BBCF/Bang Shishigami

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Bang Shishigami
BBCF Bang Portrait.png

Health: 11,500

Combo Rate: 80%

Jump Startup: 4

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
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute
300 SOJR All 6 3 10 -1 B
  • Throws out a quick standing Jab
  • Situational Anti-air, Decent neutral and pressure tool.
  • Hits crouching opponents
  • 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.


5B
5B
BBCS Bang 5B.png
Its like 5A, except stronger!
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute
600 SOJR HL 9 4 19 -6 B
  • 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.
  • 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.

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.


5C
5C
BBCS Bang 5C.png
Go to Overhead with many options. Everyone else wishes they had this.
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute
900 SOJR H 18 8 19 -8 B
  • Slams fist down on opponents head
  • Has two hitboxes, second hitbox activates 6 frames later, making it a 24 frame overhead technically.
  • Fatal Counter
  • Gives 110% Bonus proration
  • Forces Crouching
  • Causes Hard Knockdown on Air Hit
  • 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.

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.


2A
2A
BBCS Bang 2A.png
We lost a human right to buff this.
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute
300 CSOR LA 7 3 11 -2 F
  • Does a karate chop to the feet.
  • Hits low
  • Can chain into itself an additional time
  • 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.

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.


2B
2B
BBCS Bang 2B.png
Situational Poke. Extend then retract. Extend. Then retract.
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute
800 SO(J)R HL 12 5 22 -10 B
  • Ducks down and performs a shoulder bash before retracting.
  • Moves Bang forward, extending his range before moving back.
  • Can OTG (Off The Ground) opponents.
  • Can also be a good meaty due to its 5 active frames, as well as its retractable hitbox.
  • 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.


2C
2C
BBCS Bang 2C.png
Sweep them off their feet, you charmer.
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute
850 SO(J)R L 13 3 22 -6 F
  • Does a sweep kick
  • Causes soft knockdown on normal hit, hard knockdown on Counter hit.
  • Floats higher in FRKZ.
  • 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, 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 6C for a firepunch or J.C Loops.


6A
6A
BBCS Bang 6A.png
Only Plus Normal. Watch your toes!
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute
550 SOR L 17 3 13 +1 F
  • 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.
  • 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 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.


6B
6B
BBCS Bang 6B.png
Overhead #2. No, 6B loops are still dead.
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute
780 R HA 22 3 9+8L -1 H
  • 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 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.


6C
6C
BBCS Bang 6C.png
Standing Combo Filler. Whiff this on crouch, and you die.
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute
780 SOJR H 14 3 15+27L -24 H
  • Goes in the air and does a rising kick
  • Whiffs on croucher
  • Combo Tool
  • Launches opponent in the air
  • 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. Since you get will get punished when you whiff 6C make 100% sure the opponent is NOT CROCHING before doing it.


3C
3C
BBCS Bang 3C.png
Remember when this had head invuln? ...WHY!?
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute
880 R L 15 9 21 -9 F
  • 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.

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.


j.A
j.A
BBCS Bang jA.png
Its like 5A, but in the AIR!
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute
300 CSOJR HA 7 2 9 - H
  • 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.
  • 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.

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.


j.B
j.B
BBCS Bang jB.png
Air-to-Air Poke. Almost a sword normal?
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute
560 SOJR HA 10 5 20 - H
  • Extends his leg forward to reach opponent
  • Strong poking tool
  • 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.


j.C
j.C
BBCS Bang 6C.png
A version of 6C that actually hits crouching! Also good Yolo poke.
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute
600 SOJR HA 10 4 18 - H
  • 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
  • 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.

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.


j.4B
j.4B
BBCS Bang j4B.png
Or as KoF players would call it, THE TACO!!
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute
840 SOJR HA 11 4 16 - H
  • 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.

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.


j.2C
j.2C
BBCS Bang jC.png
Dat ain't Falco!
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute
650 SOR HA 12 4 21 - H
  • 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.
  • 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.


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.
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute
562[672][840] (J)SR HL 20 3 28 -14 B
  • 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.


2D
2D
BBCS Bang 2D.png
Oh look! Something that resembles an anti-air!
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute
710[852][1065] SOJR HL 24 3 25 -9 B
  • Bang crouches down, covers his head, then launches his fist upwards.
  • 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.
  • Bangs only "True" anti-air.
  • Launches opponent on hit, on CH it launches the opponent up really high.
  • During OD and with 2D seal, guards Highs/Mids/Lows and Unblockables

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.

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.

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.


6D
6D
BBCS Bang 6D.png
Used somewhat like a reversal. Its not that good at it though.
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute
710[852][1065] (S)O(J)R L 24 2 25 -8 F
  • Bang poses before doing a flaming spin kick aiming downwards.
  • 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.
  • Used as one of Bangs few reversal options.
  • 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.


j.D
j.D
BBCS Bang jD.png
Air combo DUNK. Now an actual overhead!
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute
630[756][945] (S)O(J)R HA 22 3 24 -8 H
  • Bang scrunches up and guards before chopping down with a fiery karate chop.
  • Grants Ka (Third Seal) on hit.
  • Follows up into Drive Explosion somewhat quickly.
  • Able to cancel into Jumps/Specials if used right before landing.
  • 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 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.
  • During OD and with 2D seal, guards Highs/Mids/Lows and Unblockables

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.


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!"
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute
1000 - All 4 15 Until Landing - P
  • 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.

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.


Universal Mechanics

Ground Throw
Ground Throw
BBCS Bang GroundThrow.png
Bang was a fan of Nero's Dash taunt, I see...
Version Damage Cancel Guard Startup Active Recovery Frame Adv Attribute
Forward Throw 0x2, 1400 -, R, SOR - 7 3 15 - T
  • 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.

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.

Version Damage Cancel Guard Startup Active Recovery Frame Adv Attribute
Back Throw 0x2, 1400 -, R, SOR - 7 3 15 - T
  • Bang's Backthrow
  • Useful to throw people into the corner

Same as forward throw. Use to switch sides.


Air Throw
Air Throw
BBCS Bang AirThrow.png
BEHIND ME!!
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute
0x2, 1400 -, R, SOR - 7 3 18+3L - T
  • 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.

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.

If you want to do an empty jump, you can use this before landing, to cover yourself against jumpouts.


Counter Assault
Counter Assault
BBCS Bang 5B.png
GET AWAY FROM ME
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute
0 R All 13 3 34 -18 B
  • 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.


Crush Trigger
Crush Trigger
BBCP Bang CT.png
Wish it was better :<
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute
1000 R B 30~59 1 23 0 BP
  • Bang inhales and spits fire, Naruto Style
  • 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.

Can be used in several combos to get 1 more seal.


Special Moves

Bang's Void Tempest Kick
Bang's Void Tempest Kick
623C
BBCS Bang VoidTempestKick.png
The Galaxy special
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute
0*2, 600, 653, 842 -*2, R*3 c.T (100) 13 3 37 - T
  • 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.

Works extremly well with the D Bumper in the corner, allowing for strong meterless combos.


Bang's Void Tempest Kick EX
Bang's Void Tempest Kick EX
j.623C
BBCS Bang VoidTempestKickEX.png
BANGU KNACKURUS!!!!!
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute
0,700,785,1000 -*2, R*3 c.T (120) 7 3 20 - T
  • 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.

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.


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...
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute
1300 R HL 16 2 21 -4 B
  • 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
  • A combo staple of Bang.

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Bang's Heavenly Double Palm Thrust
Bang's Heavenly Double Palm Thrust
j.623B
BBCS Bang HeavenlyPhoenix.png
R.I.P Dora Special
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute
1300 R All 13 3 Landing + 7 -4 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.
  • A combo staple of Bang

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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)
Version Damage Cancel Guard Startup Active Recovery Frame Adv Attribute
A Version 300 R All 9 - 23+9LT - HBFPr
A+D Version 300*3 R All 20 - 23+9LT - HBFPr
  • List what the move is used for
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.

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B Version 300x2 R All 16 til rebound (46)4 36+9LT - HBFPr
B+D Version (300x2)*3 R All 20 til rebound (46)4 36+9LT - HBFPr
  • List what the move is used for
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.

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C Version 300 R All 18 - landing + 9 - HBFPr
C+D Version 300*3 R All 20 - landing + 9 - HBFPr
  • List what the move is used for
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.

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D Version 300*3 R All 9 - 23 Total - HBFPr
  • List what the move is used for
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.

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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
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute
100*64 - All 92 til ground 61F - HBFPr
  • List what the move is used for
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.

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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.
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute
- - - - - 148+5LT - -
  • List what the move is used for
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.

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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
Version Damage Cancel Guard Startup Active Recovery Frame Adv Attribute
Ground - - - - - 30 total - -
  • List what the move is used for
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.

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Air - - - - - 33 total - -
  • List what the move is used for
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.

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Nail Dash
Any direction off Set Nail
BBCS Bang NailDash.png
SHINOBI!
Version Damage Cancel Guard Startup Active Recovery Frame Adv Attribute
Ground - - - - - 16 total - -
  • List what the move is used for
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.

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Air - - - - - 19 total - -
  • List what the move is used for
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.

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FuRinKaZan Dash
Any direction during Overdrive
BBCS Bang NailDash.png
Just believe justice! Seigi jōtō! Tamashī de!
Version Damage Cancel Guard Startup Active Recovery Frame Adv Attribute
Ground - - - - - 16 total - -
Air - - - - - 19 total - -
  • List what the move is used for
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.

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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.
Version Damage Cancel Guard Startup Active Recovery Frame Adv Attribute
Normal 0, 760x4, 0, 4500 R All 1+17 24 20 -27 Bx5, T, B
Overdrive 0, 760x6, 0, 4500 R All 1+17 24 20 -27 Bx7, T, B
  • List what the move is used for
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.

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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
BBCS Bang Ashura.png
The DP Attack is the most reliable move in the game. Now ACTUALLY punishable.
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute
0,2476 R HL 1+8 3 25 -7 B
  • List what the move is used for
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.

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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!
Version Damage Cancel Guard Startup Active Recovery Frame Adv Attribute
Normal (vs. Grounded Opponent) 0x2, 1000x3, 1801 R* - 19+5 4 37 - T
Overdrive (vs. Grounded Opponent) 0x2, 1000x3, 1801, 400, 800 R* - 19+5 4 37 - T
Normal (vs. Airborne Opponent) 0x2, 1000x3, 1801 R* - 19+5 2 til L+14 - T
Overdrive (vs. Airborne Opponent) 0x2, 1000x3, 1801, 400, 800 R* - 19+5 2 til L+14 - T
  • 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.


Exceed Accel

Bang's Dancing Petal Storm
A+B+C+D during Overdrive
BBCF Bang ExceedAccel.png
Throw the Shurikens. Throw the Kunai. Throw the Nails. BOMB THIS BOI!! Don't expect Oki though.
Version Damage Cancel Guard Startup Active Recovery Frame Adv Attribute
Normal 2040 - All 20[10] 3 19 0 B
Active Flow 4191 - All 20[10] 3 19 0 B
  • 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.

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.


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!"
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute
DESTROY - UNB 9+24 3 until landing - T
  • 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, as well as be on match point.
  • 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, 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.
  • Min height TK Astral only hits on crouching Jin, Hakumen, Tager and Susano'o.
  • 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 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 gatherings and makes you look like a Hero fighting against ANY EVIL!!


External References



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BlazBlue: Central Fictione
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System Explanations

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