BBCF/Bang Shishigami: Difference between revisions

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(22 intermediate revisions by the same user not shown)
Line 397: Line 397:
*Throws out a jab IN THE AIR.
*Throws out a jab IN THE AIR.
*Followup normal J.AA comes out in 5 frames
*Followup normal J.AA comes out in 5 frames
*Can chain into itself indefinitely
*Can chain into itself indefinitely ON HIT/BLOCK
*Reliable situational anti air and air to air poke
*Reliable situational anti air and air to air poke
*Is used to shorten airdash recovery time to barrier earlier.
*Is used to shorten airdash recovery time to barrier earlier.
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*[[BBCF/Bang_Shishigami/Frame_Data#Revolver_Action_Table|Gatling Options]]:j.C, j.2C, j.D
*[[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. With how much space J.B covers, you can confirm into many options.
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.


}}
}}
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{{MoveData
{{MoveData
|image=BBCS_Bang_j4B.png
|image=BBCS_Bang_j4B.png
|caption=Crossup kick
|caption=Or as KoF players would call it, THE TACO!!
|name=j.4B
|name=j.4B
|data=
|data=
Line 488: Line 488:
*Only hits behind Bang, making it a crossup tool
*Only hits behind Bang, making it a crossup tool
*Has a little bit of vaccum on hit/block
*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.  
Mainly cause the hitbox of this normal only hits behind of Bang, it's mostly used as crossup.


Cause the lacking hitbox on the front this normal is weak to cross under dashes or backdashes, so use it with care.
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.
}}
}}
}}
}}
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{{MoveData
{{MoveData
|image=BBCS_Bang_jC.png
|image=BBCS_Bang_jC.png
|caption=Air-to-Ground normal
|caption=Dat ain't Falco!
|name=j.2C
|name=j.2C
|data=
|data=
Line 516: Line 517:
*Forced Knockdown on air hit
*Forced Knockdown on air hit
*Great button against opponents below Bang
*Great button against opponents below Bang
*Has a decent Crossup hitbox
*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
*[[BBCF/Bang_Shishigami/Frame_Data#Revolver_Action_Table|Gatling Options]]:j.D
This airnormal is mostly used as jumpin or to end your combos.


In neutral it's also good to use it to hit an opponent below you
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.


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.
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.


}}
}}
Line 719: Line 723:
|image=BBCS_Bang_GroundThrow.png
|image=BBCS_Bang_GroundThrow.png
|name=Ground Throw
|name=Ground Throw
|caption=
|caption=Bang was a fan of Nero's Dash taunt, I see...
|data=
|data=
  {{AttackData-BBCF
  {{AttackData-BBCF
Line 734: Line 738:
  |hitbox=bang/groundThrow
  |hitbox=bang/groundThrow
  |description=
  |description=
*Bang's throw
*Bang disappears before appearing again, drop kicking his opponent.
*Does a wallbounce and leaves Bang in the air for airborne actions
*Does a wallbounce and leaves Bang in the air for airborne actions
*When against the corner the wallbounce becomes a slide  
*When against the corner the wallbounce becomes a slide
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.
*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.
 
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 damage and less recovery makes Bang's throw an extremly good alternative to his commandthrow, always change up between both to make your opponent think.
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.
  }}
  }}
  {{AttackData-BBCF
  {{AttackData-BBCF
Line 746: Line 754:
  |cancel=-, R, SOR
  |cancel=-, R, SOR
  |guard=-
  |guard=-
  |startup=8
  |startup=7
  |active=3
  |active=3
  |recovery=15
  |recovery=15
Line 838: Line 846:
*Bang inhales and spits fire, Naruto Style
*Bang inhales and spits fire, Naruto Style
*Not a lot of range for a crush trigger
*Not a lot of range for a crush trigger
*Launcher high up in the air on hit
*Launches high up in the air on air hit, causes crumple on grounded 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.  
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.  


Line 869: Line 877:
*Has an extremly strong anti roll oki forcing people to usually quick tech
*Has an extremly strong anti roll oki forcing people to usually quick tech
*Works good in combination of D Setnail.
*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.
*Instantly Halts Bangs momentum upon use.
 
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 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 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 strong meterless combos.




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|name=Bang's Void Tempest Kick EX
|name=Bang's Void Tempest Kick EX
|input=j.623C
|input=j.623C
|caption= BANGU KNACKULS!!!!!
|caption= BANGU KNACKURUS!!!!!
|data=
|data=
  {{AttackData-BBCF
  {{AttackData-BBCF
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  |hitbox=bang/j.623C
  |hitbox=bang/j.623C
  |description=
  |description=
*Air commandthrow
*Preforms a Hug and does a Bang's Style Custom Izuna Drop EX aka Bang Drop EX
*Can continue to combo on hit
*Can continue to combo on hit
*CH forces knockdown, allowing for alternative combo routes
*CH forces knockdown, allowing for alternative combo routes
In CF this throw got extremly buffed and is actually useful, since it doesn't leave the opponent in the air anymore and gives Bang enought time to combo after it.
*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.
Decent reward midscreen and huge rewarding in the corner combowise.


You can combo it into ashura to do an unburstable combo.
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.


CH forces knockdown,allowing for diffrent combos midscreen, not as useful in the corner tho.
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.
}}
}}
}}
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|name=Bang's Unstoppable Double Palm Thrust
|name=Bang's Unstoppable Double Palm Thrust
|input=623B
|input=623B
|caption=
|caption=Solgaleo existed before Solgaleo was even a thing!  He IS the Legendary Pokemon...
|data=
|data=
  {{AttackData-BBCF
  {{AttackData-BBCF
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  |hitbox=bang/623B
  |hitbox=bang/623B
  |description=
  |description=
*CH causes wall bounce
*Bang does a double palm thrust, with the flames taking shape of a Lion.
*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.
*A combo staple of Bang.


Follow the [[Help:Writing_Character_Pages]] guidelines
Follow the [[Help:Writing_Character_Pages]] guidelines
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  |hitbox=bang/j.623B
  |hitbox=bang/j.623B
  |description=
  |description=
*List what the move is used for
*Bang does a double palm thrust in the air, with the fire taking form of a Phoenix.
*List interesting properties in bullet points like invul, floating opponents on CH, etc.
*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
Follow the [[Help:Writing_Character_Pages]] guidelines
Follow the [[Help:Writing_Character_Pages]] guidelines
}}
}}
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{{MoveData
{{MoveData
|image=BBCS_Bang_ShurikenThrow.png
|image=BBCS_Bang_ShurikenThrow.png
|caption=shuriken Special!
|caption=BANG STYLE SHURIKEN!
|image2=BBCS_Bang_ANail.png
|image2=BBCS_Bang_ANail.png
|caption2=A Nail (poison)
|caption2=A Nail (poison)
Line 1,100: Line 1,117:
|name=Bang's Steel Rain
|name=Bang's Steel Rain
|input=632146B
|input=632146B
|caption=
|caption=It got buffed... STILL doesn't see much use though.
|data=
|data=
  {{AttackData-BBCF
  {{AttackData-BBCF
Line 1,148: Line 1,165:
{{MoveData
{{MoveData
|image=BBCS_Bang_NailSet.png
|image=BBCS_Bang_NailSet.png
|caption=A gimmick turned God.
|image2=BBCF_Bang_NailSetDiagramGround.png
|image2=BBCF_Bang_NailSetDiagramGround.png
|caption2=Ground
|caption2=Ground
Line 1,355: Line 1,373:
  {{AttackData-BBCF
  {{AttackData-BBCF
  |version=Normal (vs. Grounded Opponent)
  |version=Normal (vs. Grounded Opponent)
  |damage=0x2, 570x3, 2400
  |damage=0x2, 1000x3, 1801
  |cancel=R*
  |cancel=-
  |guard=-
  |guard=-
  |startup=19+10
  |startup=19+5
  |active=1
  |active=4
  |recovery=40
  |recovery=37
  |frameAdv=-
  |frameAdv=-
  |attribute=T
  |attribute=T
Line 1,370: Line 1,388:
  |header=no
  |header=no
  |version=Overdrive (vs. Grounded Opponent)
  |version=Overdrive (vs. Grounded Opponent)
  |damage=0x2, 570x3, 2400, 600, 1000
  |damage=0x2, 1000x3, 1801, 400, 800
  |cancel=R*
  |cancel=-
  |guard=-
  |guard=-
  |startup=19+10
  |startup=19+5
  |active=1
  |active=4
  |recovery=40
  |recovery=37
  |frameAdv=-
  |frameAdv=-
  |attribute=T
  |attribute=T
Line 1,381: Line 1,399:
  |hitbox=bang/2363214C
  |hitbox=bang/2363214C
  |description=
  |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
  {{AttackData-BBCF
|header=no
  |version=Normal (vs. Airborne Opponent)
  |version=Normal (vs. Airborne Opponent)
  |damage=0x2, 490x3, 2400
  |damage=0x2, 1000x3, 1801
  |cancel=R*
  |cancel=-
  |guard=-
  |guard=-
  |startup=19+3
  |startup=19+5
  |active=2
  |active=2
  |recovery=til L+14
  |recovery=til L+14
Line 1,402: Line 1,418:
  |header=no
  |header=no
  |version=Overdrive (vs. Airborne Opponent)
  |version=Overdrive (vs. Airborne Opponent)
  |damage=0x2, 490x3, 2400, 600, 1000
  |damage=0x2, 1000x3, 1801, 400, 800
  |cancel=R*
  |cancel=-
  |guard=-
  |guard=-
  |startup=19+3
  |startup=19+5
  |active=2
  |active=2
  |recovery=til L+14
  |recovery=til L+14
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  |hitbox=bang/2363214C
  |hitbox=bang/2363214C
  |description=
  |description=
*List what the move is used for
*Bang stops before disappearing, reappearing behind his opponent to lay down a series of flashy attacks.
*List interesting properties in bullet points like invul, floating opponents on CH, etc.
*Invuln only lasts until after the superflash, where Bang is right next to the opponent, almost inside of them.
Follow the [[Help:Writing_Character_Pages]] guidelines
*Overdrive version does significantly more damage, as well as leaving Bang a farther distance from the opponent than the normal version.
*Does 15% minimum damage.
*Can only be used once Bang obtains all 4 seals from his drive.
 
Bangs 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.
 
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.
}}
}}
}}
}}
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|image3=BBCS_Bang_AstralFinishPose.png
|image3=BBCS_Bang_AstralFinishPose.png
|caption= SUUUUUUPPAAAHHHHHHHHHH!!!! BAAAAAAAANNNNNGGGGGGG!!!!!!
|caption= SUUUUUUPPAAAHHHHHHHHHH!!!! BAAAAAAAANNNNNGGGGGGG!!!!!!
|caption2="ENJOY YOUR STAY IN THE DEPTHS OF HELL!!!"
|caption3="I AM... JUSTICE!"
|data=
|data=
  {{AttackData-BBCF
  {{AttackData-BBCF
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  |description=
  |description=
*Bang performs the best looking and most hype astral in the game. FACT
*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.
*Costs 100% Heat and opponent needs to have less then 35% HP remaining, as well as be on match point.
*One of the last remaining Astrals hard to land making it hype every time it happens.
*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.
*Leaves your opponent jelly that their character will never be as manly as Bang.
*Startup has a lot of guardpoint frames
*Startup has a lot of guardpoint frames, starting on frame 1.
*Guardpoint blocks EVERYTHING!  Throws, air unblockable attacks, ITSELF!, etc.
*Allows Bang to use the Shadowstrike Jutsu since it's a Drive move.
*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.
*Min height TK Astral only hits on crouching Jin, Hakumen, Tager and Susano'o.
*Completely Unblockable, since it is technically a throw.
*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.  
Extremly 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 or just be a GOD!


Impresses people at your locals and makes you look like a hero fighting the evil.
Impresses people at your locals and gatherings and makes you look like a Hero fighting against ANY EVIL!!
}}
}}
}}
}}

Revision as of 10:47, 16 February 2017

Bang Shishigami
BBCF Bang Portrait.png
Health: 11,500

Combo Rate: 80%
Prejump:
Backdash Time 36 / Invul: 1-9


Movement Options
Double Jump, 2 Airdashes, Dash type: Run
Play-style
Offensive, Heavy Rushdown, Mixup
  

Overview

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.

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".

Drive: Burning Heart

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.

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.

  • 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 = Kaa - 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.

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 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%.

Pros/Strengths

  • 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.


Ambox warning.png This data is all copied over from BBCP 1.1. Replace with CF data as it becomes available (and delete this warning)

Normal Moves

5A
5A
BBCS Bang 5A.png
The Multipurpose God Jab
300 All 6 3 10 - B -
5B
5B
BBCS Bang 5B.png
Its like 5A, except stronger!
600 HL 9 4 19 - B -
5C
5C
BBCS Bang 5C.png
Go to Overhead with many options. Everyone else wishes they had this.
900 H 18 8 19 - B -
2A
2A
BBCS Bang 2A.png
We lost a human right to buff this.
300 LA 7 3 11 - F -
2B
2B
BBCS Bang 2B.png
Situational Poke. Extend then retract. Extend. Then retract.
800 HL 12 5 22 - B -
2C
2C
BBCS Bang 2C.png
Sweep them off their feet, you charmer.
850 L 13 3 22 - F -
6A
6A
BBCS Bang 6A.png
Only Plus Normal. Watch your toes!
550 L 17 3 13 - F -
6B
6B
BBCS Bang 6B.png
Overhead #2. No, 6B loops are still dead.
780 HA 22 3 9+8L - H -
6C
6C
BBCS Bang 6C.png
Standing Combo Filler. Whiff this on crouch, and you die.
780 H 14 3 15+27L - H -
3C
3C
BBCS Bang 3C.png
Remember when this had head invuln? ...WHY!?
880 L 15 9 21 - F -
j.A
j.A
BBCS Bang jA.png
Its like 5A, but in the AIR!
300 HA 7 2 9 - H -
j.B
j.B
BBCS Bang jB.png
Air-to-Air Poke. Almost a sword normal?
560 HA 10 5 20 - H -
j.C
j.C
BBCS Bang 6C.png
A version of 6C that actually hits crouching! Also good Yolo poke.
600 HA 10 4 18 - H -
j.4B
j.4B
BBCS Bang j4B.png
Or as KoF players would call it, THE TACO!!
840 HA 11 4 16 - H -
j.2C
j.2C
BBCS Bang jC.png
Dat ain't Falco!
650 HA 12 4 21 - H -


Drive Moves (Burning Heart)

All of Bang's Drives have the following properties:

  • All Drive Starters changed from Short Starter to Very Short starter.
  • All Drives can be thrown during guardpoint frames
  • All Drives can cancel into Secret Art: Bang's Shadow Step Jutsu or Secret TechniqueL Bang's Pulverizing Blast Jutsu if Guardpoint is struck.
  • 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.
5D
5D
BBCS Bang 5D.png
Looks like an anti air. Blocks lows. I don't understand.
562[672][840] HL 20 3 28 - B -
2D
2D
BBCS Bang 2D.png
Oh look! Something that resembles an anti-air!
710[852][1065] HL 24 3 25 - B -
6D
6D
BBCS Bang 6D.png
Used somewhat like a reversal. Its not that good at it though.
710[852][1065] L 24 2 25 - F -
j.D
j.D
BBCS Bang jD.png
Air combo DUNK. Now an actual overhead!
630[756][945] HA 22 3 24 - H -
Secret Art: Bang's Shadowstep Jutsu
A/B/C during Guardpoint
BBCS Bang Shadowstep.png
Pssshhh... Nothin Personnel, kid.
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. Typically you will teleport behind the opponent. Learn to know which to use, or even to teleport at all, depending on the situation.
Secret Technique: Bang's Pulverizing Blast Jutsu
D during Guardpoint
BBCF Bang D-DFollowup.png
"I can Drive Explode that!"
1000 All 4 15 Until Landing - P -


Universal Mechanics

Ground Throw
Ground Throw
BBCS Bang GroundThrow.png
Bang was a fan of Nero's Dash taunt, I see...
0x2, 1400 - 7 3 15 - T - 0x2, 1400 - 7 3 15 - T -
Air Throw
Air Throw
BBCS Bang AirThrow.png
BEHIND ME!!
0x2, 1400 - 7 3 18+3L - T -
Counter Assault
Counter Assault
BBCS Bang 5B.png
GET AWAY FROM ME
0 All 13 3 34 - B -
Crush Trigger
Crush Trigger
BBCP Bang CT.png
Wish it was better :<
1000 B 30~59 1 23 - BP -


Special Moves

Bang's Void Tempest Kick
Bang's Void Tempest Kick
623C
BBCS Bang VoidTempestKick.png
The Galaxy special
0*2, 600, 653, 842 c.T (100) 13 3 37 - T -
Bang's Void Tempest Kick EX
Bang's Void Tempest Kick EX
j.623C
BBCS Bang VoidTempestKickEX.png
BANGU KNACKURUS!!!!!
0,700,785,1000 c.T (120) 7 3 20 - T -
Bang's Unstoppable Double Palm Thrust
Bang's Unstoppable Double Palm Thrust
623B
BBCS Bang SuperCrash.png
Solgaleo existed before Solgaleo was even a thing! He IS the Legendary Pokemon...
1300 HL 16 2 21 - B -
Bang's Heavenly Double Palm Thrust
Bang's Heavenly Double Palm Thrust
j.623B
BBCS Bang HeavenlyPhoenix.png
R.I.P Dora Special
1300 All 13 3 Landing + 7 - H -
Bang-style Shuriken
Bang-style Shuriken
j.236A/B/C/D
BBCS Bang ShurikenThrow.png
BANG STYLE SHURIKEN!
BBCS Bang ANail.png
A Nail (poison)
BBCS Bang BNail.png
B Nail (explosion)
BBCS Bang CNail.png
C Nail (web)
BBCS Bang DNail.png
D Nail(s)
300 All 9 - 23+9LT - HBFPr - 300*3 All 20 - 23+9LT - HBFPr - 300x2 All 16 til rebound (46)4 36+9LT - HBFPr - (300x2)*3 All 20 til rebound (46)4 36+9LT - HBFPr - 300 All 18 landing + 9 - HBFPr - 300*3 All 20 landing + 9 - HBFPr - 300*3 All 9 - 23 Total - HBFPr -
Bang's Steel Rain
Bang's Steel Rain
632146B
BBCS Bang SteelRain.png
It got buffed... STILL doesn't see much use though.
BBCS Bang Umbrella.png
100*64 All 92 til ground 61F - HBFPr -
Flaming Air Attack
Flaming Air Attack
j.22A
BBCP Bang FlamingAirAttack.png
We should've gotten this since his inception, but better late than never, I guess.
148+5LT - - -
Set Nail/Bumpers
Set Nail/Bumpers
214A/B/C/D air OK
BBCS Bang NailSet.png
A gimmick turned God.
BBCF Bang NailSetDiagramGround.png
Ground
BBCF Bang NailSetDiagramAir.png
Air
- - - 30 total - - - - - - 33 total - - -
Nail Dash
Any direction off Set Nail
BBCS Bang NailDash.png
SHINOBI!
- - - 16 total - - - - - - 19 total - - -
FuRinKaZan Dash
Any direction during Overdrive
BBCS Bang NailDash.png
Just believe justice! Seigi jōtō! Tamashī de!
- - - 16 total - - - - - - 19 total - - -


Distortion Drives

Shishigami-style Secret Technique: "Fatal Eruption" / Daifunka
Shishigami-style Secret Technique: "Fatal Eruption" / Daifunka
2363214C
BBCS Bang Daifunka.png
Instant corner carry, just add meter.
0, 760x4, 0, 4500 All 1+17 24 20 - Bx5, T, B - 0, 760x6, 0, 4500 All 1+17 24 20 - Bx7, T, B -
Shishigami-style Technique: "Bang's Infinite Chaos-Fist of the Void" / Ashura
Shishigami-style Technique: "Bang's Infinite Chaos-Fist of the Void" / Ashura
236236A
BBCS Bang Ashura.png
The DP Attack is the most reliable move in the game. Now ACTUALLY punishable.
0,2476 HL 1+8 3 25 - B -
Ultra Technique:"Hyper Shadowstep Strike"
Ultra Technique:"Hyper Shadowstep Strike"
236236D
BBCP Bang Shadowstep Strike.png
I heard you like zoning... Would be a shame if I... invalidated it!
0x2, 1000x3, 1801 - 19+5 4 37 - T - 0x2, 1000x3, 1801, 400, 800 - 19+5 4 37 - T - 0x2, 1000x3, 1801 - 19+5 2 til L+14 - T - 0x2, 1000x3, 1801, 400, 800 - 19+5 2 til L+14 - T -


Exceed Accel

Bang's Dancing Petal Storm
A+B+C+D during Overdrive Throw the Shurikens. Throw the Kunai. Throw the Nails. BOMB THIS BOI!! Don't expect Oki though.
2040 All 20[10] 3 19 - B - 4191 All 20[10] 3 19 - B -


Astral Heat

Shishigami-style Forbidden Technique: "The Ultimate Bang"
j.6321463214D
BBCS Bang TheUltimateBang.png
SUUUUUUPPAAAHHHHHHHHHH!!!! BAAAAAAAANNNNNGGGGGGG!!!!!!
BBCS Bang AstralAnimation.png
"ENJOY YOUR STAY IN THE DEPTHS OF HELL!!!"
BBCS Bang AstralFinishPose.png
"I AM... JUSTICE!"
DESTROY UNB 9+24 3 until landing - T -


External References