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[[File:BBCF_Bang_Portrait.png|350x500px|center]] | [[File:BBCF_Bang_Portrait.png|350x500px|center]] | ||
|- | |- | ||
||{{ | ||{{#lsth:BBCF/Bang Shishigami/Data|SystemData}} | ||
| | |||
}} | |||
;Play-style | ;Play-style | ||
: | :High mobility, Heavy Rushdown, Strong pressure | ||
|} | |} | ||
<div style="float:left; margin-right:25px;"> | <div style="float:left; margin-right:25px;"> | ||
{{TOC limit|2}} | {{TOC limit|2}} | ||
</div> | </div> | ||
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When Bang activates his overdrive below 35% HP, the old FRKZ super animation plays during the activation. Although this is simply cosmetic, any system timer (meter/barrier gain or cooldown) will still be active during the animation and any jump momentum done prior to OD activation will be canceled. | When Bang activates his overdrive below 35% HP, the old FRKZ super animation plays during the activation. Although this is simply cosmetic, any system timer (meter/barrier gain or cooldown) will still be active during the animation and any jump momentum done prior to OD activation will be canceled. | ||
=== | ===Strengths/Weaknesses=== | ||
{| | |||
|-style="text-align:left;" | |||
! Strengths !! Weaknesses | |||
|- style="vertical-align:top;text-alighn:left" | |||
| style="width: 50%;"| | |||
* Strong neutral game | * Strong neutral game | ||
* FuRinKaZan | * Extremely powerful overdrive mode FuRinKaZan | ||
* Really good mobility, such as two airdashes, bumper dashes, a fast ground dash, and a float (j.22A). | * Really good mobility, such as two airdashes, bumper dashes, a fast ground dash, and a float (j.22A). | ||
* High Health (11.5K to be exact) | * High Health (11.5K to be exact) | ||
* Most confirms have amazing corner carry and can convert off of some minor scrambles easily. | * Most confirms have amazing corner carry and can convert off of some minor scrambles easily. | ||
* Standing confirms do high damage (about top 3 dmg in bnbs) | |||
* Fatalcounters are extremely strong. | |||
* Nails offer a variety of options in helping with the neutral game, pressure, and mobility. | * Nails offer a variety of options in helping with the neutral game, pressure, and mobility. | ||
* | * An extremely strong mixup game with Highs, lows, command grabs, and more. | ||
| style="width: 50%;"| | |||
* Lacks a reliable defensive option without meter. | |||
* | * Stronger and even BnB combos are very execution heavy. | ||
* | * FuRinKaZan and Bumpers are hard to control. | ||
* Nails are a non renewable resource. Once they are gone, Bang loses one of his strongest neutral tools. | |||
* Nails are a non renewable resource. Once they are gone, Bang | * Despite having a variety of pressure and mixup tools, his mixup can feel very linear and weak to reversals without creativity. | ||
* 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. | * 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 | * Has to use meter to get any relevant damage off midscreen crouching confirms. | ||
|- | |||
|} | |||
===Notes=== | ===Notes=== | ||
*Still a work in progress. ~ GreekAscendedDust | *Still a work in progress. ~ GreekAscendedDust | ||
{{#lst:BBCF/Bang Shishigami/Data|Links}} | |||
<br style="clear:both;"/> | |||
==Normal Moves== | ==Normal Moves== | ||
====== <font style="visibility:hidden" size="0">5A</font> ====== | ====== <font style="visibility:hidden" size="0">5A</font> ====== | ||
{{MoveData | {{MoveData | ||
|image=BBCS_Bang_5A.png | |image=BBCS_Bang_5A.png |caption=The Multipurpose God Jab | ||
|caption=The Multipurpose God Jab | |||
|name=5A | |name=5A | ||
|data= | |data= | ||
{{ | {{AttackDataHeader-BBCF}} | ||
{{!}}- | |||
{{#lsth:BBCF/Bang Shishigami/Data|5A}} | |||
{{!}}- | |||
{{Description|7|text= | |||
*Throws out a quick standing Jab | *Throws out a quick standing Jab | ||
*Situational Anti-air, Decent neutral and pressure tool. | *Situational Anti-air, Decent neutral and pressure tool. | ||
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====== <font style="visibility:hidden" size="0">5B</font> ====== | ====== <font style="visibility:hidden" size="0">5B</font> ====== | ||
{{MoveData | {{MoveData | ||
|image=BBCS_Bang_5B.png | |image=BBCS_Bang_5B.png |caption=Its like 5A, except stronger! | ||
|caption=Its like 5A, except stronger! | |||
|name=5B | |name=5B | ||
|data= | |data= | ||
{{ | {{AttackDataHeader-BBCF}} | ||
{{!}}- | |||
{{#lsth:BBCF/Bang Shishigami/Data|5B}} | |||
{{!}}- | |||
{{Description|7|text= | |||
*Throws out a straight punch. | *Throws out a straight punch. | ||
*Same versatility as 5A, with it being a situational anti-air, Good neutral poke and decent pressure tool. | *Same versatility as 5A, with it being a situational anti-air, Good neutral poke and decent pressure tool. | ||
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====== <font style="visibility:hidden" size="0">5C</font> ====== | ====== <font style="visibility:hidden" size="0">5C</font> ====== | ||
{{MoveData | {{MoveData | ||
|image=BBCS_Bang_5C.png | |image=BBCS_Bang_5C.png |caption=Go to Overhead with many options. Everyone else wishes they had this. | ||
|caption=Go to Overhead with many options. Everyone else wishes they had this. | |||
|name=5C | |name=5C | ||
|data= | |data= | ||
{{ | {{AttackDataHeader-BBCF}} | ||
{{!}}- | |||
{{#lsth:BBCF/Bang Shishigami/Data|5C}} | |||
{{!}}- | |||
{{Description|7|text= | |||
*Slams fist down on opponents head | *Slams fist down on opponents head | ||
*Has two hitboxes, second hitbox activates 6 frames later, making it a 24 frame overhead technically. | *Has two hitboxes, second hitbox activates 6 frames later, making it a 24 frame overhead technically. | ||
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====== <font style="visibility:hidden" size="0">2A</font> ====== | ====== <font style="visibility:hidden" size="0">2A</font> ====== | ||
{{MoveData | {{MoveData | ||
|image=BBCS_Bang_2A.png | |image=BBCS_Bang_2A.png |caption=We lost a human right to buff this. | ||
|caption=We lost a human right to buff this. | |||
|name=2A | |name=2A | ||
|data= | |data= | ||
{{ | {{AttackDataHeader-BBCF}} | ||
{{!}}- | |||
{{#lsth:BBCF/Bang Shishigami/Data|2A}} | |||
{{!}}- | |||
{{Description|7|text= | |||
*Does a karate chop to the feet. | *Does a karate chop to the feet. | ||
*Hits low | *Hits low | ||
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====== <font style="visibility:hidden" size="0">2B</font> ====== | ====== <font style="visibility:hidden" size="0">2B</font> ====== | ||
{{MoveData | {{MoveData | ||
|image=BBCS_Bang_2B.png | |image=BBCS_Bang_2B.png |caption=Situational Poke. Extend then retract. Extend. Then retract. | ||
|caption=Situational Poke. Extend then retract. Extend. Then retract. | |||
|name=2B | |name=2B | ||
|data= | |data= | ||
{{ | {{AttackDataHeader-BBCF}} | ||
{{!}}- | |||
{{#lsth:BBCF/Bang Shishigami/Data|2B}} | |||
{{!}}- | |||
{{Description|7|text= | |||
*Ducks down and performs a shoulder bash before retracting. | *Ducks down and performs a shoulder bash before retracting. | ||
*Moves Bang forward, extending his range before moving back. | *Moves Bang forward, extending his range before moving back. | ||
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====== <font style="visibility:hidden" size="0">2C</font> ====== | ====== <font style="visibility:hidden" size="0">2C</font> ====== | ||
{{MoveData | {{MoveData | ||
|image=BBCS_Bang_2C.png | |image=BBCS_Bang_2C.png |caption=Sweep them off their feet, you charmer. | ||
|caption=Sweep them off their feet, you charmer. | |||
|name=2C | |name=2C | ||
|data= | |data= | ||
{{ | {{AttackDataHeader-BBCF}} | ||
{{!}}- | |||
{{#lsth:BBCF/Bang Shishigami/Data|2C}} | |||
{{!}}- | |||
*Does a sweep kick | {{Description|7|text= | ||
*Does a sweep kick, similar to most other character's 3C move. | |||
*Causes soft knockdown on normal hit, hard knockdown on Counter hit. | *Causes soft knockdown on normal hit, hard knockdown on Counter hit. | ||
*Long untech time basically guarentees your opponent won't tech in the air even on weird air hits. | |||
*Floats higher in FRKZ. | *Floats higher in FRKZ. | ||
*[[BBCF/Bang_Shishigami/Frame_Data#Revolver_Action_Table|Gatling Options]]:5D, 2D, 6D, 6C during OD | *[[BBCF/Bang_Shishigami/Frame_Data#Revolver_Action_Table|Gatling Options]]:5D, 2D, 6D, 6C during OD | ||
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====== <font style="visibility:hidden" size="0">6A</font> ====== | ====== <font style="visibility:hidden" size="0">6A</font> ====== | ||
{{MoveData | {{MoveData | ||
|image=BBCS_Bang_6A.png | |image=BBCS_Bang_6A.png |caption=Only Plus Normal. Now with Kung Fu Punching options. | ||
|caption=Only Plus Normal. Now with Kung Fu Punching options. | |||
|name=6A | |name=6A | ||
|data= | |data= | ||
{{ | {{AttackDataHeader-BBCF}} | ||
{{!}}- | |||
{{#lsth:BBCF/Bang Shishigami/Data|6A}} | |||
{{!}}- | |||
{{Description|7|text= | |||
*Lifts up leg and then slams it down on the opponents legs. | *Lifts up leg and then slams it down on the opponents legs. | ||
*Bangs only plus on block normal. | *Bangs only plus on block normal. | ||
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====== <font style="visibility:hidden" size="0">6B</font> ====== | ====== <font style="visibility:hidden" size="0">6B</font> ====== | ||
{{MoveData | {{MoveData | ||
|image=BBCS_Bang_6B.png | |image=BBCS_Bang_6B.png |caption=Overhead #2. No, 6B loops are still dead. | ||
|caption=Overhead #2. No, 6B loops are still dead. | |||
|name=6B | |name=6B | ||
|data= | |data= | ||
{{ | {{AttackDataHeader-BBCF}} | ||
{{!}}- | |||
{{#lsth:BBCF/Bang Shishigami/Data|6B}} | |||
{{!}}- | |||
{{Description|7|text= | |||
*Makes a flip forward and attacks with the back of his foot | *Makes a flip forward and attacks with the back of his foot | ||
*Somewhat fast overhead | *Somewhat fast overhead | ||
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====== <font style="visibility:hidden" size="0">6C</font> ====== | ====== <font style="visibility:hidden" size="0">6C</font> ====== | ||
{{MoveData | {{MoveData | ||
|image=BBCS_Bang_6C.png | |image=BBCS_Bang_6C.png |caption=Standing Combo Filler. Whiff this on crouch, and you die. Also, don't ask why this fatals now, I don't know why either. | ||
|caption=Standing Combo Filler. Whiff this on crouch, and you die. Also, don't ask why this fatals now, I don't know why either. | |||
|name=6C | |name=6C | ||
|data= | |data= | ||
{{ | {{AttackDataHeader-BBCF}} | ||
{{!}}- | |||
{{#lsth:BBCF/Bang Shishigami/Data|6C}} | |||
{{!}}- | |||
{{Description|7|text= | |||
* Goes in the air and does a rising kick | * Goes in the air and does a rising kick | ||
* Whiffs on croucher | * Whiffs on croucher | ||
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* Gained Fatal counter property in 2.0 | * Gained Fatal counter property in 2.0 | ||
*[[BBCF/Bang_Shishigami/Frame_Data#Revolver_Action_Table|Gatling Options]]:j.D | *[[BBCF/Bang_Shishigami/Frame_Data#Revolver_Action_Table|Gatling Options]]:j.D | ||
Since 6C whiffs against crouching opponents, you can't afford using this normal in neutral or pressure, making it a pure combo tool. | Since 6C whiffs against crouching opponents, you can't afford using this normal in neutral or pressure, making it a pure combo tool unless your opponent makes a mistake you can punish. | ||
However as combo tool, the launch on hit makes it Bang's strongest and best combo tool against a standing opponent. | However as combo tool, the launch on hit makes it Bang's strongest and best combo tool against a standing opponent. | ||
Since you get will get punished when you whiff 6C make 100% sure the opponent is NOT CROUCHING before doing it. | Since you get will get punished when you whiff 6C make 100% sure the opponent is NOT CROUCHING before doing it. | ||
In 2.0, it gains a fatal counter property, which means 6C can now have access to some deadly routes | In 2.0, it gains a fatal counter property, which means 6C can now have access to some deadly routes. Currently Bang's strongest combo starter in the corner. | ||
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====== <font style="visibility:hidden" size="0">3C</font> ====== | ====== <font style="visibility:hidden" size="0">3C</font> ====== | ||
{{MoveData | {{MoveData | ||
|image=BBCS_Bang_3C.png | |image=BBCS_Bang_3C.png |caption=WELCOME BACK CPEX 3C!!!! | ||
|caption=WELCOME BACK CPEX 3C!!!! | |||
|name=3C | |name=3C | ||
|data= | |data= | ||
{{ | {{AttackDataHeader-BBCF}} | ||
{{!}}- | |||
{{#lsth:BBCF/Bang Shishigami/Data|3C}} | |||
{{!}}- | |||
{{Description|7|text= | |||
*Goes on the floor and does a slide across the screen | *Goes on the floor and does a slide across the screen | ||
*Low profiles several normals | *Low profiles several normals | ||
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*Fatals on Counter Hit | *Fatals on Counter Hit | ||
*Causes hard knockdown on Fatal in 2.0 | *Causes hard knockdown on Fatal in 2.0 | ||
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. | *Gives 110% Proration | ||
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. Great Punishstarter vs DPs where 6C is not relyable enough (Jin DP as example.) | |||
Using it without Rapid Cancel in pressure is not recommended since it's unsafe on block. | Using it without Rapid Cancel in pressure is not recommended since it's unsafe on block. | ||
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====== <font style="visibility:hidden" size="0">j.A</font> ====== | ====== <font style="visibility:hidden" size="0">j.A</font> ====== | ||
{{MoveData | {{MoveData | ||
|image=BBCS_Bang_jA.png | |image=BBCS_Bang_jA.png |caption=Its like 5A, but in the AIR! | ||
|caption=Its like 5A, but in the AIR! | |||
|name=j.A | |name=j.A | ||
|data= | |data= | ||
{{ | {{AttackDataHeader-BBCF}} | ||
{{!}}- | |||
{{#lsth:BBCF/Bang Shishigami/Data|j.A}} | |||
{{!}}- | |||
{{Description|7|text= | |||
*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 | ||
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====== <font style="visibility:hidden" size="0">j.B</font> ====== | ====== <font style="visibility:hidden" size="0">j.B</font> ====== | ||
{{MoveData | {{MoveData | ||
|image=BBCS_Bang_jB.png | |image=BBCS_Bang_jB.png |caption=Air-to-Air Poke. Almost a sword normal? | ||
|caption=Air-to-Air Poke. Almost a sword normal? | |||
|name=j.B | |name=j.B | ||
|data= | |data= | ||
{{ | {{AttackDataHeader-BBCF}} | ||
{{!}}- | |||
{{#lsth:BBCF/Bang Shishigami/Data|j.B}} | |||
{{!}}- | |||
{{Description|7|text= | |||
*Extends his leg forward to reach opponent | *Extends his leg forward to reach opponent | ||
*Strong poking tool | *Strong poking tool | ||
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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 j.22a 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.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 j.22a 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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====== <font style="visibility:hidden" size="0">j.C</font> ====== | ====== <font style="visibility:hidden" size="0">j.C</font> ====== | ||
{{MoveData | {{MoveData | ||
|image=BBCS_Bang_6C.png | |image=BBCS_Bang_6C.png |caption=A version of 6C that actually hits crouching! Also good Yolo poke. | ||
|caption=A version of 6C that actually hits crouching! Also good Yolo poke. | |||
|name=j.C | |name=j.C | ||
|data= | |data= | ||
{{ | {{AttackDataHeader-BBCF}} | ||
{{!}}- | |||
{{#lsth:BBCF/Bang Shishigami/Data|j.C}} | |||
{{!}}- | |||
{{Description|7|text= | |||
*Does a rising spin kick | *Does a rising spin kick | ||
*Animation is exactly like 6C | *Animation is exactly like 6C | ||
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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. | 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. | ||
}} | }} | ||
}} | }} | ||
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====== <font style="visibility:hidden" size="0">j.4B</font> ====== | ====== <font style="visibility:hidden" size="0">j.4B</font> ====== | ||
{{MoveData | {{MoveData | ||
|image=BBCS_Bang_j4B.png | |image=BBCS_Bang_j4B.png |caption=Or as KoF players would call it, THE TACO!! | ||
|caption=Or as KoF players would call it, THE TACO!! | |||
|name=j.4B | |name=j.4B | ||
|data= | |data= | ||
{{ | {{AttackDataHeader-BBCF}} | ||
{{!}}- | |||
{{#lsth:BBCF/Bang Shishigami/Data|j.4B}} | |||
{{!}}- | |||
*Does a kick that | {{Description|7|text= | ||
*Does a kick that goes behind him | |||
*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 | ||
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====== <font style="visibility:hidden" size="0">j.2C</font> ====== | ====== <font style="visibility:hidden" size="0">j.2C</font> ====== | ||
{{MoveData | {{MoveData | ||
|image=BBCS_Bang_jC.png | |image=BBCS_Bang_jC.png |caption=Dat ain't Falco! | ||
|caption=Dat ain't Falco! | |||
|name=j.2C | |name=j.2C | ||
|data= | |data= | ||
{{ | {{AttackDataHeader-BBCF}} | ||
{{!}}- | |||
{{#lsth:BBCF/Bang Shishigami/Data|j.2C}} | |||
{{!}}- | |||
{{Description|7|text= | |||
*Does a downward kick | *Does a downward kick | ||
*Forced Knockdown on air hit | *Forced Knockdown on air hit | ||
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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 and also tricky to land on small hurtboxes like Noel. | 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 and also tricky to land on small hurtboxes like Noel. | ||
}} | }} | ||
}} | }} | ||
<br clear | <br style="clear:both;"/> | ||
==Drive Moves (Burning Heart)== | ==Drive Moves (Burning Heart)== | ||
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* All Drives can cancel into Secret Art: Bang's Shadow Step Jutsu or Secret Technique: Bang's Pulverizing Blast Jutsu if Guardpoint is struck. | * All Drives can cancel into Secret Art: Bang's Shadow Step Jutsu or Secret Technique: 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. | * 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. | ||
* In 2.0, they all received a proration buff | * In 2.0, they all received a proration buff meaning they do more damage. | ||
====== <font style="visibility:hidden" size="0">5D</font> ====== | ====== <font style="visibility:hidden" size="0">5D</font> ====== | ||
{{MoveData | {{MoveData | ||
|image=BBCS_Bang_5D.png | |image=BBCS_Bang_5D.png | ||
|name=5D | |name=5D |caption=Looks like an anti air. Blocks lows. I don't understand. | ||
|caption=Looks like an anti air. Blocks lows. I don't understand. | |||
|data= | |data= | ||
{{ | {{AttackDataHeader-BBCF}} | ||
{{!}}- | |||
{{#lsth:BBCF/Bang Shishigami/Data|5D }} | |||
{{!}}- | |||
{{Description|7|text= | |||
*Bang poses before launching a fiery uppercut. | *Bang poses before launching a fiery uppercut. | ||
*Grants Fu (First Seal) on hit. | *Grants Fu (First Seal) on hit. | ||
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{{MoveData | {{MoveData | ||
|image=BBCS_Bang_2D.png | |image=BBCS_Bang_2D.png | ||
|name=2D | |name=2D |caption=Oh look! Something that resembles an anti-air! | ||
|caption=Oh look! Something that resembles an anti-air! | |||
|data= | |data= | ||
{{ | {{AttackDataHeader-BBCF}} | ||
{{!}}- | |||
{{#lsth:BBCF/Bang Shishigami/Data|2D }} | |||
{{!}}- | |||
{{Description|7|text= | |||
*Bang crouches down, covers his head, then launches his fist upwards. | *Bang crouches down, covers his head, then launches his fist upwards. | ||
*Grants Zan (Fourth Seal) on hit. | *Grants Zan (Fourth Seal) on hit. | ||
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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. | 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. | ||
Just like 5D, in 2.0, 2D received a hitbox buff, the same way 5D did, meaning that 2D can now reliably OTG the entire cast instead of very specific characters, giving it much better versatility in combos. | Just like 5D, in 2.0, 2D received a hitbox buff, the same way 5D did, meaning that 2D can now reliably OTG the entire cast instead of very specific characters, giving it much better versatility in combos. Also, its CH launch property is the same height as regular version. | ||
}} | }} | ||
}} | }} | ||
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{{MoveData | {{MoveData | ||
|image=BBCS_Bang_6D.png | |image=BBCS_Bang_6D.png | ||
|name=6D | |name=6D |caption=Used somewhat like a reversal. Its not that good at it though. | ||
|caption=Used somewhat like a reversal. Its not that good at it though. | |||
|data= | |data= | ||
{{ | {{AttackDataHeader-BBCF}} | ||
{{!}}- | |||
{{#lsth:BBCF/Bang Shishigami/Data|6D }} | |||
{{!}}- | |||
{{Description|7|text= | |||
*Bang poses before doing a flaming spin kick aiming downwards. | *Bang poses before doing a flaming spin kick aiming downwards. | ||
*Grants Rin (Second Seal) on hit. | *Grants Rin (Second Seal) on hit. | ||
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6D is the only frame 1 guardpoint move Bang has. 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. | 6D is the only frame 1 guardpoint move Bang has. 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. | ||
}} | }} | ||
}} | }} | ||
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{{MoveData | {{MoveData | ||
|image=BBCS_Bang_jD.png | |image=BBCS_Bang_jD.png | ||
|name=j.D | |name=j.D |caption=Air combo DUNK. Now an actual overhead! | ||
|caption=Air combo DUNK. Now an actual overhead! | |||
|data= | |data= | ||
{{ | {{AttackDataHeader-BBCF}} | ||
{{!}}- | |||
{{#lsth:BBCF/Bang Shishigami/Data|j.D }} | |||
{{!}}- | |||
{{Description|7|text= | |||
*Bang scrunches up and guards before chopping down with a fiery karate chop. | *Bang scrunches up and guards before chopping down with a fiery karate chop. | ||
*Grants Ka (Third Seal) on hit. | *Grants Ka (Third Seal) on hit. | ||
Line 543: | Line 530: | ||
====== <font style="visibility:hidden" size="0"></font> ====== | ====== <font style="visibility:hidden" size="0"></font> ====== | ||
{{MoveData | {{MoveData | ||
|image=BBCS_Bang_Shadowstep.png | |image=BBCS_Bang_Shadowstep.png |caption=Pssshhh... Nothin Personnel, kid. | ||
|caption=Pssshhh... Nothin Personnel, kid. | |||
|input=A/B/C during Guardpoint | |input=A/B/C during Guardpoint | ||
|name=Secret Art: Bang's Shadowstep Jutsu | |name=Secret Art: Bang's Shadowstep Jutsu | ||
|textonly=yes | |textonly=yes | ||
|data= | |data= | ||
{{AttackDataHeader-BBCF}} | |||
{{!}}- | |||
{{#lsth:BBCF/Bang Shishigami/Data|D > A/B/C}} | |||
{{!}}- | |||
When your D move autoguards an attack, pressing A, B, or C will have Bang teleport, then finish the attack. | 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. | 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. | ||
Line 555: | Line 545: | ||
====== <font style="visibility:hidden" size="0"></font> ====== | ====== <font style="visibility:hidden" size="0"></font> ====== | ||
{{MoveData | {{MoveData | ||
|image=BBCF_Bang_D-DFollowup.png | |image=BBCF_Bang_D-DFollowup.png |caption="I can Drive Explode that!" | ||
|caption="I can Drive Explode that!" | |||
|input=D during Guardpoint | |input=D during Guardpoint | ||
|name=Secret Technique: Bang's Pulverizing Blast Jutsu | |name=Secret Technique: Bang's Pulverizing Blast Jutsu | ||
|data= | |data= | ||
{{ | {{AttackDataHeader-BBCF}} | ||
{{!}}- | |||
{{#lsth:BBCF/Bang Shishigami/Data|D > D}} | |||
{{!}}- | |||
{{Description|7|text= | |||
*Bang explodes his clothes, flying high into the air as he magically redresses. | *Bang explodes his clothes, flying high into the air as he magically redresses. | ||
*Fatal Counters. | *Fatal Counters. | ||
Line 582: | Line 572: | ||
}} | }} | ||
}} | }} | ||
<br clear | <br style="clear:both;"/> | ||
==Universal Mechanics== | ==Universal Mechanics== | ||
Line 588: | Line 578: | ||
{{MoveData | {{MoveData | ||
|image=BBCS_Bang_GroundThrow.png | |image=BBCS_Bang_GroundThrow.png | ||
|name=Ground Throw | |name=Ground Throw |caption=Bang was a fan of Nero's Dash taunt, I see... | ||
|caption=Bang was a fan of Nero's Dash taunt, I see... | |||
|data= | |data= | ||
{{ | {{AttackDataHeader-BBCF}} | ||
{{!}}- | |||
{{#lsth:BBCF/Bang Shishigami/Data|BC }} | |||
{{!}}- | |||
{{Description|7|text= | |||
*Bang disappears before appearing again, drop kicking his opponent. | *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 | ||
*Can be airdash cancelled or special cancelled during recovery. | *Can be airdash cancelled or special cancelled during recovery. | ||
*Bang's Backthrow is useful to sideswitch, but otherwise the same as his forward throw. | |||
A basic throw that can be followed up, as well as aiding in his mixup game. | A basic throw that can be followed up, as well as aiding in his mixup game. | ||
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The higher reward on a successful throw and less recovery makes Bang's throw an extremely good alternative to his command throw. Always change up between both to make your opponent think. | The higher reward 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. | ||
}} | }} | ||
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{{MoveData | {{MoveData | ||
|image=BBCS_Bang_AirThrow.png | |image=BBCS_Bang_AirThrow.png | ||
|name=Air Throw | |name=Air Throw |caption=BEHIND ME!! | ||
|caption=BEHIND ME!! | |||
|data= | |data= | ||
{{ | {{AttackDataHeader-BBCF}} | ||
{{!}}- | |||
{{#lsth:BBCF/Bang Shishigami/Data|j.BC }} | |||
{{!}}- | |||
{{Description|7|text= | |||
*Hugs people out of the air and lets them slide across the ground | *Hugs people out of the air and lets them slide across the ground | ||
*Hitbox is unusually high above Bang | *Hitbox is unusually high above Bang | ||
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====== <font style="visibility:hidden" size="0">Counter Assault</font> ====== | ====== <font style="visibility:hidden" size="0">Counter Assault</font> ====== | ||
{{MoveData | {{MoveData | ||
|image=BBCS_Bang_5B.png | |image=BBCS_Bang_5B.png |caption=GET AWAY FROM ME | ||
|caption=GET AWAY FROM ME | |||
|name=Counter Assault | |name=Counter Assault | ||
|data= | |data= | ||
{{ | {{AttackDataHeader-BBCF}} | ||
{{!}}- | |||
{{#lsth:BBCF/Bang Shishigami/Data|6AB}} | |||
{{!}}- | |||
{{Description|7|text= | |||
*Bang's counterassault | *Bang's counterassault | ||
*Shares animation with 5B | *Shares animation with 5B | ||
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====== <font style="visibility:hidden" size="0">Crush Trigger</font> ====== | ====== <font style="visibility:hidden" size="0">Crush Trigger</font> ====== | ||
{{MoveData | {{MoveData | ||
|image=BBCP_Bang_CT.png | |image=BBCP_Bang_CT.png |caption=Wish it was better :< | ||
|caption=Wish it was better :< | |||
|name=Crush Trigger | |name=Crush Trigger | ||
|data= | |data= | ||
{{ | {{AttackDataHeader-BBCF|version=yes}} | ||
{{!}}- | |||
{{AttackVersion|name=Uncharged}} | |||
{{#lsth:BBCF/Bang Shishigami/Data|5AB}} | |||
{{!}}- | |||
{{AttackVersion|name=Charged}} | |||
{{#lsth:BBCF/Bang Shishigami/Data|5[AB]}} | |||
{{!}}- | |||
{{Description|8|text= | |||
*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 | ||
Line 675: | Line 660: | ||
Since it has low range, it's not really useful outside of the corner, however in the corner it becomes an okay option to catch your opponent off guard once in a while, just keep your opponents blocking habits in mind and watch out for Instant Barrier Block. | Since it has low range, it's not really useful outside of the corner, however in the corner it becomes an okay option to catch your opponent off guard once in a while, just keep your opponents blocking habits in mind and watch out for Instant Barrier Block. | ||
Can be used in several combos to get 1 more seal. | Can be used in several combos to get 1 more seal, extra damage or with bumper cancels to gain a +4 block advantage. | ||
}} | }} | ||
}} | }} | ||
<br clear | <br style="clear:both;"/> | ||
==Special Moves== | ==Special Moves== | ||
Line 690: | Line 675: | ||
|image=BBCS_Bang_VoidTempestKick.png | |image=BBCS_Bang_VoidTempestKick.png | ||
|name=Bang's Void Tempest Kick | |name=Bang's Void Tempest Kick | ||
|input=623C | |input=623C |caption= The Galaxy special | ||
|caption= The Galaxy special | |||
|data= | |data= | ||
{{ | {{AttackDataHeader-BBCF}} | ||
{{!}}- | |||
{{#lsth:BBCF/Bang Shishigami/Data|623C}} | |||
{{!}}- | |||
{{Description|7|text= | |||
*100% Minimum damage | |||
*Grounded command throw. | |||
*Preforms a Hug and does a Bang's Style Custom Izuna Drop aka Bang Drop | *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 | *Has an extremly strong anti roll oki forcing people to usually quick tech | ||
Line 707: | Line 694: | ||
Works extremely 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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|image=BBCS_Bang_VoidTempestKickEX.png | |image=BBCS_Bang_VoidTempestKickEX.png | ||
|name=Bang's Void Tempest Kick EX | |name=Bang's Void Tempest Kick EX | ||
|input=j.623C | |input=j.623C |caption= BANGU KNACKURUS!!!!! | ||
|caption= BANGU KNACKURUS!!!!! | |||
|data= | |data= | ||
{{ | {{AttackDataHeader-BBCF}} | ||
{{!}}- | |||
{{#lsth:BBCF/Bang Shishigami/Data|j.623C}} | |||
{{!}}- | |||
{{Description|7|text= | |||
*100% Minimum damage | |||
*Air to Air command throw. | |||
*Preforms a Hug and does a Bang's Style Custom Izuna Drop EX aka Bang Drop EX | *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 | ||
Line 739: | Line 727: | ||
|image=BBCS_Bang_SuperCrash.png | |image=BBCS_Bang_SuperCrash.png | ||
|name=Bang's Unstoppable Double Palm Thrust | |name=Bang's Unstoppable Double Palm Thrust | ||
|input=623B | |input=623B |caption=We still call this "Phoenix Crash" even though it's a Tiger. I don't know why. | ||
|caption=We still call this "Phoenix Crash" even though it's a | |||
|data= | |data= | ||
{{ | {{AttackDataHeader-BBCF}} | ||
{{!}}- | |||
{{#lsth:BBCF/Bang Shishigami/Data|623B}} | |||
{{!}}- | |||
*Bang does a double palm thrust, with the flames taking shape of a | {{Description|7|text= | ||
*Bang does a double palm thrust, with the flames taking shape of a Tiger. | |||
*Causes a wall bounce on CH, as well as during FRKZ. | *Causes a wall bounce on CH, as well as during FRKZ. | ||
*Ground slides on normal hit | *Ground slides on normal hit | ||
Line 753: | Line 741: | ||
*A combo staple of Bang. | *A combo staple of Bang. | ||
Mostly used as combo and pressure tool to end your blockstrings making 2C and 5D safe. | Mostly used as combo and pressure tool to end your blockstrings making 2C and 5D safe. | ||
}} | }} | ||
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|image=BBCS_Bang_HeavenlyPhoenix.png | |image=BBCS_Bang_HeavenlyPhoenix.png | ||
|name=Bang's Heavenly Double Palm Thrust | |name=Bang's Heavenly Double Palm Thrust | ||
|input=j.623B | |input=j.623B |caption= R.I.P Dora Special | ||
|caption= R.I.P Dora Special | |||
|data= | |data= | ||
{{ | {{AttackDataHeader-BBCF}} | ||
{{!}}- | |||
{{#lsth:BBCF/Bang Shishigami/Data|j.623B}} | |||
{{!}}- | |||
{{Description|7|text= | |||
*Bang does a double palm thrust in the air, with the fire taking form of a Phoenix. | *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. | *Only wallbounces in the corner on Counter Hit, but wallbounces both midscreen and in the corner in FRKZ. | ||
Line 784: | Line 771: | ||
====== <font style="visibility:hidden" size="0">Bang-style Shuriken</font> ====== | ====== <font style="visibility:hidden" size="0">Bang-style Shuriken</font> ====== | ||
{{MoveData | {{MoveData | ||
|image=BBCS_Bang_ShurikenThrow.png | |image=BBCS_Bang_ShurikenThrow.png |caption=BANG STYLE SHURIKEN! | ||
|caption=BANG STYLE SHURIKEN! | |image2=BBCS_Bang_ANail.png |caption2=A Nail (poison) | ||
|image2=BBCS_Bang_ANail.png | |image3=BBCS_Bang_BNail.png |caption3=B Nail (explosion) | ||
|caption2=A Nail (poison) | |image4=BBCS_Bang_CNail.png |caption4=C Nail (web) | ||
|image3=BBCS_Bang_BNail.png | |image5=BBCS_Bang_DNail.png |caption5=D Nail(s) | ||
|caption3=B Nail (explosion) | |||
|image4=BBCS_Bang_CNail.png | |||
|caption4=C Nail (web) | |||
|image5=BBCS_Bang_DNail.png | |||
|caption5=D Nail(s) | |||
|name=Bang-style Shuriken | |name=Bang-style Shuriken | ||
|input=j.236A/B/C/D | |input=j.236A/B/C/D | ||
|data= | |data= | ||
{{ | {{AttackDataHeader-BBCF}} | ||
{{!}}- | |||
{{AttackVersion|name=A Version}} | |||
{{#lsth:BBCF/Bang Shishigami/Data|j.236A}} | |||
{{!}}- | |||
{{Description|8|text= | |||
*Consumes 1 nail | *Consumes 1 nail | ||
*Travels in a high angle | *Travels in a high angle | ||
Line 816: | Line 799: | ||
It is useful in mid to long range neutral game as it travels pretty far and can be used to get in due to its start up and able to conserve air momentum (nail glide) or used with B nail. | It is useful in mid to long range neutral game as it travels pretty far and can be used to get in due to its start up and able to conserve air momentum (nail glide) or used with B nail. | ||
}} | }} | ||
{{AttackVersion|name=A+D Version}} | |||
{{#lsth:BBCF/Bang Shishigami/Data|j.236AD}} | |||
{{!}}- | |||
{{Description|8|text= | |||
*Consumes 3 nails | *Consumes 3 nails | ||
*Ends air momentum | *Ends air momentum | ||
Line 830: | Line 811: | ||
Note that each A+D version throws 3 nails simultaneously and throws them in a completely differently angle higher than D version (middle nail is more like A nail's trajectory). | Note that each A+D version throws 3 nails simultaneously and throws them in a completely differently angle higher than D version (middle nail is more like A nail's trajectory). | ||
}} | }} | ||
{{AttackVersion|name=B Version}} | |||
{{#lsth:BBCF/Bang Shishigami/Data|j.236B}} | |||
{{!}}- | |||
{{Description|8|text= | |||
*Consumes 1 nail | *Consumes 1 nail | ||
*Travels in a medium angle | *Travels in a medium angle | ||
Line 848: | Line 827: | ||
Used in close to mid neutral game and can be nail glided and combined with A nail. Note that several characters can duck under the explosion and still beat you out, when approaching recklessly. | Used in close to mid neutral game and can be nail glided and combined with A nail. Note that several characters can duck under the explosion and still beat you out, when approaching recklessly. | ||
}} | }} | ||
{{AttackVersion|name=B+D Version}} | |||
{{#lsth:BBCF/Bang Shishigami/Data|j.236BD}} | |||
{{!}}- | |||
{{Description|8|text= | |||
*Consumes 3 nails | *Consumes 3 nails | ||
*Ends air momentum | *Ends air momentum | ||
Line 862: | Line 839: | ||
Note that each B+D version throws 3 nails simultaneously and throws them in a completely differently angle but higher than A+D. | Note that each B+D version throws 3 nails simultaneously and throws them in a completely differently angle but higher than A+D. | ||
}} | }} | ||
{{AttackVersion|name=C Version}} | |||
{{#lsth:BBCF/Bang Shishigami/Data|j.236C}} | |||
{{!}}- | |||
{{Description|8|text= | |||
*Consumes 1 nail | *Consumes 1 nail | ||
*Travels in a low angle | *Travels in a low angle | ||
Line 880: | Line 855: | ||
Its P2 got slightly better and is used to either get seals, setup, easy air to ground conversion or damage. | Its P2 got slightly better and is used to either get seals, setup, easy air to ground conversion or damage. | ||
}} | }} | ||
{{AttackVersion|name=C+D Version}} | |||
{{#lsth:BBCF/Bang Shishigami/Data|j.236CD}} | |||
{{!}}- | |||
{{Description|8|text= | |||
*Consumes 3 nails | *Consumes 3 nails | ||
*Ends air momentum | *Ends air momentum | ||
Line 894: | Line 867: | ||
Note that each C+D version throws 3 nails simultaneously and throws them in a similar angle as D version. | Note that each C+D version throws 3 nails simultaneously and throws them in a similar angle as D version. | ||
}} | }} | ||
{{AttackVersion|name=D Version}} | |||
{{#lsth:BBCF/Bang Shishigami/Data|j.236D}} | |||
{{!}}- | |||
{{Description|8|text= | |||
*Consumes 3 nails | *Consumes 3 nails | ||
*Travels in all 3 angles simultaneously | *Travels in all 3 angles simultaneously | ||
Line 917: | Line 888: | ||
|image2=BBCS_Bang_Umbrella.png | |image2=BBCS_Bang_Umbrella.png | ||
|name=Bang's Steel Rain | |name=Bang's Steel Rain | ||
|input=632146B | |input=632146B |caption=It got buffed... STILL doesn't see much use though. | ||
|caption=It got buffed... STILL doesn't see much use though. | |||
|data= | |data= | ||
{{ | {{AttackDataHeader-BBCF}} | ||
{{!}}- | |||
{{#lsth:BBCF/Bang Shishigami/Data|632146B}} | |||
{{!}}- | |||
{{Description|7|text= | |||
*Consumes 1 nail when umbrella is pulled out and 1 nail per 30(?) frames as it rains | *Consumes 1 nail when umbrella is pulled out and 1 nail per 30(?) frames as it rains | ||
*It rains for 120(?) which makes the total cost for umbrella is 4 nails (The first nail it consumes is also used for the first interval of the rain) | *It rains for 120(?) which makes the total cost for umbrella is 4 nails (The first nail it consumes is also used for the first interval of the rain) | ||
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|image=BBCP_Bang_FlamingAirAttack.png | |image=BBCP_Bang_FlamingAirAttack.png | ||
|name=Flaming Air Attack | |name=Flaming Air Attack | ||
|input=j.22A | |input=j.22A |caption=No more minimum height. Nothing will stop us now. | ||
|caption=No more minimum height. Nothing will stop us now. | |||
|data= | |data= | ||
{{ | {{AttackDataHeader-BBCF}} | ||
{{!}}- | |||
{{#lsth:BBCF/Bang Shishigami/Data|j.22A}} | |||
{{!}}- | |||
{{Description|7|text= | |||
*Bang uses his scarf to float while in the air | *Bang uses his scarf to float while in the air | ||
*Can cancel to almost any action on frame 9 | *Can cancel to almost any action on frame 9 | ||
Line 974: | Line 941: | ||
====== <font style="visibility:hidden" size="0">Set Nail/Bumpers</font> ====== | ====== <font style="visibility:hidden" size="0">Set Nail/Bumpers</font> ====== | ||
{{MoveData | {{MoveData | ||
|image=BBCS_Bang_NailSet.png | |image=BBCS_Bang_NailSet.png |caption=A gimmick turned God. | ||
|caption=A gimmick turned God. | |image2=BBCF_Bang_NailSetDiagramGround.png |caption2=Ground | ||
|image2=BBCF_Bang_NailSetDiagramGround.png | |image3=BBCF_Bang_NailSetDiagramAir.png |caption3=Air | ||
|caption2=Ground | |||
|image3=BBCF_Bang_NailSetDiagramAir.png | |||
|caption3=Air | |||
|name=Set Nail/Bumpers | |name=Set Nail/Bumpers | ||
|input=214A/B/C/D air OK | |input=214A/B/C/D air OK | ||
|data= | |data= | ||
{{ | {{AttackDataHeader-BBCF|version=yes}} | ||
{{!}}- | |||
{{#lsth:BBCF/Bang Shishigami/Data|214A/B/C/D}} | |||
{{!}}- | |||
{{Description|8|text= | |||
*Bang swings his hand and puts a nail in the air | *Bang swings his hand and puts a nail in the air | ||
*Costs 1 Nail | *Costs 1 Nail | ||
Line 1,006: | Line 969: | ||
While the other versions are less used, they also have good mixup and combo options. They are also way easier to control, compared to the D Setnail. | While the other versions are less used, they also have good mixup and combo options. They are also way easier to control, compared to the D Setnail. | ||
}} | }} | ||
{{AttackVersion|name=Air}} | |||
{{#lsth:BBCF/Bang Shishigami/Data|j.214A/B/C/D}} | |||
{{!}}- | |||
{{Description|8|text= | |||
*See Above | *See Above | ||
*All Versions need to be touched in the air | *All Versions need to be touched in the air | ||
Line 1,024: | Line 983: | ||
}} | }} | ||
====== ====== | ====== <font style="visibility:hidden" size="0">Nail Dash</font> ====== | ||
{{MoveData | {{MoveData | ||
|name=Nail Dash | |name=Nail Dash | ||
|image=BBCS_Bang_NailDash.png | |image=BBCS_Bang_NailDash.png | ||
|input=Any direction off Set Nail | |input=Any direction off Set Nail |caption=SHINOBI! | ||
|caption=SHINOBI! | |||
|data= | |data= | ||
{{ | {{AttackDataHeader-BBCF}} | ||
{{!}}- | |||
{{#lsth:BBCF/Bang Shishigami/Data|Nail Dash}} | |||
{{!}}- | |||
{{Description|7|text= | |||
*Bang does a similar dash like during FRKZ | *Bang does a similar dash like during FRKZ | ||
*Has a small amount of invul allowing to dodge reversals easily | *Has a small amount of invul allowing to dodge reversals easily | ||
*Has unique properties compared to FRKZ dashes | *Has unique properties compared to FRKZ dashes | ||
*Recovery can be cancelled early into Normal, Specials and Barrier | *Recovery can be cancelled early into Normal, Specials and Barrier | ||
*Air to ground dashes have no landing recovery making Bang recover as soon as he lands | |||
}} | }} | ||
}} | }} | ||
====== ====== | ====== <font style="visibility:hidden" size="0">FuRinKaZan Dash</font> ====== | ||
{{MoveData | {{MoveData | ||
|name=FuRinKaZan Dash | |name=FuRinKaZan Dash | ||
|image=BBCS_Bang_NailDash.png | |image=BBCS_Bang_NailDash.png | ||
|input=Any direction during Overdrive | |input=Any direction during Overdrive |caption=Just believe justice! Seigi jōtō! Tamashī de! | ||
|caption=Just believe justice! Seigi jōtō! Tamashī de! | |||
|data= | |data= | ||
{{ | {{AttackDataHeader-BBCF}} | ||
{{!}}- | |||
{{#lsth:BBCF/Bang Shishigami/Data|FRKZ Dash}} | |||
{{!}}- | |||
{{Description|7|text= | |||
*During FRKZ Bang uses this omnidirectional dash as movement | *During FRKZ Bang uses this omnidirectional dash as movement | ||
*Can be cancelled into from everything that has a jump cancel, not mattering if it hit or got blocked | *Can be cancelled into from everything that has a jump cancel, not mattering if it hit or got blocked | ||
Line 1,093: | Line 1,030: | ||
Also, a weird property for FRKZ dashes that used to be in CPEX was that you can cancel the dash into a neutral normal. This is no longer available in CF, so bang is forced to go through the entire dash animation if you wanna do something like 6Dash > 5A. However, bang can still cancel his dashes into directional normals like 6A or 3C. | Also, a weird property for FRKZ dashes that used to be in CPEX was that you can cancel the dash into a neutral normal. This is no longer available in CF, so bang is forced to go through the entire dash animation if you wanna do something like 6Dash > 5A. However, bang can still cancel his dashes into directional normals like 6A or 3C. | ||
Line 1,099: | Line 1,035: | ||
}} | }} | ||
}} | }} | ||
<br clear | <br style="clear:both;"/> | ||
==Distortion Drives== | ==Distortion Drives== | ||
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|image=BBCS_Bang_Daifunka.png | |image=BBCS_Bang_Daifunka.png | ||
|name=Shishigami-style Secret Technique: "Fatal Eruption" / Daifunka | |name=Shishigami-style Secret Technique: "Fatal Eruption" / Daifunka | ||
|input=2363214C | |input=2363214C |caption=NEVER count out Daifunka. | ||
|caption=NEVER count out Daifunka. | |||
|data= | |data= | ||
{{ | {{AttackDataHeader-BBCF}} | ||
{{!}}- | |||
{{#lsth:BBCF/Bang Shishigami/Data|2363214C}} | |||
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{{Description|7|text= | |||
*Bang performs an Ranbu attack taking the opponent to the corner | *Bang performs an Ranbu attack taking the opponent to the corner | ||
*Most damaging super in combos | *Most damaging super in combos | ||
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Because the super has a lot of invul frames it can also be used to easily beat your opponent's Exceed Accel out. | Because the super has a lot of invul frames it can also be used to easily beat your opponent's Exceed Accel out. | ||
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|image=BBCS_Bang_Ashura.png | |image=BBCS_Bang_Ashura.png | ||
|name=Shishigami-style Technique: "Bang's Infinite Chaos-Fist of the Void" / Ashura | |name=Shishigami-style Technique: "Bang's Infinite Chaos-Fist of the Void" / Ashura | ||
|input=236236A | |input=236236A |caption=The DP Attack is the most reliable move in the game. Now ACTUALLY punishable. | ||
|caption=The DP Attack is the most reliable move in the game. Now ACTUALLY punishable. | |||
|data= | |data= | ||
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{{!}}- | |||
{{#lsth:BBCF/Bang Shishigami/Data|236236A}} | |||
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{{Description|7|text= | |||
*Bang creates a flame pillar and attacks with his trusty clone after it | *Bang creates a flame pillar and attacks with his trusty clone after it | ||
*Strikes a pose after the attack | *Strikes a pose after the attack | ||
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|image=BBCP_Bang_Shadowstep_Strike.png | |image=BBCP_Bang_Shadowstep_Strike.png | ||
|name=Ultra Technique:"Hyper Shadowstep Strike" | |name=Ultra Technique:"Hyper Shadowstep Strike" | ||
|input=236236D | |input=236236D |caption=I heard you like zoning... Would be a shame if I... invalidated it! | ||
|caption=I heard you like zoning... Would be a shame if I... invalidated it! | |||
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{{!}}- | |||
{{AttackVersion|name=vs. Grounded Opponent}} | |||
{{#lsth:BBCF/Bang Shishigami/Data|236236D vs Ground}} | |||
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{{AttackVersion|name=vs. Airborne Opponent}} | |||
{{#lsth:BBCF/Bang Shishigami/Data|236236D vs Air}} | |||
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{{Description|8|text= | |||
*Bang stops before disappearing, reappearing behind his opponent to lay down a series of flashy attacks. | *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. | *Invuln only lasts until after the superflash, where Bang is right next to the opponent, almost inside of them. | ||
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*Does 15% minimum damage. Last two hits in Overdrive do 100% Minimum Damage | *Does 15% minimum damage. Last two hits in Overdrive do 100% Minimum Damage | ||
*Can only be used once Bang obtains all 4 seals from his drive. | *Can only be used once Bang obtains all 4 seals from his drive. | ||
*In 2.0, ground version now catches | *In 2.0, ground version now catches jumping and landing that occurs before superflash. Can still be jumped on reaction to avoid it. | ||
Bang's command grab super that he gets after he obtains all 4 seals from his drive. He automatically tracks the opponents location and after the superflash, warps directly to where they were during the superflash and proceeds to grab them. Since this move always crosses up the opponent, it can sometimes cause the opponent to attack the wrong way, giving Bang a free chance to grab them. | Bang's command grab super that he gets after he obtains all 4 seals from his drive. He automatically tracks the opponents location and after the superflash, warps directly to where they were during the superflash and proceeds to grab them. Since this move always crosses up the opponent, it can sometimes cause the opponent to attack the wrong way, giving Bang a free chance to grab them. | ||
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==Exceed Accel== | ==Exceed Accel== | ||
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|image=BBCF_Bang_ExceedAccel.png | |image=BBCF_Bang_ExceedAccel.png | ||
|name=Bang's Dancing Petal Storm | |name=Bang's Dancing Petal Storm | ||
|input=A+B+C+D during Overdrive | |input=A+B+C+D during Overdrive |caption=Throw the Shurikens. Throw the Kunai. Throw the Nails. BOMB THIS BOI!! Don't expect Oki though. | ||
|caption=Throw the Shurikens. Throw the Kunai. Throw the Nails. BOMB THIS BOI!! Don't expect Oki though. | |||
remember when Kageyama sang the song for FRKZ? | |||
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{{Description|7|text= | |||
*Does not cost heat, but immediately ends Overdrive if used. | *Does not cost heat, but immediately ends Overdrive if used. | ||
*Becomes stronger and flashier in Active Flow | *Becomes stronger and flashier in Active Flow | ||
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==Astral Heat== | ==Astral Heat== | ||
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|input=j.6321463214D | |input=j.6321463214D | ||
|image2=BBCS_Bang_AstralAnimation.png | |image2=BBCS_Bang_AstralAnimation.png | ||
|image3=BBCS_Bang_AstralFinishPose.png | |image3=BBCS_Bang_AstralFinishPose.png |caption= SUUUUUUPPAAAHHHHHHHHHH!!!! BAAAAAAAANNNNNGGGGGGG!!!!!! |caption2="ENJOY YOUR STAY IN THE DEPTHS OF HELL!!!" |caption3="I AM... JUSTICE!" | ||
|caption= SUUUUUUPPAAAHHHHHHHHHH!!!! BAAAAAAAANNNNNGGGGGGG!!!!!! | |||
|caption2="ENJOY YOUR STAY IN THE DEPTHS OF HELL!!!" | |||
|caption3="I AM... JUSTICE!" | |||
|data= | |data= | ||
{{ | {{AttackDataHeader-BBCF}} | ||
{{!}}- | |||
{{#lsth:BBCF/Bang Shishigami/Data|Astral}} | |||
{{!}}- | |||
{{Description|7|text= | |||
*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, as well as be on match point. | *Costs 100% Heat and opponent needs to have less then 35% HP remaining, as well as be on match point. | ||
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==External References== | ==External References== | ||
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* [http://www.dustloop.com/forums/showthread.php?17447-CP-Bang-Video-Thread Character Video Thread] | * [http://www.dustloop.com/forums/showthread.php?17447-CP-Bang-Video-Thread Character Video Thread] | ||
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==Navigation== | |||
{{ | {{#lsth:BBCF/Bang Shishigami/Data|Links}} | ||
{{notice|To edit frame data, edit values in [[BBCF/Bang Shishigami/Data]]. Be sure to update both the <code>move</code> and the <code>move Full</code> sections. One is shown on the character page, while the other is shown on the frame data page.}} | |||
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{{Navbar-BBCF}} | {{Navbar-BBCF}} | ||
[[Category:BlazBlue]] | [[Category:BlazBlue: Central Fiction]][[Category:Bang Shishigami]] | ||
[[Category: |
Revision as of 01:09, 29 May 2019
Bang Shishigami |
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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.
Bang is a rushdown character with lots of diffrent tools. His great mobility, nails and drives give him great options in neutral allowing him to force himself in to pressure. With Bumpers and FRKZ, Bang has hard to react and rewarding mixup, but when compared to other strong characters, Bang's oki is rather weak, making him depend upon reads on your opponents wakeup options.
Overall, Bang is easy to pick up, but if you want to become great with him, you are in for a harsh ride that will require good execution, reactions and a lot of creativity.
Drive: Burning Heart
Bang's Drive is called "Burning Heart". Drive attacks 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. New in CF, Bang can now perform the "Secret Technique: Bang's Pulverizing Blast Jutsu" during auto-guard, by pressing D again, creating a big explosion that allows Bang to go for a damaging combo when hitting the opponent, or to simply disengage.
When any of the "D" attacks hits your opponent, an icon in the "Fu-Rin-Ka-Zan" Gauge will light up, gaining a 20% damage increase for that respected drive. If all seals are lit up, all drive moves gain an extra 25% damage increase and unlock his Distortion Drive: Hurricane Fury.
Overdrive: FuRinKaZan (FRKZ)
FuRinKaZan, previously a Distortion Drive, is now Bang's Overdrive. It offers similar properties as before where Bang loses the ability to block (however he still has the ability to Barrier Block) in exchange for very strong movement options. He gains 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 and his drives have almost as much hitstun as on counter hit. Generally used to close out a round, it isn't used very often in neutral due to its relative short period duration compared to previous iterations. Within blockstrings, the ability to special cancel most of Bang's normals make this very strong for mixup. Bang's Overdrive can be buffed further by gaining each different seals.
During Overdrive, any currently lit seal gives the following buff:
- 5D = Fu - Gives 4 Airdashes in FRKZ and Allows Bang to dash through characters in FRKZ.
- 6D = Rin - Gives Bang projectile invulnerable dashes that look like teleports in FRKZ.
- j.D = Ka - Gives Bang a 20% Damage boost to every attack in FRKZ.
- 2D = Zan - Makes all Drives full guardpoint in FRKZ, allows Bang to block whilst dashing, and guardpoints can block unblockable attacks.
When Bang activates his overdrive below 35% HP, the old FRKZ super animation plays during the activation. Although this is simply cosmetic, any system timer (meter/barrier gain or cooldown) will still be active during the animation and any jump momentum done prior to OD activation will be canceled.
Strengths/Weaknesses
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Notes
- Still a work in progress. ~ GreekAscendedDust
Normal Moves
5A
5A |
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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 |
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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 |
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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 |
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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 |
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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 |
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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 |
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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. New to 2.0 is the ability for Bang to go into 5B, as well as do something like 5B > 6A > 5B > 6A, giving him a lot more options. However, the caveat for this is that Bang can only use 6A twice in a blockstring (similar to 5B/2B). Also can be used to OTG grounded opponents by chaining into 5B for an aerial combo, this and the rather low recovery allows 6A to be a great normal to catch no tech or rolls in the corner. |
6B
6B |
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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 |
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Since 6C whiffs against crouching opponents, you can't afford using this normal in neutral or pressure, making it a pure combo tool unless your opponent makes a mistake you can punish. However as combo tool, the launch on hit makes it Bang's strongest and best combo tool against a standing opponent. Since you get will get punished when you whiff 6C make 100% sure the opponent is NOT CROUCHING before doing it. In 2.0, it gains a fatal counter property, which means 6C can now have access to some deadly routes. Currently Bang's strongest combo starter in the corner. |
3C
3C |
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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. Great Punishstarter vs DPs where 6C is not relyable enough (Jin DP as example.) 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. In 2.0, this normal received a slight hitbox buff, thus allowing 3C loops to be universal against all of the cast, but combos from it vary slightly from character to character now, as well as it on fatal reverting to what it was prior to CF, meaning it now causes a hard knockdown on fatal, giving Bang access to his damaging CPEX routes once again... or at the very least, cute new routes that don't require him to microdash 5A/5B in order to pick up on in very specific distances. MORE CONSISTENCY! |
j.A
j.A |
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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 |
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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 j.22a 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 |
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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 |
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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 |
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This air normal is mostly used as jumpin or to end your combos. It is also used during IAD j.C combos as hitting j.2C at a certain time can allow Bang to fall down and pick up with 5A 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 and also tricky to land on small hurtboxes 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 Technique: 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.
- In 2.0, they all received a proration buff meaning they do more damage.
5D
5D |
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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. In 2.0, 5D received a hitbox buff, with it's lower hitbox now actually low enough for it to OTG the entire cast instead of specific characters, giving it much better versatility in combos and making routes more consistent. |
2D
2D |
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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. Just like 5D, in 2.0, 2D received a hitbox buff, the same way 5D did, meaning that 2D can now reliably OTG the entire cast instead of very specific characters, giving it much better versatility in combos. Also, its CH launch property is the same height as regular version. |
6D
6D |
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6D is the only frame 1 guardpoint move Bang has. 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 |
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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 |
Template:AttackDataHeader-BBCF 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 | Template:AttackDataHeader-BBCF |
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Air Throw
Air Throw | Template:AttackDataHeader-BBCF |
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Counter Assault
Counter Assault | Template:AttackDataHeader-BBCF |
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Crush Trigger
Crush Trigger | Template:AttackDataHeader-BBCF |
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Special Moves
- Bang starts with 12 nails in stock which only renews in every beginning of a round.
- Throwing nails, placing bumpers and summoning umbrella will all cost a certain amount of nails.
- Special that requires nails will still do the animation if he has none in stock, however it will produce no active frames so please be careful.
- If Bang has less nails than the cost, the special will still be performed but with either less nails or less summoning time for the umbrella.
Bang's Void Tempest Kick
Bang's Void Tempest Kick 623C |
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Bang's command throw can't be teched, however if your opponent guesses right on the command throw you will get punished 100% of the time. A bit weak to barrier since you can't connect a tick throw unless you have some dash momentum. Also careful when using as meaty since wakeup OD usually makes it whiff and gives opponent enough time to land a strong starter. The oki on the command throw leaves Bang in a good position to do 2A instantly and gives him a bluebeat when the opponent doesn't tech. This forces them to tech instantly making it extremly easy to do another meaty command throw or other mixup. Works extremely well with the D Bumper in the corner, allowing for strong meterless combos. |
Bang's Void Tempest Kick EX
Bang's Void Tempest Kick EX j.623C |
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An aerial version of Bangs command grab that is as fast as both his j.A 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 |
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Mostly used as combo and pressure tool to end your blockstrings making 2C and 5D safe. |
Bang's Heavenly Double Palm Thrust
Bang's Heavenly Double Palm Thrust j.623B |
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Really important combo tool to extend or end your combos cause of the wallstick and huge corner carry. Since the wallbounce on CH got removed, using it as neutral tool is not really worth it anymore. In 2.0, this move received a hitbox buff, extending the hitbox inwards so Bang can consistently hit this move on more of the cast. |
Bang-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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Umbrella got buffed again as it now tracks the opponent and can be special canceled. It still has a slow start up but it can be used to setup command grab super traps if done correctly. Also, should be noted if the opponent is beyond 3/4 of the screen, Bang will throw the umbrella at 3/4 of the screen and then it will keep tracking them past that. |
Flaming Air Attack
Flaming Air Attack j.22A |
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Bang's float is a very strong tool in general and got buffed as it does not consume all your remaining air options. As a neutral tool, it can be cancel from any Bang-style Shuriken (except +D versions) which can be useful to spam the same nail type. It can be used to bait anti airs as it stops your falling momentum and with combination with C nail, it can be used to punish them. For mix-up, it is used to repeat the same or different air move as it keeps your height on initial use, so for example j.2C > j.22A > j.2C can be done as a double overhead jumpin mixup. It could also be tked from a jump cancelable move to add another layer of mix up options like overheads with j.B, cross up if you let the float last longer and reset your mix-up options if you use D nails. It is used during combos due to its ability to keep Bang on the same height which opens up new combo path with either 6C or j.C. It should be noted that during OD, FRKZ dashes can't be canceled from float. You need to press either A, B or C to dash after a float. In 2.0, the minimum height restriction for J22A has been completely removed, allowing Bang to TK J22A at much lower heights, effectively giving him access to better pressure options, better confirms, just generally much better over all. This buff is arguably his greatest buff, seeing as it opens up a plethora of options for him now. |
Set Nail/Bumpers
Set Nail/Bumpers 214A/B/C/D air OK |
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Nail Dash
Nail Dash Any direction off Set Nail |
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FuRinKaZan Dash
FuRinKaZan Dash Any direction during Overdrive |
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The FRKZ dashes is what makes Bang's overdrive, Bang gains damage and insane mixup. Always check your Fu and Rin seals during overdrive activation so you know what you have to work with. Using the dashes during pressure allows Bang to easily create extremely hard to block mixups, the key is to be creative with your approaches like doing 2B>9dash>j.2C>4dash>j.2C. Keep in mind that strings like these are vulnerable to reversals. While the dash is powerful it's also is hard to control, so try not to get into neutral during overdrive, since opponents will mostly get high in the air and press a lot of buttons making it really hard for you to get in without getting hit and even if you somehow manage to hit them it's really hard to confirm into a proper combo. When you have the 6D(Rin) seal overdrive can be used to beat out several strings from characters that use projectiles to pressure you. Also, a weird property for FRKZ dashes that used to be in CPEX was that you can cancel the dash into a neutral normal. This is no longer available in CF, so bang is forced to go through the entire dash animation if you wanna do something like 6Dash > 5A. However, bang can still cancel his dashes into directional normals like 6A or 3C. |
Distortion Drives
Shishigami-style Secret Technique: "Fatal Eruption" / Daifunka
Shishigami-style Secret Technique: "Fatal Eruption" / Daifunka 2363214C |
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Great super that can be used to add more damage or for fullscreen corner carry during combos. It's greater range then Ashura makes it a decent reversals, however the longer startup might be too slow to punish the opponent for every normal. Only use it if you think your opponent will do something that doesn't recover in time. Because the super has a lot of invul frames it can also be used to easily beat your opponent's Exceed Accel out. |
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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Since the super is really easy to punish now, you need to use it with more care. It's still a great reversal beating your opponents meaties and punishing the gaps in their pressure. The fast start up also allows Bang to use it at spots where Daifunka wouldn't work, adding more damage to your combos. |
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
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