=landing + 9
|frameAdv=-
|attribute=HBFPr
|invul=-
|hitbox=bang/j.236C
|description=
}}
{{AttackData-BBCF
|header=no
|version=C+D Version
|damage=300*3
|cancel=R
|guard=All
|startup=20
|active=
|recovery=landing + 9
|frameAdv=-
|attribute=HBFPr
|invul=-
|hitbox=bang/j.236C
|description=
*List what the move is used for
*List interesting properties in bullet points like invul, floating opponents on CH, etc.
Follow the [[Help:Writing_Character_Pages]] guidelines
}}
{{AttackData-BBCF
|header=no
|version=D Version
|damage=300*3
|cancel=R
|guard=All
|startup=9
|active=-
|recovery=23 Total
|frameAdv=-
|attribute=HBFPr
|invul=-
|hitbox=bang/j.236D
|description=
*List what the move is used for
*List interesting properties in bullet points like invul, floating opponents on CH, etc.
Follow the [[Help:Writing_Character_Pages]] guidelines
}}
}}
}}


====== <font style="visibility:hidden" size="0">Bang's Steel Rain</font> ======
===<big>Bang's Steel Rain</big>===
{{MoveData
{{InputBadge|{{clr|B|632146B}}}}
|image=BBCS_Bang_SteelRain.png
{{BBCF Move Card
|image2=BBCS_Bang_Umbrella.png
|name=Bang's Steel Rain
|input=632146B
|input=632146B
|caption=
|description=
|data=
Bang summons an umbrella at a fixed height that slowly tracks the opponent's position as it rains down up to 60 nails in 2 frame intervals. The umbrella will be thrown near the opponent across at most 3/4 of the screen before opening up, then it will continue to float towards them before stopping directly above.
{{AttackData-BBCF
 
|damage=100*64
This move consumes up to 4 nails if it's allowed to, but it only spends 1 upfront. After the first 24 hits, the umbrella will consume another nail and add another 12 hits, up to 3 times. The umbrella can be stopped if it is hit, Bang gets hit, or Bang lands a command grab, Distortion or Astral, preserving any nails not yet spent.
|cancel=
 
|guard=All
Umbrella has a slow start up but it can be used to setup command grab super traps if done correctly. Also, should be noted if the opponent is beyond 3/4 of the screen, Bang will throw the umbrella at 3/4 of the screen and then it will keep tracking them past that. Typically not the best usage of nails but it is good when used to close out a round against a cornered opponent after a knockdown.
|startup=92
*Will still animate even with no nails, the umbrella will remain on screen for a few seconds, but will not shoot nails
|active=til ground
|recovery=61F
|frameAdv=-
|attribute=HBFPr
|invul=-
|hitbox=bang/j.623B
|description=
*List what the move is used for
*List interesting properties in bullet points like invul, floating opponents on CH, etc.
Follow the [[Help:Writing_Character_Pages]] guidelines
}}
}}
}}


====== <font style="visibility:hidden" size="0">Flaming Air Attack</font> ======
===<big>Flaming Air Attack / Musasabi</big>===
{{MoveData
{{InputBadge|{{clr|A|j.22A}}}}
|image=BBCP_Bang_FlamingAirAttack.png
{{BBCF Move Card
|name=Flaming Air Attack
|input=j.22A
|input=j.22A
|caption=We should've gotten this since his inception, but better late than never, I guess.
|description=
|data=
*Bang uses his scarf to float while in the air
{{AttackData-BBCF
*Can cancel to almost any action on frame 9
|damage=
*Can be done twice in the air if none of Bang's air mobility options have been used (does not count initial jump cost)
|cancel=
*Uses Bang's double jump and first air dash option for the the first float and his second air dash for the second float
|guard=
*Conserves air momentum except downwards (will cancel it instead)
|startup=
*Passes through your opponent
|active=
*Very strong neutral, mix-up/pressure and combo tool
|recovery=148+5LT
*While floating, you are in a counter hit state
|frameAdv=
*In 2.0, the Minimum Height restriction has been removed.
|attribute=-
 
|invul=-
Bang's float is a very strong tool in general and got buffed as it does not consume all your remaining air options.
|hitbox=
 
|description=
As a neutral tool, it can be canceled from any Bang-style Shuriken (except +{{clr|D|D}} versions) which can be useful to spam the same nail type. It can be used to bait anti airs as it stops your falling momentum and with combination with C nail, it can be used to punish them.
*List what the move is used for
 
*List interesting properties in bullet points like invul, floating opponents on CH, etc.
For mix-up, it is used to repeat the same or different air move as it keeps your height on initial use, so for example {{clr|C|j.2C}} > {{clr|A|j.22A}} > {{clr|C|j.2C}} can be done as a double overhead jumpin mixup. It's primary use as an offensive tool is to be tked from a jump cancelable move to add another layer of mix up options like quick, very plus overheads with any air button besides j.a, often {{clr|B|j.B}} for consistency sake. You can generate nigh riskless plus frames out of thin air with TK musasabi nails. It can also cross up if you let the float last long enough.
Follow the [[Help:Writing_Character_Pages]] guidelines
 
It is used during combos due to its ability to keep Bang on the same height which opens up new combo path with either {{clr|C|6C}} or {{clr|C|j.C}}.
 
It should be noted that during OD, FRKZ dashes can't be canceled from float. You need to press either A, B or C to dash after a float.
 
In 2.0, the minimum height restriction for J{{clr|A|22A}} has been completely removed, allowing Bang to TK J{{clr|A|22A}} at much lower heights, effectively giving him access to better pressure options, better confirms, and a multitude of options.
}}
}}
===<big>Set Nail/Bumpers</big>===
{{InputBadge|{{clr|A|214A}}/{{clr|B|B}}/{{clr|C|C}}/{{clr|D|D}} (Air OK)}}
{{BBCF Move Card
|input=214X,j.214X|versioned=input
|description=
*Bang swings his hand and puts a nail in the air
*Costs 1 Nail
*Position is different for each button
*Upon touching a Setnail with your hurtbox Bang can perform a Nail Dash
*When you hit your opponent with anything and are near a bumper, you can cancel it into a Nail Dash
*Only Action that can not be Nail Dash Cancel'd is Bang's EA.
*Disappears after 3 uses
*A,B,C versions need to be touched in the air
*D version can be touched from air and ground
*In 2.0, when setting a bumper in the corner, bumper will not go offscreen now, but sit next to the corner on screen.
*Can still be activated without nails and will animate as normal, but no bumper is set. Can still be used to stall air momentum.
While losing its ability in neutral to mimic a more controllable FRKZ, Setnails became an extremly strong tool for okizeme and damage.
The D version is the go-to version since it allows Bang to pressure safely in the corner and maximize damage from every hit. It's especially great for {{clr|B|6B}}, {{clr|C|3C}}, and {{clr|C|623C}} since the Nail Dash Cancel acts like a substitute for rapid cancel allowing you to safely retreat. During overdrive combos the D version is set after a {{clr|D|6D}} to super twice.
While the other versions are less used, they also have good mixup and combo options. They are also way easier to control, compared to the D Set nail.
----
*All Air Versions need to be touched in the air
*Air Version will never set a nail near the ground
While A,B,C act almost like their ground counterparts, the D Version places the bumper directly under Bang allowing him to instantly use it.
The D Version is great for catching your opponent off guard in neutral and as okizeme from a {{clr|C|j.2C}} ender. You can use it suddenly close gaps, cross up, or to make pressure safer.
}}
}}


====== <font style="visibility:hidden" size="0">Set Nail/Bumpers</font> ======
===<big>Nail Dash</big>===
{{MoveData
{{InputBadge|Any direction off Set Nail}}
|image=BBCS_Bang_NailSet.png
{{BBCF Move Card
|image2=BBCF_Bang_NailSetDiagramGround.png
|input=Nail Dash
|caption2=Ground
|description=
|image3=BBCF_Bang_NailSetDiagramAir.png
*Bang does a similar dash like during FRKZ
|caption3=Air
*Has a small amount of invul allowing to dodge reversals easily
|name=Set Nail/Bumpers
*Has unique properties compared to FRKZ dashes
|input=214A/B/C/D air OK
*Recovery can be cancelled early into Normal, Specials and Barrier
|data=
*Air to ground dashes have no landing recovery making Bang recover as soon as he lands
{{AttackData-BBCF
|version=Ground
|damage=-
|cancel=
|guard=
|startup=-
|active=-
|recovery=30 total
|frameAdv=-
|attribute=-
|invul=-
|hitbox=bang/214A
|description=
*List what the move is used for
*List interesting properties in bullet points like invul, floating opponents on CH, etc.
Follow the [[Help:Writing_Character_Pages]] guidelines
}}
{{AttackData-BBCF
|header=no
|version=Air
|damage=-
|heatgain=-
|cancel=
|guard=
|startup=-
|active=-
|recovery=33 total
|frameAdv=-
|attribute=-
|invul=-
|hitbox=bang/j.214A
|description=
*List what the move is used for
*List interesting properties in bullet points like invul, floating opponents on CH, etc.
Follow the [[Help:Writing_Character_Pages]] guidelines
}}
}}
}}


====== ======
===<big>FuRinKaZan Dash</big>===
{{MoveData
{{InputBadge|Any direction during Overdrive}}
|name=Nail Dash
{{BBCF Move Card
|image=BBCS_Bang_NailDash.png
|input=FRKZ Dash
|input=Any direction off Set Nail
|description=
|caption=SHINOBI!
During FRKZ Bang uses this omnidirectional dash as movement. The FRKZ dashes is what makes Bang's overdrive, Bang gains damage and insane mixup. Always check your Fu and Rin seals during overdrive activation so you know what you have to work with.
|data=
 
{{AttackData-BBCF
Using the dashes during pressure allows Bang to easily create extremely hard to block mixups, the key is to be creative with your approaches like doing {{clr|B|2B}}>9dash>{{clr|C|j.2C}}>4dash>{{clr|C|j.2C}}. Keep in mind that strings like these are vulnerable to reversals.
|version=Ground
 
|damage=-
While the dash is powerful it's also is hard to control, so try not to get into neutral during overdrive, since opponents will mostly get high in the air and press a lot of buttons making it really hard for you to get in without getting hit and even if you somehow manage to hit them it's really hard to confirm into a proper combo.
|cancel=
 
|guard=
When you have the {{clr|D|6D}}(Rin) seal overdrive can be used to beat out several strings from characters that use projectiles to pressure you.
|startup=-
|active=-
|recovery=16 total
|frameAdv=-
|attribute=-
|invul=7-10Inv
|hitbox=bang/nailDash
|description=
*List what the move is used for
*List interesting properties in bullet points like invul, floating opponents on CH, etc.
Follow the [[Help:Writing_Character_Pages]] guidelines
}}
{{AttackData-BBCF
|header=no
|version=Air
|damage=-
|cancel=
|guard=
|startup=-
|active=-
|recovery=19 total
|frameAdv=-
|attribute=-
|invul=9-14Inv
|hitbox=bang/nailDash
|description=
*List what the move is used for
*List interesting properties in bullet points like invul, floating opponents on CH, etc.
Follow the [[Help:Writing_Character_Pages]] guidelines
}}
}}


====== ======
Bang is forced to go through the entire dash animation if you wanna do something like 6Dash > {{clr|A|5A}}. However, Bang can still cancel his dashes into directional normals like {{clr|A|6A}} or {{clr|C|3C}}.
{{MoveData
*Can be cancelled into from everything that has a jump cancel, not mattering if it hit or got blocked
|name=FuRinKaZan Dash
*Great for mixup and combos during overdrive
|image=BBCS_Bang_NailDash.png
*Without Seals Bang can use the dash twice in the air and is not able to pass through opponents
|input=Any direction during Overdrive
*With the {{clr|D|5D}} seal "Fu" Bang gets 4 Dashes and the ability to pass through opponents
|caption=Just believe justice! Seigi jōtō! Tamashī de!
*With the {{clr|D|6D}} seal "Rin" Bang gets projectile invulnerability from Frame 3-8
|data=
*Recovery can be cancelld early into Normal,Specials and Barrier
{{AttackData-BBCF
|version=Ground
|damage=-
|cancel=
|guard=
|startup=-
|active=-
|recovery=16 total
|frameAdv=-
|attribute=-
|invul=6D Seal: 3-8P
|hitbox=bang/nailDash
|description=
}}
{{AttackData-BBCF
|header=no
|version=Air
|damage=-
|cancel=
|guard=
|startup=-
|active=-
|recovery=19 total
|frameAdv=-
|attribute=-
|invul=6D Seal: 3-8P
|hitbox=bang/nailDash
|description=
*List what the move is used for
*List interesting properties in bullet points like invul, floating opponents on CH, etc.
Follow the [[Help:Writing_Character_Pages]] guidelines
}}
}}
}}
<br clear=all/>


==Distortion Drives==
==Distortion Drives==
====== <font style="visibility:hidden" size="0">Shishigami-style Secret Technique: "Fatal Eruption" / Daifunka</font> ======
===<big>Shishigami-style Secret Technique: "Fatal Eruption" / Daifunka</big>===
{{MoveData
{{InputBadge|{{clr|C|2363214C}}}}
|image=BBCS_Bang_Daifunka.png
{{BBCF Move Card
|name=Shishigami-style Secret Technique: "Fatal Eruption" / Daifunka
|input=2363214C
|input=2363214C
|caption=Instant corner carry, just add meter.
|description=
|data=
Bang performs a long forward dash attack that takes the opponent to the corner if it hits. Generally used to end combos since it deals fantastic minimum damage and sets up easy corner oki. You can also treat it like Bang's other reversal, trading Asura's vertical reach for horizontal range. Just remember it starts up slower, making it weaker at punishing quicker moves. Only use it at neutral if you know you're going to hit. While there's a lot of Invulnerable frames at the start, there's a lot of recovery if it misses or gets blocked and you will regret it.
{{AttackData-BBCF
|version=Normal
|damage=0, 760x4, 0, 4500
|cancel=R
|guard=All
|startup=1+17
|active=24
|recovery=20
|frameAdv=-27
|attribute=Bx5, T, B
|invul=1-25Inv
|hitbox=bang/2363214C
|description=
}}
{{AttackData-BBCF
|header=No
|version=Overdrive
|damage=0, 760x6, 0, 4500
|cancel=R
|guard=All
|startup=1+17
|active=24
|recovery=20
|frameAdv=-27
|attribute=Bx7, T, B
|invul=1-25Inv
|hitbox=bang/2363214C
|description=
*List what the move is used for
*List interesting properties in bullet points like invul, floating opponents on CH, etc.
Follow the [[Help:Writing_Character_Pages]] guidelines
}}
}}
}}


====== <font style="visibility:hidden" size="0">Shishigami-style Technique: "Bang's Infinite Chaos-Fist of the Void" / Ashura</font> ======
===<big>Shishigami-style Technique: "Bang's Infinite Chaos-Fist of the Void" / Ashura</big>===
{{MoveData
{{InputBadge|{{clr|A|236236A}}}}
|image=BBCS_Bang_Ashura.png
{{BBCF Move Card
|name=Shishigami-style Technique: "Bang's Infinite Chaos-Fist of the Void" / Ashura
|input=236236A
|input=236236A
|caption=The DP Attack is the most reliable move in the game. Now ACTUALLY punishable.
|description=
|data=
Fast Reversal. Since the super is easy to punish, you need to use it with care. It's still a great reversal to beat your opponent's meaties and punish gaps in pressure. The fast start up also allows Bang to use it at spots where Daifunka wouldn't work.
{{AttackData-BBCF
*Horizontal Hitbox is limited.
|damage=0,2476
*Extremely high vertical hitbox, making it a great anti air.
|cancel=R
*Normal and OD version count as different moves so they don't trigger SMP.
|guard=HL
|startup=1+8
|active=3
|recovery=25
|frameAdv=-7
|attribute=B
|invul=1-11Inv
|hitbox=bang/236236A
|description=
*List what the move is used for
*List interesting properties in bullet points like invul, floating opponents on CH, etc.
Follow the [[Help:Writing_Character_Pages]] guidelines
}}
}}
}}


====== <font style="visibility:hidden" size="0">Ultra Technique:"Hyper Shadowstep Strike"</font> ======
===<big>Ultra Technique:"Hyper Shadowstep Strike" / Shippugeki</big>===
{{MoveData
{{InputBadge|{{clr|D|236236D}} with all 4 seals}}
|image=BBCP_Bang_Shadowstep_Strike.png
{{BBCF Move Card
|name=Ultra Technique:"Hyper Shadowstep Strike"
|input=236236D
|input=236236D
|caption=I heard you like zoning...  Would be a shame if I... invalidated it!
|description=
|data=
Bang's command grab super that he gets after he obtains all 4 seals from his drive. He automatically tracks the opponents location and after the superflash, warps directly to where they were during the superflash and proceeds to grab them. Since this move always crosses up the opponent, it can sometimes cause the opponent to attack the wrong way, giving Bang a free chance to grab them.
{{AttackData-BBCF
 
|version=Normal (vs. Grounded Opponent)
It is very useful in neutral for when the opponent commits pretty hard to a button, Bang can immediately grab them and turn the situation into his favor. However, the move has a few shortcomings, as when Bang tries to use it when the opponent is grounded and/or not doing anything during the superflash, when Bang teleports behind them, they can simply jump out and punish Bang with a jump in, or by simply Overdriving through him and land an incredibly painful punish on him. Bang also basically completely overlaps his opponent before actually grabbing them, meaning that sometimes hitboxes from various moves will just hit him before he grabs, even if those moves were being performed in the wrong direction.
|damage=0x2, 570x3, 2400
 
|cancel=R*
While opponents have even more limited options against the super in the air, since they cannot double jump out of it, it is still advised to use it with caution because an opponent can simply Overdrive through it, or if they have one, invuln through the grab and retaliate with a DP or a distortion drive, just like with the ground version.
|guard=-
 
|startup=19+10
Can be used for a few tech traps as well as a sort of reversal, but Bang has better tools for those situations. It is a rather decent tool against Zoners once Bang achieves his seals.
|active=1
*Invuln only lasts until after the superflash before it goes active, where Bang is right next to the opponent, almost inside of them.
|recovery=40
*Overdrive version does significantly more damage, as well as leaving Bang a farther distance from the opponent than the normal version.
|frameAdv=-
*Tracks opponent state and location during superflash, it acts like a grounded throw if the opponent was grounded, air throw if they were airborne.
|attribute=T
|invul=1-19Inv
|hitbox=bang/2363214C
|description=
}}
{{AttackData-BBCF
|header=no
|version=Overdrive (vs. Grounded Opponent)
|damage=0x2, 570x3, 2400, 600, 1000
|cancel=R*
|guard=-
|startup=19+10
|active=1
|recovery=40
|frameAdv=-
|attribute=T
|invul=1-19Inv
|hitbox=bang/2363214C
|description=
*List what the move is used for
*List interesting properties in bullet points like invul, floating opponents on CH, etc.
Follow the [[Help:Writing_Character_Pages]] guidelines
}}
{{AttackData-BBCF
|version=Normal (vs. Airborne Opponent)
|damage=0x2, 490x3, 2400
|cancel=R*
|guard=-
|startup=19+3
|active=2
|recovery=til L+14
|frameAdv=-
|attribute=T
|invul=1-19Inv
|hitbox=bang/2363214C
|description=
}}
{{AttackData-BBCF
|header=no
|version=Overdrive (vs. Airborne Opponent)
|damage=0x2, 490x3, 2400, 600, 1000
|cancel=R*
|guard=-
|startup=19+3
|active=2
|recovery=til L+14
|frameAdv=-
|attribute=T
|invul=1-19Inv
|hitbox=bang/2363214C
|description=
*List what the move is used for
*List interesting properties in bullet points like invul, floating opponents on CH, etc.
Follow the [[Help:Writing_Character_Pages]] guidelines
}}
}}
}}
<br clear=all/>


==Exceed Accel==
==Exceed Accel==
{{MoveData
===<big>Bang's Dancing Petal Storm</big>===
|image=BBCF_Bang_ExceedAccel.png
{{InputBadge|{{clr|A|A}}+{{clr|B|B}}+{{clr|C|C}}+{{clr|D|D}} during Overdrive}}
|name=Bang's Dancing Petal Storm
{{BBCF Move Card
|input=A+B+C+D during Overdrive
|input=A+B+C+D
|caption=Throw the Shurikens.  Throw the Kunai.  Throw the Nails.  BOMB THIS BOI!!  Don't expect Oki though.
|description=
|data=
*[[BBCF/Mechanics#Exceed_Accel| Behaves the same as every other Exceed Accel.]]
{{AttackData-BBCF
|version=Normal
|damage=2040
|cancel=
|guard=All
|startup=20[10]
|active=3
|recovery=19
|frameAdv=0
|attribute=B
|invul=
|description=
}}
{{AttackData-BBCF
|header=No
|version=Active Flow
|damage=4191
|cancel=
|guard=All
|startup=20[10]
|active=3
|recovery=19
|frameAdv=0
|attribute=B
|invul=
|description=
*Does not cost heat, but immediately ends Overdrive if used.
*Becomes stronger and flashier in Active Flow
*Initial strike CAN be low profiled by certain low hitting hitboxes
*Startup is shorter if cancelled into from Overdrive activation or from a Normal.
*Despite its short range, it moves Bang forward, giving it slightly more range.
*Puts Bang in Active Flow if he hasn't been in it yet.


On startup, Bang performs a palm thrust (that is actually his throw reject animation) on his opponent. If it hits, Bang then throws out a barrage of ninja tools at his opponent before finishing off by tossing a couple of bombs onto the hapless victim while going into his taunt animation. Active Flow version makes Bang throw out even more stuff, including 4 bombs at the end instead of 2.  Puts Bang in active flow if he hasn't been in it already. Has full invuln and is safe on block, but it has no minimum damage and cannot be rapid cancelled on hit/block.
On startup, Bang performs a palm thrust on his opponent. If it hits, Bang then throws out a barrage of ninja tools at his opponent before finishing off by tossing a couple of bombs onto the hapless victim. He moves forward during the initial attack giving it slightly more range than its hitbox suggests.


Despite being another universal reversal that Bang can use, the knockdown from the attack leaves much to be desired. It leaves him slightly negative and a character length away, which means the opponent can roll away from him before he can perform actions again, leaving him with almost no oki from it. However, in the corner, it is slightly more useful seeing as the opponent can only roll forward or tech instantly otherwise they would be picked up with a perfectly spaced 2B into a damaging corner combo. Despite some of its shortcomings, Exceed Accel is one of Bangs most reliable ways to get out of pressure, seeing as even if it whiffs, he still has a third of his burst charged up rather than none if he just bursts.
Despite being another universal reversal that Bang can use, the knockdown from the attack leaves much to be desired. It leaves him slightly negative and a character length away, which means the opponent can roll away from him before he can perform actions again, leaving him with almost no oki from it. However, in the corner, it is slightly more useful seeing as the opponent can only roll forward or tech instantly otherwise they would be picked up with a perfectly spaced {{clr|B|2B}} into a damaging corner combo. Also, the initial hit is susceptible to being low profiled. Despite some of its shortcomings, Exceed Accel is one of Bang's most reliable ways to get out of pressure.
}}
}}
}}
<br clear=all/>


==Astral Heat==
==Astral Heat==
{{MoveData
===<big>Shishigami-style Forbidden Technique: "The Ultimate Bang"</big>===
|image=BBCS_Bang_TheUltimateBang.png
{{InputBadge|{{clr|D|j.6321463214D}} when [[BBCF/Mechanics#Astral Heat|Astral Conditions]] are met}}
|name=Shishigami-style Forbidden Technique: "The Ultimate Bang"
{{BBCF Move Card
|input=j.6321463214D
|input=j.6321463214D
|image2=BBCS_Bang_AstralAnimation.png
|description=
|image3=BBCS_Bang_AstralFinishPose.png
Extremely satisfying Astral. Can be combo'd into from {{clr|D|5D}} airborne hit in the corner or throws reliably. However, the True Bang Way is landing this astral raw either as a wakeup reversal or tricking your opponent to press a button into it. It has a guardpoint all the way until the end of the active frames, so it can be used to stop attacks.
|caption= SUUUUUUPPAAAHHHHHHHHHH!!!! BAAAAAAAANNNNNGGGGGGG!!!!!!
*Min height TK Astral only hits on crouching Carl, Valkenhayn, Relius, Jubei, Platinum, Jin, Hakumen, Nine, Tager and Susano'o.
|data=
*Can be Kara Canceled into from j.D from Frame 7 to just before active frames.
{{AttackData-BBCF
*Allows Bang to use the Shadowstrike Jutsu since it's a Drive move. But Pulverizing Blast cannot be used.
|damage=DESTROY
*Has Range and Vector checks, cannot hit someone who is behind him, or more than about half a screen away, regardless of hitboxes.
|cancel=-
}}
|guard=UNB
|startup=9+24
|active=3
|recovery=until landing
|frameAdv=-
|attribute=T
|invul=1-35GP(A)
|hitbox=bang/j.6321463214D
|description=
*Bang performs the best looking and most hype astral in the game. FACT
*Costs 100% Heat and opponent needs to have less then 35% HP remaining.
*One of the last remaining Astrals hard to land making it hype every time it happens.
*Leaves your opponent jelly that their character will never be as manly as Bang.
*Startup has a lot of guardpoint frames
*Allows Bang to use the Shadowstrike Jutsu since it's a Drive move.
*Min height TK Astral only hits on croching Jin,Hakumen,Tager and Susanno.
*Completely Unblockable, since it is technically a throw.
Extremly satisfying Astral. Can be combo'd into from 5D airborne hit in the corner or throws relyable.


However the true Bang way is landing this astral raw either by wakeup or tricking your opponent to press a button into it.
==Colors==
{{BBCFColors|Size=120|Character=Bang}}


Impresses people at your locals and makes you look like a hero fighting the evil.
}}
==Notable Players==
}}
{| class="wikitable" border="1" style="margin: 1em auto 1em auto;text-align: center"
<br clear=all/>
! width="95"|Name !! width="85"|Color !! width="125"|Location !! Where to Find !! Notes
|-
| Hukku || style="text-align:center;"|[[File:BBCF_Bang_color_22.png|center|110px]] || Japan || PC<br>[https://twitter.com/hukku_320?t=zEdpaySJaN08fuUd5Kza1w&s=09 Twitter] || one of the Strongest Bang players. Currently frequents JP events and PC netplay.
|-
| Radio || style="text-align:center;"|[[File:BBCF_Bang_color_1.png|center|110px]] || Japan || PC<br>[https://twitter.com/rajio_radio?t=53c3paPMOLVu85NbUa9Pag&s=09 Twitter] || Very Solid JP Bang player
|-
| Killakob3s || style="text-align:center;"|[[File:BBCF_Bang_color_1.png|center|110px]] || NA || PC<br>[https://twitter.com/Killakobes360?t=6H0d9Ms2DCw4XQVtfskr8g&s=09 Twitter] || Him
|-
| Trema || style="text-align:center;"|[[File:BBCF_Bang_color_7.png|center|110px]] || SA|| PC<br> [https://twitter.com/trema_bang Twitter] || Top SA player
|-
| Senor Bang || style="text-align:center;"|[[File:BBCF_Bang_color_1.png|center|110px]] || NA|| PC<br> [https://youtube.com/user/valdezsteve22 Youtube] || Strong NA player
|-
| Dora Bang || style="text-align:center;"|[[File:BBCF_Bang_color_10.png|center|110px]] || JP|| PC<br> [https://twitter.com/dora_bang?t=MeWFh1gOFfUPfdW2dxJ7ZA&s=09 Twitter] || OG legacy player;retired
|-
| Greek Angel || style="text-align:center;"|[[File:BBCF_Bang_color_24.png|center|110px]] || NA|| PC<br> [https://youtube.com/c/GreekAngel YouTube] || legacy NA player;retired
|-
| Nemo Smacks || style="text-align:center;"|[[File:BBCF_Bang_color_4.png|center|110px]] || EU|| PC<br> [https://twitter.com/Adri_NeMo Twitter] || Strong EU player
|-
| Rychtor || style="text-align:center;"|[[File:BBCF_Bang_color_5.png|center|110px]] || NA|| PC<br> [https://twitter.com/Rychtor Twitter] || Strong NA player
|-
| Mahoushoujo || style="text-align:center;"|[[File:BBCF_Bang_color_1.png|center|110px]] || EU|| PC<br> [https://twitter.com/FuriousTaiga Twitter] || EU bang specialist
|-
| Metafrica || style="text-align:center;"|[[File:BBCF_Bang_color_16.png|center|110px]] || JP|| PC<br> [https://youtube.com/channel/UC96Mtbl3vd6zrp4lQ2lZE8w Youtube] || JPs strongest GP abuser
|}


==External References==
==External References==
* [https://docs.google.com/document/d/1UBO8rO3NFUsBE5SOkQTw90Kf-OEc9nVp7Yjny_MYJM8/edit Bang Guide]
* [https://www.youtube.com/c/GreekAngel Greek Angel's Channel, contains various tech and combo routing vids]
* [https://www.youtube.com/user/valdezsteve22/videos?view=57 Mr.Bang's channel, contains additional tech (DP safe setups, character specific scenarios, FC routes, misc)]
* Japanese Name:シシガミバング
* Japanese Name:シシガミバング
* [http://www14.atwiki.jp/sisigamibangu/ Japanese Wik]
* [http://www14.atwiki.jp/sisigamibangu/ Japanese Wik]
Line 1,517: Line 748:
* [http://www.bbcf.ac/ranking_view.php?mode=exe&type=psr_rank&couse=&character=bn&pref=0 Arcade Profile Dan Rankings]
* [http://www.bbcf.ac/ranking_view.php?mode=exe&type=psr_rank&couse=&character=bn&pref=0 Arcade Profile Dan Rankings]
* [http://www.dustloop.com/forums/showthread.php?17447-CP-Bang-Video-Thread Character Video Thread]
* [http://www.dustloop.com/forums/showthread.php?17447-CP-Bang-Video-Thread Character Video Thread]
<br clear all/>
*[https://blazblue.wiki/wiki/Bang_Shishigami/Gameplay#Palettes Color Palettes on https://blazblue.wiki]
----
 
{{CharLinks
==Navigation==
|charMainPage=BBCF/Bang Shishigami
{{BBCF/CharacterLinks}}
|videos=http://horibuna.web.fc2.com/BBCF/BBCF_BA.html
{{notice|To edit frame data, edit values in [[{{PAGENAME}}/Data]].}}
|forums=http://www.dustloop.com/forums/index.php?/forums/forum/65-bang-shishigami/
{{BBCF/Navigation}}
}}
{{Navbar-BBCF}}
[[Category:BlazBlue]]
[[Category:BlazBlue Characters]]

Latest revision as of 03:05, 27 March 2024

Overview

Overview

Bang is an explosive (literally) rushdown character with lots of different tools. Bang's two main gimmicks are guard points and nails. All of Bang's Drive moves have built in guard points to blow through his opponents offense. While they have slow startup, successfully landing a guard point lets Bang cancel into a teleport or damaging explosion, giving him great reward on a hard read. Meanwhile, Bang's nails are a limited resource with great applications. The two main functions are shuriken and bumpers. Bang can spend a nail to either throw out a custom shuriken with numerous effects, or a bumper that allows him to immediately airdash if he comes in contact with it. Nails can be used to extend combos for big damage, while bumpers are terrifying mixup tools that give him great left/right and high/low mixup potential. Lastly, if things get dire, Bang can pop his excellent Overdrive: FuRinKaZan, an extremely strong install that gains power the more Drive moves he lands.

His great mobility, nails and drives give him great options in neutral to force himself in or keep his opponent on their toes. With Bumpers and FRKZ, Bang has mixup that's hard to react to and leads to great reward. However, when compared to other strong characters, Bang's oki is rather weak, making him dependent on reads on your opponent's wakeup options. As well, nails are very limited by design, which means that Bang has to be conservative with his nails. Finally, Bang's Drive moves are great defensive tools, but must be used as hard reads due to their long startup. Using them like straight reversals is difficult.

Overall, Bang is difficult to master. At higher levels of play, Bang requires good execution, good reactions, but allows for a lot of creativity.
BBCF Bang Shishigami Nameplate.png
BBCF Bang Portrait.png
Health
11,500
Prejump
4F
Backdash
36F (1~9F Inv All, 13~28 airborne)
Unique Movement Options
2 Air Dash
Nail Dash
FuRinKaZan Dash
Fastest Attack
5A (6F)
Reversals
2363214C (18F)
236236A (9F)
6D (24F, mid/low guard)
236236D (22F)
Fatal Starters
5C
6C
3C
D after Guard Point
Drive: Burning Heart

Bang's Drive attacks have a period of guard point frames, unique to each Drive attack. However, none of Bang's drive attacks guard throws, even after Guard Point is triggered. After successfully triggering Guard Point, Bang can input an attack button for different followups. Pressing (A/B/C) will use "Shadowstep Jutsu" to teleport forward at different distances before continuing the attack. Pressing D will perform "Pulverizing Blast Jutsu", creating a big explosion that allows Bang to go for a damaging combo when hitting the opponent, or to simply disengage. Bang's drive attacks are all "Very Short" starter, meaning that they have limited combos afterwards.

For each unique drive attack Bang lands, an icon in the "Fu-Rin-Ka-Zan" Gauge will light up, giving a 20% damage increase for that drive attack. Each seal buffs his Overdrive in different ways. If all seals are lit up, all Drive moves gain an extra 25% damage increase and Bang unlocks a Distortion Drive, Ultra Technique:"Hyper Shadowstep Strike".
Overdrive: FuRinKaZan (FRKZ)

FuRinKaZan, previously a Distortion Drive, is now Bang's Overdrive. It offers similar properties as before where Bang loses the ability to block (however he still has the ability to Barrier Block) in exchange for very strong movement options. He gains an 8 way dash which he can cancel into normals and specials for strong mixup and good combos. Both of Bang's fire punches now wall bounce both in corner and midscreen and his drives have almost as much hitstun as on counter hit. Generally used to close out a round, it isn't used very often in neutral due to its relative short duration compared to previous iterations. Bang can also special cancel most of his normals, giving him even more mixup options. Bang's Overdrive can be buffed further by gaining different seals.

During Overdrive, any currently lit seal gives the following buff:

  • 5D = Fu - Gives 4 Airdashes in FRKZ and Allows Bang to dash through characters in FRKZ.
  • 6D = Rin - Gives Bang projectile invulnerable dashes that look like teleports in FRKZ.
  • j.D = Ka - Gives Bang a 20% Damage boost to every attack in FRKZ.
  • 2D = Zan - Makes all Drives full guardpoint in FRKZ, allows Bang to block whilst dashing, and guardpoints can block unblockable attacks.
When Bang activates his overdrive below 35% HP, the old FRKZ super animation plays during the activation. Although this is simply cosmetic, any system timer (meter/barrier gain or cooldown) will still be active during the animation and any jump momentum done prior to OD activation will be canceled.
Unique Mechanic: Nails BBCF Bang Nails.png

Some of Bang's specials require one or more nails to use, preventing them from being used recklessly:

  • Bang starts with 12 nails in stock which only renews in every beginning of a round. This is displayed above his heat gauge.
  • Throwing nails (j.236X), placing bumpers (214X) and summoning an umbrella (632146B) will all cost a certain amount of nails.
  • Specials that require nails will still do the animation even if he has none in stock, however it won't do anything.
  • If Bang has less nails than the cost, the special will still be performed but with either fewer nails or less summoning time for the umbrella.

Normal Moves

5A

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
300 All 6 3 10 -1 +8 B

A move that is the staple of Bang himself, 5A is a good multipurpose tool capable of anti airing instant airdash approaches, pressuring opponents effectively due to being safe and having a plethora of cancel options as well as being jump cancellable, enabling some rather creative frame traps and being one of Bangs most frequently used combo starters, along with 5B, 2A, and j.A/j.B. It is also his fastest normal.

Despite not gattling into 2A, it is generally one of his best normals to use as you can get a lot of reward from it with very minimal risk, due to the way his routes work, and 5A being a generally useful normal.

  • Hits crouching opponents.

Gatling options: 6A, 5B, 2B, 6B, 5C, 2C, 6C, 3C, 5D, 2D, 6D

5B

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
600 Mid 9 2 21 -6 -5 B

This move is one of Bangs primary buttons for the neutral game due to it being a relatively low/mid risk poke with decent reward on hit, and also a good pressure tool due to being able to go into highs, and lows on top of being jump cancellable on block. While it is sometimes used as a situational anti air to stuff out instant airdash or very poor approaches, it is not as fast as 5A so it requires a bit of preemptive knowledge to use.

It can also combo into 5C on CH, allowing Bang to get consistent corner carry and consistent damage even on a crouching hit as a punish.

  • Same versatility as 5A, with it being a situational anti-air, Good neutral poke and decent pressure tool.
  • One of Bangs go-to punish buttons, alongside 2C, 3C, and 2B.

Gatling options: 6A, 2B, 5C, 2C, 6C, 3C, 5D, 2D, 6D

5C

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
900 High 18 8 19 -8 -18 B

Bang's primary overhead that has a huge amount of options for it and leads into insane damage. Incredible gattlings following from this move, the ability to jump cancel and special cancel make it a crucial part of Bangs arsenal. Combining 5C with 5D can lead into a massive amount of corner carry despite it forcing crouching on hit, due to 5D now launching on hit. Can be used sometimes to catch opponents trying to jump out.

5C having the option to gattling into 6A, 2C and 6B, along with strong jump cancel options such as TK musasabi or D nails makes it so bang can easily continue/reset mix and pressure even after he uses his primary overhead.

5C is also a Fatal starter, which allows Bang to hit confirm into 6A or 6B and follow up without wasting any meter. 5C is also used as an effective meaty due to its 8 active frames. Overall, it's a staple of Bang's High/Low mixup game.

  • Has two hitboxes, second hitbox activates 6 frames later, making it a 24 frame overhead technically.
  • Forces Crouching.
  • Causes Hard Knockdown on Air Hit.
  • Jump cancellable.

Gatling options: 6A, 2B, 2C, 5D, 2D, 6D

2A

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
300 Low/Air 7 3 11 -2 +6 F

A low hitting Karate Chop with slightly more range than 5A that can gatling into itself. Its one of Bang's fastest buttons, however does not gattling from 5A. Pretty much a standard low that can go into a lot of options. Since the hurtbox is rather small it can be used as a situational low profiling anti air or to beat 5As and other normals that whiff against crouching out.

2A is useful to tick grab with and for stagger pressure. Bang can do 6A>2A on block allowing him to contest characters with 5F 5As while beating out their 2As usually.

Gatling options: 2A, 5B, 2B, 5C, 2C, 6C, 3C, 5D, 2D, 6D

2B

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
800 All 12 5 22 -10 -12 B

A situational neutral button due to Bang extending his range far in front of him, similar to a Ragna 5B, but is somewhat slow. Also has strong use case as an antiair and in antiair situations is incredibly favorable on trafe. Mainly used as combo filler in combos as well as filler in pressure. However, 2B does have a high/low option from it, going into a 6B for a high and 2C/3C for a low. Chaining into 6B leaves a gap that can be mashed, but chaining into delayed 2C is a frametrap that punishes mashing.

2B can also be used as a very reliable meaty that can catch rolls and convert into extremely damaging pick ups if you set it up right. It can also cross under opponents, but generally leaves you at a disadvantage if you do, so it is situational.

  • Moves Bang forward, extending his range before moving back.
  • Can OTG (Off The Ground) opponents.

Gatling options: 5B, 6B, 2C, 6C, 3C, 5D, 2D, 6D

2C

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
850 Low 13 3 22 -6 -11 F

Bang's second low. Mainly used as a combo filler and to end pressure, since most of his options are really unsafe to perform, and generally, isn't a good idea to dash in after it is blocked, as the opponent will promptly punish you due to it being -6.

If you frame trap someone with it and net a counter hit, 2C becomes a really damaging starter due to it causing a hard knockdown on CH, allowing Bang to pick up with 2B, or cancel into a D Bumper set and 3C > Bumper dash for a lot of damage. In the corner non CH 2c is one of his better starters.

In FRKZ, it floats higher on hit, allowing Bang to chain into 6C for a firepunch or J.C Loops.

  • Long untech time basically guarentees your opponent won't tech in the air even on weird air hits.

Gatling options: 5D, 2D, 6D

6A

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
550 Low 17 3 13 1 -6 F

While Bang has a lot of options during his pressure and mixup game, 6A is his only button that can allow him to reset pressure, due to it being his only plus on block normal. 6A itself can lead into a lot of frame traps when combined with 5A, and can also tick grab into his command grab if he is close enough to his opponent.

Bang can go into a high/low mixup from 6A, from a high hitting 6B to a low hitting 2C, but they generally leave Bang less safe than just letting the 6A rock to maintain the +1.

Bang can to go into 5B, as well as do something like 5B > 6A > 5B > 6A, giving him a lot more options. However, the caveat for this is that Bang can only use 6A twice in a blockstring (similar to 5B/2B). Also can be used to OTG grounded opponents by chaining into 5B for an aerial combo, this and the rather low recovery allows 6A to be a great normal to catch no tech or rolls in the corner.

Gatling options: 5B, 6B, 2C, 6C

6B

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
750 High/Air 22 3 9+8L -1 -15 H

Bang's second overhead. It's riskier, faster, and allows for a high/low mixup with 2C. Since you can't continue to combo after it unless you spend meter or get a counter hit you should use this overhead carefully and be unpredictable with it.

Since Bang raises his hurtbox you sometimes catch low hitting 2As with it, however using it as reliable high profile is extremely risky cause of the long startup.

Can be cancelled from 5C to create a double overhead mixup, as well as Rapid Cancelling it to go into a J.A/J.B instant overhead or airdash J.B to keep the pressure going on block.

  • Forces Knockdown.
  • Comboable on air- or counterhit via 2A.

Gatling options: None


6C

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
900 Mid 14 3 15+27L -26 -32 H

Since 6C whiffs against crouching opponents, it is primarily a pure combo tool unless your opponent makes a mistake you can punish. It has situational use as a YOLO very high risk high very reward antiair due to its massive disjoint. It is one of Bang's strongest combo starters regardless of regular hit or fatal.

However as combo tool, the launch on hit makes it Bang's strongest and best combo tool against a standing opponent. Since you get will get punished when you whiff 6C make 100% sure the opponent is NOT CROUCHING before doing it.

  • Counts as a jump.

Gatling options: j.D

3C

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
1000 Low 15 9 21 -9 -18 F

Really good low hitting slide normal. You can use it to end combos against croucher or opponents that are too far away for 6C. After 3C, Bang is in a good position to catch rolls or set up a meaty. The launch on hit and general better proration makes this normal a good combo extender with rapid cancel against crouchers. Great way to start punishes vs DPs where 6C isn't reliable. However, it's very unsafe if used in a blockstring.

The lower hurtbox, space covered and fatal property make a pretty good yolo normal that you can throw out after getting bursted away or to punish other fullscreen specials. If the normal gets blocked at longer ranges it becomes very hard to punish since Bang is mostly out of range of fast normals.

3C loops are universal against all of the cast, but combos from it vary slightly from character to character now. On Fatal Counter it causes hard knockdown, making it easier to pick up afterwards.

  • Launches the opponent a good bit in the air on hit.

Gatling options: None

j.A

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
j.A 300 High/Air 7 2 9 H
j.AA 300 High/Air 5 2 9 H

A simple jab that can be repeated indefinitely, Bang j.A is one of his most used moves in the air due to its speed, cancel options, and being a somewhat reliable air to air. It is also rather easy to convert from j.A.

A trick Bangs do is to j.A immediately after an airdash or an air backdash because the entire length of j.A is much shorter than his dashes, allowing him to barrier quicker to block some air unblockable moves.

Gatling options: j.AA, j.B, j.C, j.2C, j.D

j.B

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
600 High/Air 10 5 20 H

j.B is commonly used by many as a combo tool, a poke, and a way to confirm hits. It also has its uses after TK j.22a for a very fast very plus overhead option. j.B may not lead to the highest damage of Bang's combos, but it is a decent starter and very useful during neutral. You can challenge opponents in the air, and with how much space j.B covers, you can confirm into many options.

Gatling options: j.C, j.2C, j.D

j.C

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
900 High/Air 10 4 18 H

j.C is one of Bangs main combo filler tools as he can jump cancel it for an instant airdash immediately after, and leads to j.D early in combos, making it very reliable in a scramble situation.

This move can also be used in neutral due to it making Bang's hurtbox weird enough for some moves to not hit him properly, as well as getting good damage and good reward on CH. One of Bangs most memorable combo staples in his game.

  • Forces Knockdown on CH.

Gatling options: j.2C, j.D

j.4B

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
750 High/Air 11 4 16 H

Becuse the hitbox is only behind Bang, this move is solely a crossup tool.

The lacking hitbox in front of Bang makes this move weak to cross under dashes or backdashes, so use it with care. It can also be subjected to getting grabbed or counter hit during startup due to Bang's hurtbox extending before the move becomes active.

  • Has a little bit of vaccum on hit/block.

Gatling options: None

j.2C

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
900 High/Air 12 4 21 H

This air normal is mostly used as jumpin or combo ender. It is also used during IAD j.C combos as hitting j.2C at a certain time can allow Bang to fall down and pick up with 5A, or a poison/explosive nail as the opponent is being sent down.

In neutral it can lock down jump attempts. If correctly spaced it can be used as crossup. It's safer than j.4B, but since it's harder to set up it's usually easier to react to, making it very situational and also tricky to land on small hurtboxes like Noel. Also can be used to make a true fuzzy on certain characters immediately jump cancelling 5C but with no followup possible without a perfectly placed bumper or meter sees very little use.

  • Forced Knockdown on air hit
  • Can follow up with 5A or A/B nail if used at the proper height/time.

Gatling options: j.D

Drive Moves

5D

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
700 Mid 20 3 28 -12 -24 B 4~13 Guard HBFP

While 5D may look like a strong normal, it quite frankly does not reach high expectations for anti-air or punishing. 5D does not guardpoint overhead hits or throws, making it a weak anti-air, but otherwise has a good general purpose guardpoint that starts reasonably early and using guard point followups reliably lets this move hit. However, 5D has a very short starter rating, meaning Bang can only get a simple combo into J2C oki at best.

In combos, 5D is also a good followup from 5C as it launches on hit, allowing Bang to followup with a decent corner carry confirm on a normal that normally forces crouching state.

  • Grants Fu (First Seal) on hit.
  • Catches crouching opponents.
  • Wall bounces in the corner and on CH.
  • Can OTG.
  • If D is input during guardpoint, it will cancel into Secret Technique: Bang's Pulverizing Blast Jutsu on frame 17.

2D

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
850 Mid 23 3 25 -9 -24 B 7~22 Guard HBFP

One of the more commonly used normal drives and Bang's only real grounded anti air move. 2D has a late but very long guardpoint that stops just short of its active frames and guards anything not a low or throw. Aside from guardpoint frames, 2D is one of the better Drives to start combos with. With enough resources it can lead to 4 seals midscreen and in the corner.

Its vertical hitbox range will require the player to be mindful of where to place 2D versus air approaching opponents and be precise with shadowsteps to hit properly.

2D has a jump cancel even on block, allowing Bang to safely meaty an opponent on wakeup while also guardpointing any reversal due to its ridiculous amount of guard point frames while also jumping away from an unsafe situation should the attack get blocked. Also, like all of Bangs drives, it is a Very Short starter, meaning combos starting from drive normals are very limited.

  • Grants Zan (Fourth Seal) on hit.
  • Most common drive to chain into Drive Explosion followup with.
  • Bangs only "True" anti-air.
  • Launches opponent on hit, universal timing.
  • Can OTG.
  • If D is input during guardpoint, it will cancel into Secret Technique: Bang's Pulverizing Blast Jutsu on frame 20.

6D

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
850 Low 24 2 25 -8 -24 F 1~8 Guard HBFP

Bang blocks before stepping forwads with a low kick. 6D's guardpoint covers mid and lows but not overheads, so don't go using it as an anti air. 6D is the only frame 1 guardpoint move Bang has but is slow to go active, with a big gap between when the guard point ends and the attack hits. This means even if you block something you can still get hit out of this move or just blocked and that your drive shadow steps must also happen early and drive explosion happens very late. The best time to use this is against committal moves with bad recovery, such as other DPs or meaty attacks. Or to counter long ranged projectiles on reaction by combining it with the C shadowstep to close the distance. If you do get a counterhit, you can do some impressive damage, so the reward for using this well is very good considering how risky it can be.

Even though this move is slow to go active, the D followup if you guard something is even slower so should generally be avoided.

  • Grants Rin (Second Seal) on hit.
  • Causes soft knockdown on normal hit, causes hard knockdown on CH and in FRKZ.
  • If D is input during guardpoint, it will cancel into Secret Technique: Bang's Pulverizing Blast Jutsu on frame 26.

j.D

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
750 High/Air 22 3 Until L+15L H 4~12 Guard HBFP

A staple for many of Bangs standing/air confirms, j.D allows Bang to send his opponent down onto the floor (regardless of height) where he can either follow up with a nail or another special to keep his air combos going. While it is mainly used after 6C due to it being the easiest place to chain into j.D, if done early enough, j.D can be combo'd into from j.C, allowing Bang to convert from even the weirdest angles in the air.

While the move isn't used that much in neutral, it is a decent wakeup tool to kill meaty throws and gain at least 2 seals minimum with an overhead. An important thing to note about j.D is that it forces you into its longer landing recovery even if you cancel.

  • frame data varies from -4 at earliest activation or maximum height of a standing character when falling to +2 on j.22a or lowest possible activation while falling.
  • Grants Ka (Third Seal) on hit.
  • Follows up into Drive Explosion somewhat quickly.
  • Stalls his air momentum, making it useful for baiting out anti airs. Downward reach isn't that great, however. So it can be tricky to time for this and often just ducked under.
  • Guardpoints all strike and projectile attributes from frames 4-12. Counterintuitively from the other drives, this move can block air unblockable attacks.
  • Causes ground bounce into a soft knockdown on normal hit, causes a higher ground bounce and a hard knockdown on CH, while in FRKZ, it only causes the hard knockdown.
  • If D is input during guardpoint, it will cancel into Secret Technique: Bang's Pulverizing Blast Jutsu on frame 25.
  • Can be whiff cancelled into Astral Heat from Frame 7 until the start of active frames.

Secret Art: Bang's Shadowstep Jutsu

A/B/C during Guardpoint

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
0

Teleports Bang a set distance during a drive move and then continues the attack after reappearing. When using these, typically you will want to teleport to just behind the opponent to ensure you get hit without being getting hit yourself, however the button you'll need to press to do this will vary with spacing. Since you don't get much time to judge this you will need to learn which to use in advance or by instinct, if at all, depending on the situation.

  • Can only be activated if a Drive guard points something and before the active frames of that drive move.
  • Only one teleport may be activated per drive.
  • Button pressed determines distance teleported, A being the shortest, C being the longest.
  • If Bang switches sides, Bang will also face the other direction when finishing the move.
  • Disables Special and Jump cancels on the drive move if it gets blocked.

Secret Technique: Bang's Pulverizing Blast Jutsu

D during Guardpoint

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
1000 All 7 12 Total: Until L +8 P1 1~30 All

Pressing D will do nothing at first, however at set points on each drive move, Bang instead detonates a huge explosion. The specific timings are different for each move and some even disable the active frames and explode after that point. See each move for details.

The explosion is huge and extremely active, causing it to catch opponents late into its active frames as Bang is recovering or clashing with many different projectiles, outright nullifying them in most cases. Not only that, the explosion is also a Fatal Counter, meaning Bang can securely followup with a punishing combo that can set up for oki and has a longer starter rating than any Drive move nornally does.

Bang can't cancel his recovery, but it's short enough that Bang is still effectively plus when the explosion is blocked. This gives him a cover from which he can mixup or followup with other ideas. While it can potentially be whiff punished in specific scenarios, the general usefulness, amazing hitbox and active frames, and the fact that it is generally safe means that drive explosion is a pretty good option to use, even if you might get better damage by letting the drive move hit normally.

  • Fully invincible when active until shortly before landing. Counterhit recovery state.
  • Bang is considered airborne during the attack, and is unable to act until landing.
  • Generally +8 on block when performed from the ground.
  • Cannot be performed if Bang has already used that drive move to teleport.

Universal Mechanics

Ground Throw

B+C or 4B+C

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
0×2, 1500 Throw 7 3 23 -6 T

A basic throw that can be followed up, as well as aiding in his mixup game. Both throws function the same, with the opponent hit with a flying dropkick if the grab is successful, holding backwards just changes the direction attacks from.

After hitting, Bang can't do anything during the recovery except perform an airdash cancel or a special cancel, making one of the 2 essential to performing any followup combo.

Overall Bang's throw has a really good reward allowing him to build 4 seals or fullscreen corner carry while still doing a good chunck of damage, as well as in the corner.

The higher reward and shorter recovery makes Bang's throw an extremely good alternative to his command throw. Change up between command throw and regular throw depending on what you want, and what you're willing to risk.

  • Does a wallbounce and leaves Bang in the air for airborne actions.
  • When against the corner the wallbounce becomes a slide.

Air Throw

j.B+C

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
0×2, 1500 Throw 7 3 23+3L T

While slightly worse as an air to air compared to other characters, it's slightly stronger to punish jumpcancels while your opponent pressures you, as well as a check to keep opponents grounded whenever they try to jump out of Bangs pressure.

Air throw extremely strong corner carry and decent damage, but it is not advised to use this against opponents in the corner since you will throw them out of it. His air command grab is a great alternative, since it keeps the opponent in the corner. Instead, air throw can be a great tool if your back is in the corner since it'll sideswap and lead to good damage. If you want to do an empty jump, you can use this before landing to cover yourself against jumpouts. This is risky, however, as a whiffed air throw will leave you in forced landing recovery and leave you open to get hit with a jab.

  • Automatically sideswaps when performed.
  • Unable to convert if airthrow hits from too high.

Counter Assault

6A+B while Blocking

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
0 All 13 3 34 -18 B 1~20 All

Since Ashura is now super punishable on block, you might want to resolve to using counter assault more often to get opponents off you, however keep in mind that Bang really needs the meter to do good damage off crouching opponents and general 100% FRKZ combos, so use it with care.

  • Can be low profiled.

Crush Trigger

5A+B (Chargeable)

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
5A+B 1000 Guard Break 32/Barrier 20 1 25 0 -19 B
5[A+B] 1000 Guard Break 60/Barrier 30~61 1 25 0 -29~60 B

Functions as any other Crush Trigger, but also enjoys a reasonable amount of reach and good disjoint compared to others, making it one of the safer ones to use when properly spaced, Bang has all the mobility he needs to close in after a successful crush. In the corner it is an okay option to catch your opponent off guard once in a while, just keep your opponents blocking habits in mind and watch out for Instant Barrier Block.

Can be used in several combos to get 1 more seal, extra damage or with bumper cancels to gain a +8 block advantage.

  • Launches the opponent high on air hit.
  • Crumple stuns on ground hit.

Special Moves

Bang's Unstoppable Double Palm Thrust

623B

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
1300 Mid 16 2 21 -4 -12 B

Mostly used as combo and pressure tool to end your blockstrings making 2C and 5D safe.

  • Causes a wall bounce on CH, as well as during FRKZ.
  • Ground slides on normal hit.
  • Pushes back on blockstun, making it a good pressure string ender if spaced properly.
  • Counted separately from Bang's Heavenly Double Palm Thrust for combo scaling purposes.

Bang's Heavenly Double Palm Thrust

j.623B

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
1300 All 13 3 Until L+7 H
  • Bang does a double palm thrust in the air, with the fire taking form of a Phoenix.
  • Only wallbounces in the corner on Counter Hit, but wallbounces both midscreen and in the corner in FRKZ.
  • Wallsticks in the corner.
  • Counted separately from Bang's Unstoppable Double Palm Thrust for combo scaling purposes.
  • A combo staple of Bang

Really important combo tool to extend or end your combos cause of the wallstick and huge corner carry.

Since the wallbounce on CH got removed, using it as neutral tool is not really worth it anymore.

In 2.0, this move received a hitbox buff, extending the hitbox inwards so Bang can consistently hit this move on more of the cast.

Bang's Void Tempest Kick

623C

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
0, 600, 653, 1082 Throw 13 3 37 -26 T

Bang's command throw can't be teched, however if your opponent guesses right on the command throw you will get punished 100% of the time. A bit weak to barrier since you can't connect a tick throw unless you have some dash momentum. Also careful when using as meaty since wakeup OD usually makes it whiff and gives opponent enough time to land a strong starter.

The oki on the command throw leaves Bang in a good position to do 2A instantly and gives him a bluebeat when the opponent doesn't tech. This forces them to tech instantly making it extremly easy to do another meaty command throw or other mixup.

Works extremely well with the D Bumper in the corner, allowing for incredibly damaging meterless combos.

  • Has 307 pixel range.
  • Has an extremly strong anti roll oki forcing people to usually quick tech.
  • Works good in combination of D Setnail.
  • Instantly Halts Bang's momentum upon use.

Bang's Void Tempest Kick EX

j.623C

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
0, 550, 635, 940 Throw 7 3 20+14L T

An aerial version of Bangs command grab that is as fast as both his j.A and his airgrab, making it an effective air to air neutral tool against an opponent.

Gives Bang enough time to combo after it, granting it decent reward midscreen and a huge reward in the corner combo wise, as well as scoring a knockdown combo. You can combo it into ashura to do an unburstable combo and on CH, it forces knockdown, allowing for different combos midscreen, but the routes from it are generally not as useful in the corner though.

  • Has 344 pixel range.
  • CH forces knockdown, allowing for alternative combo routes.
  • Used as a preemptive anti air, an alternative to his normal air grab or even his j.A.
  • Still keeps momentum upon use, making it useful for throw combos.
  • Awful counterhit-state landing recovery if it misses, do not do this move by accident.

Bang-style Shuriken

j.236A/B/C/D

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
300 All 9 Until Hit Total: 23+9L P1
300 per nail All 20 Until Hit Until L+9 P1

A Version

  • Consumes 1 nail
  • Travels in a high angle
  • Does not affect air momentum
  • Can cancel into float or a different nail (including +D versions)
  • Causes poison damage on hit which ticks for a 100 damage per 60 frames (1 second), lasts up 360 frames (600 damage total)
  • Poison ends if Bang gets hit
  • Does not stack but resets its duration
  • Poison effect does not kill if the opponent has 1 HP
  • Useful in neutral and during combos
  • Can still be activated without nails and will animate as normal, but nothing is thrown.

This is the key to Bang's overall damage for BBCF. It is necessary to learn how to use this tool properly to maximize Bang's performance during a round. It can be implemented in every IAD combo.

It is useful in mid to long range neutral game as it travels pretty far and can be used to get in due to its start up and able to conserve air momentum (nail glide) or used with B nail.


A+D Version
  • Consumes 3 nails
  • Ends air momentum
  • Same effect as its single version
  • Does an extra back jump and ends all of Bang's action until landing (Puts Bang in CH state during it)

Not very useful in terms of tool as it consumes 3 of Bang's 12 nails so it is rarely used. It travels slightly further than regular version and can be used to poke people who are close to death. If you do any +D versions (basically A+D, B+D or C+D), you cannot do anything, besides rapid if hit, until you land. If you get hit while falling, it is a guaranteed counter hit.

Throws the nails in a higher angle compared to D version (middle nail is close to A nail's trajectory).

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
300×2 All 9 Until Hit (26) 3 Total: 23+9L P1
300×2 per nail All 20 Until Hit(26)3 Until L+9L P1

B Version

  • Consumes 1 nail
  • Travels in a medium angle
  • Does not affect air momentum
  • Can special cancel into float or a different nail (including +D versions)
  • It will bounce (direction of bounce) if it hits either the opponent (backward), ground (forward) or wall (downward)
  • Once it bounces, the nail hitbox is gone and can bounce more than once.
  • After bounce, it will always detonate in 26(?).
  • Useful in neutral and during combos

The B nail got a buff where it regain its conserve momentum property from CS1 which has more applications in combos, neutral and okizeme, especially in the corner. Ending a corner combo with j.2C and then B nail will make your approach extremely strong and dangerous.

Used in close to mid neutral game and can be nail glided and combined with A nail. Note that several characters can duck under the explosion and still beat you out, when approaching recklessly.


B+D Version
  • Consumes 3 nails
  • Ends air momentum
  • Same effect as its single version
  • Does an extra back jump and ends all of Bang's action until landing (Puts Bang in CH state during it)

Similar to A+D Version where it has not much uses and should be avoided.

Throws at a higher angle than A+D version.

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
300 All 18 Until Hit Until L+9L P1
300 per nail All 20 Until Hit Until L+9L P1

C Version

  • Consumes 1 nail
  • Travels in a low angle
  • Ends air momentum
  • Can special cancel into float or a different nail (including +D versions)
  • Sticks the opponent in place for 60 frames on hit, 20 on block
  • Useful for baiting anti-airs and extending combos

Used to make your high jump-ins safe and can catch anti airs if spaced properly. Combowise it's the number one Nail to build Seals and set up oki.


C+D Version
  • Consumes 3 nails
  • Ends air momentum
  • Same effect as its single version
  • Does an extra back jump and ends all of Bang's action until landing (Puts Bang in CH state during it)

Again, similar to A+D version but worst as the web nail effect degrades as it stacks and reduces the combo timer badly.

Throws nails in similar angles as D version.

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
300 per nail All 9 Until Offscreen Total 23 P1

D Version

  • Consumes 3 nails
  • Travels in all 3 angles simultaneously
  • Temporarily pauses movement, but retains all air momentum
  • Can special cancel into float or a different nail (including +D versions)
  • Useful for neutral game to get in or out
  • Can bounce on the floor so it covers a lot of space

D Nails are used to give yourself space to get in or out. It is stronger due to the combo timer being more manageable so you can add an IAD with A nail which adds a bit more damage.

It is used almost anywhere in neutral as it covers many angle and bounces off the floor increasing the time they stay on the screen. Due to it costing 1/4 of your nails, you should use them with care. Since Bang pauses his movement on startup, it can also make your IAD approach safer or reset pressure when you do tk An input method to perform a special move in the air as fast as possible after you leave the ground. Short for "Tiger Knee". For Example: 2369 for a j.236 input. float into D nails.

Bang's Steel Rain

632146B

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
100×N All 92 See notes Total: 49 -23 P1

Bang summons an umbrella at a fixed height that slowly tracks the opponent's position as it rains down up to 60 nails in 2 frame intervals. The umbrella will be thrown near the opponent across at most 3/4 of the screen before opening up, then it will continue to float towards them before stopping directly above.

This move consumes up to 4 nails if it's allowed to, but it only spends 1 upfront. After the first 24 hits, the umbrella will consume another nail and add another 12 hits, up to 3 times. The umbrella can be stopped if it is hit, Bang gets hit, or Bang lands a command grab, Distortion or Astral, preserving any nails not yet spent.

Umbrella has a slow start up but it can be used to setup command grab super traps if done correctly. Also, should be noted if the opponent is beyond 3/4 of the screen, Bang will throw the umbrella at 3/4 of the screen and then it will keep tracking them past that. Typically not the best usage of nails but it is good when used to close out a round against a cornered opponent after a knockdown.

  • Will still animate even with no nails, the umbrella will remain on screen for a few seconds, but will not shoot nails
Starter RatingDetermines the starting value of the hitstun/untech decay timer and subsequent combo length P1Proration applied to future hits when used as the first hit of a combo P2Proration applied to future hits when used during any part of a combo Attack LevelDefault Attack Level Values
LevelBlockstunHitstunGround CHAir CH
Lv.0910 (12 in air)+4+15
Lv.11112+4+16
Lv.21314+5+16
Lv.31617+7+19
Lv.41819+10+20
Lv.52021+14+22
Note: Not every attack uses default values
Normal 100 60 1
  • Consumes 1 nail when the umbrella opens to drop 24 nails, then consumes 1 additional nail to drop 12 more nails (up to 3 times)
  • Nails appear in 2F intervals, each nail active for 12F
  • Additional nails consumed the frame after the last nail of the set is spawned (frame 139/163/187)
  • Minimum Damage 1%: 1×N

Flaming Air Attack / Musasabi

j.22A

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
Total: Until L+5
  • Bang uses his scarf to float while in the air
  • Can cancel to almost any action on frame 9
  • Can be done twice in the air if none of Bang's air mobility options have been used (does not count initial jump cost)
  • Uses Bang's double jump and first air dash option for the the first float and his second air dash for the second float
  • Conserves air momentum except downwards (will cancel it instead)
  • Passes through your opponent
  • Very strong neutral, mix-up/pressure and combo tool
  • While floating, you are in a counter hit state
  • In 2.0, the Minimum Height restriction has been removed.

Bang's float is a very strong tool in general and got buffed as it does not consume all your remaining air options.

As a neutral tool, it can be canceled from any Bang-style Shuriken (except +D versions) which can be useful to spam the same nail type. It can be used to bait anti airs as it stops your falling momentum and with combination with C nail, it can be used to punish them.

For mix-up, it is used to repeat the same or different air move as it keeps your height on initial use, so for example j.2C > j.22A > j.2C can be done as a double overhead jumpin mixup. It's primary use as an offensive tool is to be tked from a jump cancelable move to add another layer of mix up options like quick, very plus overheads with any air button besides j.a, often j.B for consistency sake. You can generate nigh riskless plus frames out of thin air with TK musasabi nails. It can also cross up if you let the float last long enough.

It is used during combos due to its ability to keep Bang on the same height which opens up new combo path with either 6C or j.C.

It should be noted that during OD, FRKZ dashes can't be canceled from float. You need to press either A, B or C to dash after a float.

In 2.0, the minimum height restriction for J22A has been completely removed, allowing Bang to TK J22A at much lower heights, effectively giving him access to better pressure options, better confirms, and a multitude of options.

Set Nail/Bumpers

214A/B/C/D (Air OK)

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
214X Total: 30 -4
j.214X Total: 33
  • Bang swings his hand and puts a nail in the air
  • Costs 1 Nail
  • Position is different for each button
  • Upon touching a Setnail with your hurtbox Bang can perform a Nail Dash
  • When you hit your opponent with anything and are near a bumper, you can cancel it into a Nail Dash
  • Only Action that can not be Nail Dash Cancel'd is Bang's EA.
  • Disappears after 3 uses
  • A,B,C versions need to be touched in the air
  • D version can be touched from air and ground
  • In 2.0, when setting a bumper in the corner, bumper will not go offscreen now, but sit next to the corner on screen.
  • Can still be activated without nails and will animate as normal, but no bumper is set. Can still be used to stall air momentum.

While losing its ability in neutral to mimic a more controllable FRKZ, Setnails became an extremly strong tool for okizeme and damage.

The D version is the go-to version since it allows Bang to pressure safely in the corner and maximize damage from every hit. It's especially great for 6B, 3C, and 623C since the Nail Dash Cancel acts like a substitute for rapid cancel allowing you to safely retreat. During overdrive combos the D version is set after a 6D to super twice.

While the other versions are less used, they also have good mixup and combo options. They are also way easier to control, compared to the D Set nail.


  • All Air Versions need to be touched in the air
  • Air Version will never set a nail near the ground

While A,B,C act almost like their ground counterparts, the D Version places the bumper directly under Bang allowing him to instantly use it.

The D Version is great for catching your opponent off guard in neutral and as okizeme from a j.2C ender. You can use it suddenly close gaps, cross up, or to make pressure safer.

Nail Dash

Any direction off Set Nail

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
Ground: 16
Air: 19
+10/+7
  • Bang does a similar dash like during FRKZ
  • Has a small amount of invul allowing to dodge reversals easily
  • Has unique properties compared to FRKZ dashes
  • Recovery can be cancelled early into Normal, Specials and Barrier
  • Air to ground dashes have no landing recovery making Bang recover as soon as he lands

FuRinKaZan Dash

Any direction during Overdrive

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
Ground: 16
Air: 19
+10/+7 6D Seal: 3-8 P

During FRKZ Bang uses this omnidirectional dash as movement. The FRKZ dashes is what makes Bang's overdrive, Bang gains damage and insane mixup. Always check your Fu and Rin seals during overdrive activation so you know what you have to work with.

Using the dashes during pressure allows Bang to easily create extremely hard to block mixups, the key is to be creative with your approaches like doing 2B>9dash>j.2C>4dash>j.2C. Keep in mind that strings like these are vulnerable to reversals.

While the dash is powerful it's also is hard to control, so try not to get into neutral during overdrive, since opponents will mostly get high in the air and press a lot of buttons making it really hard for you to get in without getting hit and even if you somehow manage to hit them it's really hard to confirm into a proper combo.

When you have the 6D(Rin) seal overdrive can be used to beat out several strings from characters that use projectiles to pressure you.

Bang is forced to go through the entire dash animation if you wanna do something like 6Dash > 5A. However, Bang can still cancel his dashes into directional normals like 6A or 3C.

  • Can be cancelled into from everything that has a jump cancel, not mattering if it hit or got blocked
  • Great for mixup and combos during overdrive
  • Without Seals Bang can use the dash twice in the air and is not able to pass through opponents
  • With the 5D seal "Fu" Bang gets 4 Dashes and the ability to pass through opponents
  • With the 6D seal "Rin" Bang gets projectile invulnerability from Frame 3-8
  • Recovery can be cancelld early into Normal,Specials and Barrier

Distortion Drives

Shishigami-style Secret Technique: "Fatal Eruption" / Daifunka

2363214C

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
550×5, 0, 4000
[550×7, 0, 4000]
All 1+(58 Flash)+17 24 20 -27 -35 B 1~25 All

Bang performs a long forward dash attack that takes the opponent to the corner if it hits. Generally used to end combos since it deals fantastic minimum damage and sets up easy corner oki. You can also treat it like Bang's other reversal, trading Asura's vertical reach for horizontal range. Just remember it starts up slower, making it weaker at punishing quicker moves. Only use it at neutral if you know you're going to hit. While there's a lot of Invulnerable frames at the start, there's a lot of recovery if it misses or gets blocked and you will regret it.

Shishigami-style Technique: "Bang's Infinite Chaos-Fist of the Void" / Ashura

236236A

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
0, 3700
[0, 4167]
Mid 1+(42 Flash)+8 3 33 -15 -18 B 1~11 All

Fast Reversal. Since the super is easy to punish, you need to use it with care. It's still a great reversal to beat your opponent's meaties and punish gaps in pressure. The fast start up also allows Bang to use it at spots where Daifunka wouldn't work.

  • Horizontal Hitbox is limited.
  • Extremely high vertical hitbox, making it a great anti air.
  • Normal and OD version count as different moves so they don't trigger SMP.

Ultra Technique:"Hyper Shadowstep Strike" / Shippugeki

236236D with all 4 seals

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
0, 1000×3 (900×3), 1801
[0, 1000×3 (900×3), 1801, 400, 800]
Throw 19+(60 Flash)+3 2 Ground: 28
Air: Until L+14
-27 T 1~19 All

Bang's command grab super that he gets after he obtains all 4 seals from his drive. He automatically tracks the opponents location and after the superflash, warps directly to where they were during the superflash and proceeds to grab them. Since this move always crosses up the opponent, it can sometimes cause the opponent to attack the wrong way, giving Bang a free chance to grab them.

It is very useful in neutral for when the opponent commits pretty hard to a button, Bang can immediately grab them and turn the situation into his favor. However, the move has a few shortcomings, as when Bang tries to use it when the opponent is grounded and/or not doing anything during the superflash, when Bang teleports behind them, they can simply jump out and punish Bang with a jump in, or by simply Overdriving through him and land an incredibly painful punish on him. Bang also basically completely overlaps his opponent before actually grabbing them, meaning that sometimes hitboxes from various moves will just hit him before he grabs, even if those moves were being performed in the wrong direction.

While opponents have even more limited options against the super in the air, since they cannot double jump out of it, it is still advised to use it with caution because an opponent can simply Overdrive through it, or if they have one, invuln through the grab and retaliate with a DP or a distortion drive, just like with the ground version.

Can be used for a few tech traps as well as a sort of reversal, but Bang has better tools for those situations. It is a rather decent tool against Zoners once Bang achieves his seals.

  • Invuln only lasts until after the superflash before it goes active, where Bang is right next to the opponent, almost inside of them.
  • Overdrive version does significantly more damage, as well as leaving Bang a farther distance from the opponent than the normal version.
  • Tracks opponent state and location during superflash, it acts like a grounded throw if the opponent was grounded, air throw if they were airborne.

Exceed Accel

Bang's Dancing Petal Storm

A+B+C+D during Overdrive

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
600, 50×19, 1500
{600, 50×41, 3300}
All 20 [10] 3 34 -10 -30 [-20] B 1~22 All
[1~12 All]

On startup, Bang performs a palm thrust on his opponent. If it hits, Bang then throws out a barrage of ninja tools at his opponent before finishing off by tossing a couple of bombs onto the hapless victim. He moves forward during the initial attack giving it slightly more range than its hitbox suggests.

Despite being another universal reversal that Bang can use, the knockdown from the attack leaves much to be desired. It leaves him slightly negative and a character length away, which means the opponent can roll away from him before he can perform actions again, leaving him with almost no oki from it. However, in the corner, it is slightly more useful seeing as the opponent can only roll forward or tech instantly otherwise they would be picked up with a perfectly spaced 2B into a damaging corner combo. Also, the initial hit is susceptible to being low profiled. Despite some of its shortcomings, Exceed Accel is one of Bang's most reliable ways to get out of pressure.

Astral Heat

Shishigami-style Forbidden Technique: "The Ultimate Bang"

j.6321463214D when Astral Conditions are met

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
0, 19800 Unblockable 9+(30 Flash)+24 3 26 T 1~35 Guard All

Extremely satisfying Astral. Can be combo'd into from 5D airborne hit in the corner or throws reliably. However, the True Bang Way is landing this astral raw either as a wakeup reversal or tricking your opponent to press a button into it. It has a guardpoint all the way until the end of the active frames, so it can be used to stop attacks.

  • Min height TK Astral only hits on crouching Carl, Valkenhayn, Relius, Jubei, Platinum, Jin, Hakumen, Nine, Tager and Susano'o.
  • Can be Kara Canceled into from j.D from Frame 7 to just before active frames.
  • Allows Bang to use the Shadowstrike Jutsu since it's a Drive move. But Pulverizing Blast cannot be used.
  • Has Range and Vector checks, cannot hit someone who is behind him, or more than about half a screen away, regardless of hitboxes.

Colors

BBCF Bang color 1.png
BBCF Bang color 2.png
BBCF Bang color 3.png
BBCF Bang color 4.png
BBCF Bang color 5.png
BBCF Bang color 6.png
Color 1
Color 2
Color 3
Color 4
Color 5
Color 6
BBCF Bang color 7.png
BBCF Bang color 8.png
BBCF Bang color 9.png
BBCF Bang color 10.png
BBCF Bang color 11.png
BBCF Bang color 12.png
Color 7
Color 8
Color 9
Color 10
Color 11
Color 12
BBCF Bang color 13.png
BBCF Bang color 14.png
BBCF Bang color 15.png
BBCF Bang color 16.png
BBCF Bang color 17.png
BBCF Bang color 18.png
Color 13
Color 14
Color 15
Color 16
Color 17
Color 18
BBCF Bang color 19.png
BBCF Bang color 20.png
BBCF Bang color 21.png
BBCF Bang color 22.png
BBCF Bang color 23.png
BBCF Bang color 24.png
Color 19
Color 20
Color 21
Color 22
Color 23
Color 24


Notable Players

Name Color Location Where to Find Notes
Hukku
BBCF Bang color 22.png
Japan PC
Twitter
one of the Strongest Bang players. Currently frequents JP events and PC netplay.
Radio
BBCF Bang color 1.png
Japan PC
Twitter
Very Solid JP Bang player
Killakob3s
BBCF Bang color 1.png
NA PC
Twitter
Him
Trema
BBCF Bang color 7.png
SA PC
Twitter
Top SA player
Senor Bang
BBCF Bang color 1.png
NA PC
Youtube
Strong NA player
Dora Bang
BBCF Bang color 10.png
JP PC
Twitter
OG legacy player;retired
Greek Angel
BBCF Bang color 24.png
NA PC
YouTube
legacy NA player;retired
Nemo Smacks
BBCF Bang color 4.png
EU PC
Twitter
Strong EU player
Rychtor
BBCF Bang color 5.png
NA PC
Twitter
Strong NA player
Mahoushoujo
BBCF Bang color 1.png
EU PC
Twitter
EU bang specialist
Metafrica
BBCF Bang color 16.png
JP PC
Youtube
JPs strongest GP abuser

External References

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