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*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 | 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= | |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. | ||
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= | |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 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. | |||
}} | }} | ||
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|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 | *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 | 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= | |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 | ||
* | *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. | ||
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*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 | *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 | 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 | 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 | |caption= BANGU KNACKURUS!!!!! | ||
|data= | |data= | ||
{{AttackData-BBCF | {{AttackData-BBCF | ||
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|hitbox=bang/j.623C | |hitbox=bang/j.623C | ||
|description= | |description= | ||
* | *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 | ||
*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. | |||
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 | 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= | ||
* | *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= | ||
* | *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 | |||
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= | |caption=BANG STYLE SHURIKEN! | ||
|image2=BBCS_Bang_ANail.png | |image2=BBCS_Bang_ANail.png | ||
|caption2=A Nail (poison) | |caption2=A Nail (poison) | ||
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|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, | |damage=0x2, 1000x3, 1801 | ||
|cancel= | |cancel=- | ||
|guard=- | |guard=- | ||
|startup=19+ | |startup=19+5 | ||
|active= | |active=4 | ||
|recovery= | |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, | |damage=0x2, 1000x3, 1801, 400, 800 | ||
|cancel= | |cancel=- | ||
|guard=- | |guard=- | ||
|startup=19+ | |startup=19+5 | ||
|active= | |active=4 | ||
|recovery= | |recovery=37 | ||
|frameAdv=- | |frameAdv=- | ||
|attribute=T | |attribute=T | ||
Line 1,381: | Line 1,399: | ||
|hitbox=bang/2363214C | |hitbox=bang/2363214C | ||
|description= | |description= | ||
}} | }} | ||
{{AttackData-BBCF | {{AttackData-BBCF | ||
|header=no | |||
|version=Normal (vs. Airborne Opponent) | |version=Normal (vs. Airborne Opponent) | ||
|damage=0x2, | |damage=0x2, 1000x3, 1801 | ||
|cancel= | |cancel=- | ||
|guard=- | |guard=- | ||
|startup=19+ | |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, | |damage=0x2, 1000x3, 1801, 400, 800 | ||
|cancel= | |cancel=- | ||
|guard=- | |guard=- | ||
|startup=19+ | |startup=19+5 | ||
|active=2 | |active=2 | ||
|recovery=til L+14 | |recovery=til L+14 | ||
Line 1,413: | Line 1,429: | ||
|hitbox=bang/2363214C | |hitbox=bang/2363214C | ||
|description= | |description= | ||
* | *Bang stops before disappearing, reappearing behind his opponent to lay down a series of flashy attacks. | ||
*Invuln only lasts until after the superflash, 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. | |||
*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 | ||
Line 1,489: | Line 1,517: | ||
|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 | *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. | ||
However the | 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 | 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 |
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Health: 11,500 Combo Rate: 80%
|
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.
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 |
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5B
5B |
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5C
5C |
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2A
2A |
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2B
2B |
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2C
2C |
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6A
6A |
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6B
6B |
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6C
6C |
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3C
3C |
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j.A
j.A |
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j.B
j.B |
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j.C
j.C |
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j.4B
j.4B |
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j.2C
j.2C |
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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 |
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2D
2D |
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6D
6D |
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j.D
j.D |
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Secret Art: Bang's Shadowstep Jutsu A/B/C during Guardpoint |
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. |
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Secret Technique: Bang's Pulverizing Blast Jutsu D during Guardpoint |
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Universal Mechanics
Ground Throw
Ground Throw |
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Air Throw
Air Throw |
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Counter Assault
Counter Assault |
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Crush Trigger
Crush Trigger |
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Special Moves
Bang's Void Tempest Kick
Bang's Void Tempest Kick 623C |
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Bang's Void Tempest Kick EX
Bang's Void Tempest Kick EX j.623C |
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Bang's Unstoppable Double Palm Thrust
Bang's Unstoppable Double Palm Thrust 623B |
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Bang's Heavenly Double Palm Thrust
Bang's Heavenly Double Palm Thrust j.623B |
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Bang-style Shuriken
Bang-style Shuriken j.236A/B/C/D |
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Bang's Steel Rain
Bang's Steel Rain 632146B |
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Flaming Air Attack
Flaming Air Attack j.22A |
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Set Nail/Bumpers
Set Nail/Bumpers 214A/B/C/D air OK |
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Nail Dash Any direction off Set Nail |
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FuRinKaZan Dash Any direction during Overdrive |
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Distortion Drives
Shishigami-style Secret Technique: "Fatal Eruption" / Daifunka
Shishigami-style Secret Technique: "Fatal Eruption" / Daifunka 2363214C |
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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 |
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Ultra Technique:"Hyper Shadowstep Strike"
Ultra Technique:"Hyper Shadowstep Strike" 236236D |
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Exceed Accel
Bang's Dancing Petal Storm A+B+C+D during Overdrive |
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Astral Heat
Shishigami-style Forbidden Technique: "The Ultimate Bang" j.6321463214D |
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External References
- Japanese Name:シシガミバング
- Japanese Wik
- Japanese BBS
- Arcade Profile Dan Rankings
- Character Video Thread
- Amane Nishiki [★]
- Arakune [★]
- Azrael [★]
- Bang Shishigami [★]
- Bullet [★]
- Carl Clover [★]
- Celica A. Mercury [★]
- Es [★]
- Hakumen [★]
- Hazama [★]
- Hibiki Kohaku [★]
- Iron Tager [★]
- Izanami [★]
- Izayoi [★]
- Jin Kisaragi [★]
- Jubei [★]
- Kagura Mutsuki [★]
- Kokonoe [★]
- Lambda-11 [★]
- Litchi Faye Ling [★]
- Mai Natsume [★]
- Makoto Nanaya [★]
- Mu-12[★]
- Naoto Kurogane [★]
- Nine the Phantom [★]
- Noel Vermillion [★]
- Nu-13 [★]
- Platinum the Trinity [★]
- Rachel Alucard [★]
- Ragna the Bloodedge [★]
- Relius Clover [★]
- Susano'o [★]
- Taokaka [★]
- Tsubaki Yayoi[★]
- Valkenhayn R. Hellsing [★]
- Yuuki Terumi [★]
Click [★] for character's full frame data
• HUD •
Controls •
Frame Data & System Data •
Patch Notes •
• Movement/Canceling •
Offense •
Defense •
Damage/Combo •
Attack Attributes •
Gauges •
Misc •