BBCF/Bang Shishigami: Difference between revisions

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*Throws out a jab IN THE AIR.
*Throws out a jab IN THE AIR.
*Followup normal J.AA comes out in 5 frames
*Followup normal J.AA comes out in 5 frames
*Can chain into itself indefinitely
*Can chain into itself indefinitely ON HIT/BLOCK
*Reliable situational anti air and air to air poke
*Reliable situational anti air and air to air poke
*Is used to shorten airdash recovery time to barrier earlier.
*Is used to shorten airdash recovery time to barrier earlier.
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*[[BBCF/Bang_Shishigami/Frame_Data#Revolver_Action_Table|Gatling Options]]:j.C, j.2C, j.D
*[[BBCF/Bang_Shishigami/Frame_Data#Revolver_Action_Table|Gatling Options]]:j.C, j.2C, j.D


J.B will be commonly used by many as a combo tool as well as to poke and confirm hits. It also has its uses after TK j22a on the opponent’s wakeup. J.B may not lead to the highest damage of combos; however it is a decent starter. And very useful during neutral. You can challenge opponents air-to-air. With how much space J.B covers, you can confirm into many options.
J.B will be commonly used by many as a combo tool as well as to poke and confirm hits. It also has its uses after TK j22a on the opponent’s wakeup. J.B may not lead to the highest damage of combos; however it is a decent starter, and very useful during neutral. You can challenge opponents air-to-air, and with how much space J.B covers, you can confirm into many options.


}}
}}
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{{MoveData
{{MoveData
|image=BBCS_Bang_j4B.png
|image=BBCS_Bang_j4B.png
|caption=Crossup kick
|caption=Or as KoF players would call it, THE TACO!!
|name=j.4B
|name=j.4B
|data=
|data=
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*Only hits behind Bang, making it a crossup tool
*Only hits behind Bang, making it a crossup tool
*Has a little bit of vaccum on hit/block
*Has a little bit of vaccum on hit/block
*Extends hurtbox before hitbox becomes active.


Mainly cause the hitbox of this normal only hits behind of Bang, it's mostly used as crossup.  
Mainly cause the hitbox of this normal only hits behind of Bang, it's mostly used as crossup.


Cause the lacking hitbox on the front this normal is weak to cross under dashes or backdashes, so use it with care.
Because the lacking hitbox on the front this normal is weak to cross under dashes or backdashes, so use it with care.  It can also be subjected to getting grabbed or tagged whilst behind the opponent due to Bang's hurtbox extending before the actual move becomes active.
}}
}}
}}
}}
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|image=BBCS_Bang_GroundThrow.png
|image=BBCS_Bang_GroundThrow.png
|name=Ground Throw
|name=Ground Throw
|caption=
|caption=Bang was a fan of Nero's Dash taunt, I see...
|data=
|data=
  {{AttackData-BBCF
  {{AttackData-BBCF
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  |hitbox=bang/groundThrow
  |hitbox=bang/groundThrow
  |description=
  |description=
*Bang's throw
*Bang disappears before appearing again, drop kicking his opponent.
*Does a wallbounce and leaves Bang in the air for airborne actions
*Does a wallbounce and leaves Bang in the air for airborne actions
*When against the corner the wallbounce becomes a slide  
*When against the corner the wallbounce becomes a slide
Overall Bang's throw has a really good reward allowing him to build 4 seals or fullscreen corner carry while still doing a good chunck of damage.
*Can be airdash cancelled or special cancelled during recovery.


The higher damage and less recovery makes Bang's throw an extremly good alternative to his commandthrow, always change up between both to make your opponent think.
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.
  }}
  }}
  {{AttackData-BBCF
  {{AttackData-BBCF
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  |cancel=-, R, SOR
  |cancel=-, R, SOR
  |guard=-
  |guard=-
  |startup=8
  |startup=7
  |active=3
  |active=3
  |recovery=15
  |recovery=15
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*Bang inhales and spits fire, Naruto Style
*Bang inhales and spits fire, Naruto Style
*Not a lot of range for a crush trigger
*Not a lot of range for a crush trigger
*Launcher high up in the air on hit
*Launches high up in the air on air hit, causes crumple on grounded hit.
Since the low range it's not really useful outside of the corner, however in the corner it becomes an okay option to catch your opponent offguard once in a while, just keep your opponents blocking habbits in mind and watch out for Instant Barrier Block.  
Since 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.
Line 850: Line 855:


==Special Moves==
==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.
====== <font style="visibility:hidden" size="0">Bang's Void Tempest Kick</font> ======
====== <font style="visibility:hidden" size="0">Bang's Void Tempest Kick</font> ======
{{MoveData
{{MoveData
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*Has an extremly strong anti roll oki forcing people to usually quick tech
*Has an extremly strong anti roll oki forcing people to usually quick tech
*Works good in combination of D Setnail.
*Works good in combination of D Setnail.
Bang's commandthrow can't be tech'd, however if your opponent guesses right on the command throw you will get punished 100% of the time. A bit weak to barrier since you can't connect a tick throw unless you have some dash momentum. Also careful when using as meaty since wakeup OD usually makes it whiff and gives opponent enough time to land a strong starter.
*Instantly Halts Bangs momentum upon use.


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.
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.


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




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|name=Bang's Void Tempest Kick EX
|name=Bang's Void Tempest Kick EX
|input=j.623C
|input=j.623C
|caption= BANGU KNACKULS!!!!!
|caption= BANGU KNACKURUS!!!!!
|data=
|data=
  {{AttackData-BBCF
  {{AttackData-BBCF
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  |hitbox=bang/j.623C
  |hitbox=bang/j.623C
  |description=
  |description=
*Air commandthrow
*Preforms a Hug and does a Bang's Style Custom Izuna Drop EX aka Bang Drop EX
*Can continue to combo on hit
*Can continue to combo on hit
*CH forces knockdown, allowing for alternative combo routes
*CH forces knockdown, allowing for alternative combo routes
In CF this throw got extremly buffed and is actually useful, since it doesn't leave the opponent in the air anymore and gives Bang enought time to combo after it.
*Used as a preemptive anti air, an alternative to his normal air grab or even his J.A
*Still keeps momentum upon use, making it useful for throw combos.


Decent reward midscreen and huge rewarding in the corner combowise.
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.


You can combo it into ashura to do an unburstable combo.
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.
 
CH forces knockdown,allowing for diffrent combos midscreen, not as useful in the corner tho.
}}
}}
}}
}}
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|name=Bang's Unstoppable Double Palm Thrust
|name=Bang's Unstoppable Double Palm Thrust
|input=623B
|input=623B
|caption=
|caption=Solgaleo existed before Solgaleo was even a thing!  He IS the Legendary Pokemon...
|data=
|data=
  {{AttackData-BBCF
  {{AttackData-BBCF
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  |hitbox=bang/623B
  |hitbox=bang/623B
  |description=
  |description=
*CH causes wall bounce
*Bang does a double palm thrust, with the flames taking shape of a Lion.
*Causes a wall bounce on CH, as well as during FRKZ.
*Ground slides on normal hit
*Pushes back on blockstun, making it a good pressure string ender if spaced properly
*Counted separately from Bang's Heavenly Double Palm Thrust for combo scaling purposes.
*A combo staple of Bang.
Mostly used as combo and pressure tool to end your blockstrings making 2C and 5D safe.
 


Follow the [[Help:Writing_Character_Pages]] guidelines
}}
}}
}}
}}
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  |hitbox=bang/j.623B
  |hitbox=bang/j.623B
  |description=
  |description=
*List what the move is used for
*Bang does a double palm thrust in the air, with the fire taking form of a Phoenix.
*List interesting properties in bullet points like invul, floating opponents on CH, etc.
*Only wallbounces in the corner on Counter Hit, but wallbounces both midscreen and in the corner in FRKZ.
Follow the [[Help:Writing_Character_Pages]] guidelines
*Wallsticks in the corner.
*Counted separately from Bang's Unstoppable Double Palm Thrust for combo scaling purposes.
*A combo staple of Bang
Really important combo tool to extend or end your combos cause of the wallstick and huge corner carry.
 
Since the wallbounce on CH got removed, using it as neutral tool is not really worth it anymore.
 
 
}}
}}
}}
}}
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{{MoveData
{{MoveData
|image=BBCS_Bang_ShurikenThrow.png
|image=BBCS_Bang_ShurikenThrow.png
|caption=shuriken Special!
|caption=BANG STYLE SHURIKEN!
|image2=BBCS_Bang_ANail.png
|image2=BBCS_Bang_ANail.png
|caption2=A Nail (poison)
|caption2=A Nail (poison)
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  |version=A Version
  |version=A Version
  |damage=300
  |damage=300
  |cancel=R
  |cancel=RS*
  |guard=All
  |guard=All
  |startup=9
  |startup=9
  |active=-
  |active=Until G
  |recovery=23+9LT
  |recovery=Total 21+9LT
  |frameAdv=-
  |frameAdv=-
  |attribute=HBFPr
  |attribute=HBFPr
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  |hitbox=bang/j.236A
  |hitbox=bang/j.236A
  |description=
  |description=
*Consumes 1 nail
*Travels in a high angle
*Conserves air momentum
*Can special cancel into float or a different nail (including +D versions)
*Causes poison damage on hit which ticks for a 100 damage per 60 and does not scale
*Lasts 360 frames in total (600 damage)
*Poison ends if Bang gets hit
*Does not stack but resets its duration
*Poison effect does not kill if the opponent has 1 HP
*Useful in neutral and during combos
This is the key to Bang's overall damage for BBCF. It is necessary to learn how to use this tool properly to maximize Bang's performance during a round. This move got its P2, requires a microdashing 5A for midscreen combos and total poison nerfed (was 800) but got a buff where its poison effect ticks faster than before which makes it better for neutral game. It can be implemented in every IAD combo.
It is useful in somewhat 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.
  }}
  }}
  {{AttackData-BBCF
  {{AttackData-BBCF
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  |guard=All
  |guard=All
  |startup=20
  |startup=20
  |active=-
  |active=Until G
  |recovery=23+9LT
  |recovery=Until L+9
  |frameAdv=-
  |frameAdv=-
  |attribute=HBFPr
  |attribute=HBFPr
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  |hitbox=bang/j.236A
  |hitbox=bang/j.236A
  |description=
  |description=
*List what the move is used for
*Consumes 3 nails
*List interesting properties in bullet points like invul, floating opponents on CH, etc.
*Ends air momentum
Follow the [[Help:Writing_Character_Pages]] guidelines
*Same effect as its single version
*Does an extra back jump and ends all of Bang's action until landing (Puts Bang in CH state during it)
Not very useful in terms of tool as it consumes 3 of Bang's 12 nails so it is rarely used. It travels slightly further than regular version and can be used to poke people who are close to death. If you do any +D versions (basically A+D, B+D or C+D), you cannot do anything, besides rapid if hit, until you land. If you get hit while falling, it is a guaranteed counter hit.
 
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).
  }}
  }}
  {{AttackData-BBCF
  {{AttackData-BBCF
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  |version=B Version
  |version=B Version
  |damage=300x2
  |damage=300x2
  |cancel=R
  |cancel=RS*
  |guard=All
  |guard=All
  |startup=16
  |startup=9
  |active=til rebound (46)4
  |active=Until G + rebound (26) 3
  |recovery=36+9LT
  |recovery=Total 21+9L
  |frameAdv=-
  |frameAdv=-
  |attribute=HBFPr
  |attribute=HBFPr
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  |hitbox=bang/j.236B
  |hitbox=bang/j.236B
  |description=
  |description=
*Consumes 1 nail
*Travels in a medium angle
*Conserves air momentum
*Can special cancel into float or a different nail (including +D versions)
*It will bounce(direction of bounce) if it hits either the opponent(backward), ground(forward) or wall(downward)
*Once it bounces, the nail hitbox is gone and can bounce more than once.
*After bounce, it will always detonate in 26(?).
*Useful in neutral and during combos
The B nail got a buff where it regain its conserve momentum property from CS1 which has more applications in combos and okizeme, especially in the corner. Ending a corner combo with j.2C and then B nail will make your approach extremely strong and dangerous.
Used in close to mid neutral game and can be nail glided and combined with A nail.
  }}
  }}
  {{AttackData-BBCF
  {{AttackData-BBCF
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  |guard=All
  |guard=All
  |startup=20
  |startup=20
  |active=til rebound (46)4
  |active=Until G + rebound (26) 3
  |recovery=36+9LT
  |recovery=Until L+9
  |frameAdv=-
  |frameAdv=-
  |attribute=HBFPr
  |attribute=HBFPr
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  |hitbox=bang/j.236B
  |hitbox=bang/j.236B
  |description=
  |description=
*List what the move is used for
*Consumes 3 nails
*List interesting properties in bullet points like invul, floating opponents on CH, etc.
*Ends air momentum
Follow the [[Help:Writing_Character_Pages]] guidelines
*Same effect as its single version
*Does an extra back jump and ends all of Bang's action until landing (Puts Bang in CH state during it)
Similar to A+D Version where it isn't much useful in terms of tool and usefulness.
 
Note that each B+D version throws 3 nails simultaneously and throws them in a completely differently angle but higher than A+D.
  }}
  }}
  {{AttackData-BBCF
  {{AttackData-BBCF
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  |version=C Version
  |version=C Version
  |damage=300
  |damage=300
  |cancel=R
  |cancel=RS*
  |guard=All
  |guard=All
  |startup=18
  |startup=18
  |active=
  |active=Until G
  |recovery=landing + 9
  |recovery=Until L+9
  |frameAdv=-
  |frameAdv=-
  |attribute=HBFPr
  |attribute=HBFPr
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  |hitbox=bang/j.236C
  |hitbox=bang/j.236C
  |description=
  |description=
*Consumes 1 nail
*Travels in a low angle
*Ends air momentum
*Can special cancel into float or a different nail (including +D versions)
*Sticks the opponent in place for 60 and less if they are blocking
*Useful for baiting anti-airs and extending combos
This nail got an interesting buff where it does the web effect if the opponent block but the effect is short (around 1/3 or 1/2 of the effect). It is used to make your jumps in much safer when you know your opponent is below you and can catch anti airs if spaced properly.
Its P2 got slightly better and is used to either get seals, setup, easy air to ground conversion or damage.
  }}
  }}
  {{AttackData-BBCF
  {{AttackData-BBCF
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  |guard=All
  |guard=All
  |startup=20
  |startup=20
  |active=
  |active=Until G
  |recovery=landing + 9
  |recovery=Until L+9
  |frameAdv=-
  |frameAdv=-
  |attribute=HBFPr
  |attribute=HBFPr
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  |hitbox=bang/j.236C
  |hitbox=bang/j.236C
  |description=
  |description=
*List what the move is used for
*Consumes 3 nails
*List interesting properties in bullet points like invul, floating opponents on CH, etc.
*Ends air momentum
Follow the [[Help:Writing_Character_Pages]] guidelines
*Same effect as its single version
*Does an extra back jump and ends all of Bang's action until landing (Puts Bang in CH state during it)
Again, similar to A+D version but worst as the web nail effect degrades as it stacks and reduces the combo timer badly.
 
Note that each C+D version throws 3 nails simultaneously and throws them in a similar angle as D version.
  }}
  }}
  {{AttackData-BBCF
  {{AttackData-BBCF
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  |version=D Version
  |version=D Version
  |damage=300*3
  |damage=300*3
  |cancel=R
  |cancel=RS*
  |guard=All
  |guard=All
  |startup=9
  |startup=9
  |active=-
  |active=Until Offscreen
  |recovery=23 Total
  |recovery=Total 23
  |frameAdv=-
  |frameAdv=-
  |attribute=HBFPr
  |attribute=HBFPr
Line 1,091: Line 1,160:
  |hitbox=bang/j.236D
  |hitbox=bang/j.236D
  |description=
  |description=
*List what the move is used for
*Consumes 3 nails
*List interesting properties in bullet points like invul, floating opponents on CH, etc.
*Travels in all 3 angles simultaneously
Follow the [[Help:Writing_Character_Pages]] guidelines
*Partially conserves air momentum
*Can special cancel into float or a different nail (including +D versions)
*Useful for neutral game to get in or out
*Can bounce on the floor so it covers a lot of space
This move did not change as much and still serve the same purpose as before. It is used to give yourself space to get in or out. It is stronger due to the combo timer for short being more manageable so you can add an IAD bit with A nail which adds a bit more damage.
 
It is used almost anywhere in neutral as it covers many angle and it bounces off the floor but should be careful on using it as it consumes 1/4 of Bang's nails. Since it partially conserve your momentum, it can also make your IAD approach safer or reset pressure when you do tk float into D nails.
}}
}}
}}
}}
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|name=Bang's Steel Rain
|name=Bang's Steel Rain
|input=632146B
|input=632146B
|caption=
|caption=It got buffed... STILL doesn't see much use though.
|data=
|data=
  {{AttackData-BBCF
  {{AttackData-BBCF
  |damage=100*64
  |damage=100*60
  |cancel=
  |cancel=S
  |guard=All
  |guard=All
  |startup=92
  |startup=96
  |active=til ground
  |active=Until Ground
  |recovery=61F
  |recovery=49 Total
  |frameAdv=-
  |frameAdv=-
  |attribute=HBFPr
  |attribute=HBFPr
Line 1,117: Line 1,192:
  |hitbox=bang/j.623B
  |hitbox=bang/j.623B
  |description=
  |description=
*List what the move is used for
*Consumes 1 nail when umbrella is pulled out and 1 nail per 30(?) frames as it rains
*List interesting properties in bullet points like invul, floating opponents on CH, etc.
*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)
Follow the [[Help:Writing_Character_Pages]] guidelines
*Bang summons an umbrella at a fixed height that slowly tracks the opponent's position as it rains down 60 nails at an interval of 2 frames
*Bang will throw the umbrella at a distance that is close to himself to 3/4 of the screen and it will stop directly on top of the opponent if they are between those distances.
*The umbrella can be stopped if it is hit, Bang gets hit or combos into command grab, distortions or astral
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.
}}
}}
}}
}}
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{{MoveData
{{MoveData
|image=BBCS_Bang_NailSet.png
|image=BBCS_Bang_NailSet.png
|caption=A gimmick turned God.
|image2=BBCF_Bang_NailSetDiagramGround.png
|image2=BBCF_Bang_NailSetDiagramGround.png
|caption2=Ground
|caption2=Ground
Line 1,358: Line 1,437:
  {{AttackData-BBCF
  {{AttackData-BBCF
  |version=Normal (vs. Grounded Opponent)
  |version=Normal (vs. Grounded Opponent)
  |damage=0x2, 570x3, 2400
  |damage=0x2, 1000x3, 1801
  |cancel=R*
  |cancel=-
  |guard=-
  |guard=-
  |startup=19+10
  |startup=19+5
  |active=1
  |active=4
  |recovery=40
  |recovery=37
  |frameAdv=-
  |frameAdv=-
  |attribute=T
  |attribute=T
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  |header=no
  |header=no
  |version=Overdrive (vs. Grounded Opponent)
  |version=Overdrive (vs. Grounded Opponent)
  |damage=0x2, 570x3, 2400, 600, 1000
  |damage=0x2, 1000x3, 1801, 400, 800
  |cancel=R*
  |cancel=-
  |guard=-
  |guard=-
  |startup=19+10
  |startup=19+5
  |active=1
  |active=4
  |recovery=40
  |recovery=37
  |frameAdv=-
  |frameAdv=-
  |attribute=T
  |attribute=T
Line 1,384: Line 1,463:
  |hitbox=bang/2363214C
  |hitbox=bang/2363214C
  |description=
  |description=
*List what the move is used for
*List interesting properties in bullet points like invul, floating opponents on CH, etc.
Follow the [[Help:Writing_Character_Pages]] guidelines
  }}
  }}
  {{AttackData-BBCF
  {{AttackData-BBCF
|header=no
  |version=Normal (vs. Airborne Opponent)
  |version=Normal (vs. Airborne Opponent)
  |damage=0x2, 490x3, 2400
  |damage=0x2, 1000x3, 1801
  |cancel=R*
  |cancel=-
  |guard=-
  |guard=-
  |startup=19+3
  |startup=19+5
  |active=2
  |active=2
  |recovery=til L+14
  |recovery=til L+14
Line 1,405: Line 1,482:
  |header=no
  |header=no
  |version=Overdrive (vs. Airborne Opponent)
  |version=Overdrive (vs. Airborne Opponent)
  |damage=0x2, 490x3, 2400, 600, 1000
  |damage=0x2, 1000x3, 1801, 400, 800
  |cancel=R*
  |cancel=-
  |guard=-
  |guard=-
  |startup=19+3
  |startup=19+5
  |active=2
  |active=2
  |recovery=til L+14
  |recovery=til L+14
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  |hitbox=bang/2363214C
  |hitbox=bang/2363214C
  |description=
  |description=
*List what the move is used for
*Bang stops before disappearing, reappearing behind his opponent to lay down a series of flashy attacks.
*List interesting properties in bullet points like invul, floating opponents on CH, etc.
*Invuln only lasts until after the superflash, where Bang is right next to the opponent, almost inside of them.
Follow the [[Help:Writing_Character_Pages]] guidelines
*Overdrive version does significantly more damage, as well as leaving Bang a farther distance from the opponent than the normal version.
*Does 15% minimum damage.
*Can only be used once Bang obtains all 4 seals from his drive.
 
Bangs command grab super that he gets after he obtains all 4 seals from his drive.  He automatically tracks the opponents location and after the superflash, warps directly to where they were during the superflash and proceeds to grab them.  Since this move always crosses up the opponent, it can sometimes cause the opponent to attack the wrong way, giving bang a free chance to grab them.
 
It is very useful in neutral for when the opponent commits pretty hard to a button, Bang can immediately grab them and turn the situation into his favor.  However, the move has a few shortcomings, as when Bang tries to use it when the opponent is grounded and/or not doing anything during the superflash, when Bang teleports behind them, they can simply jump out and punish Bang with a jump in, or by simply Overdriving through him and land an incredibly painful punish on him.
 
While opponents have even more limited options against the super in the air, since they cannot double jump out of it, it is still advised to use it with caution because an opponent can simply Overdrive through it, or if they have one, invuln through the grab and retaliate with a DP or a distortion drive, just like with the ground version.
 
Can be used for a few tech traps as well as a sort of reversal, but Bang has better tools for those situations.  It is a rather decent tool against Zoners once Bang achieves his seals.
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|image3=BBCS_Bang_AstralFinishPose.png
|image3=BBCS_Bang_AstralFinishPose.png
|caption= SUUUUUUPPAAAHHHHHHHHHH!!!! BAAAAAAAANNNNNGGGGGGG!!!!!!
|caption= SUUUUUUPPAAAHHHHHHHHHH!!!! BAAAAAAAANNNNNGGGGGGG!!!!!!
|caption2="ENJOY YOUR STAY IN THE DEPTHS OF HELL!!!"
|caption3="I AM... JUSTICE!"
|data=
|data=
  {{AttackData-BBCF
  {{AttackData-BBCF
Line 1,492: Line 1,581:
  |description=
  |description=
*Bang performs the best looking and most hype astral in the game. FACT
*Bang performs the best looking and most hype astral in the game. FACT
*Costs 100% Heat and opponent needs to have less then 35% HP remaining.
*Costs 100% Heat and opponent needs to have less then 35% HP remaining, as well as be on match point.
*One of the last remaining Astrals hard to land making it hype every time it happens.
*One of the last remaining Astrals hard to land making it hype every time it happens.
*Leaves your opponent jelly that their character will never be as manly as Bang.
*Leaves your opponent jelly that their character will never be as manly as Bang.
*Startup has a lot of guardpoint frames
*Startup has a lot of guardpoint frames, starting on frame 1.
*Guardpoint blocks EVERYTHING!  Throws, air unblockable attacks, ITSELF!, etc.
*Allows Bang to use the Shadowstrike Jutsu since it's a Drive move.
*Allows Bang to use the Shadowstrike Jutsu since it's a Drive move.
*Min height TK Astral only hits on croching Jin,Hakumen,Tager and Susanno.
*Min height TK Astral only hits on crouching Jin, Hakumen, Tager and Susano'o.
*Completely Unblockable, since it is technically a throw.
*Completely Unblockable, since it is technically a throw.
Extremly satisfying Astral. Can be combo'd into from 5D airborne hit in the corner or throws relyable.


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


Impresses people at your locals and makes you look like a hero fighting the evil.
Impresses people at your locals and gatherings and makes you look like a Hero fighting against ANY EVIL!!
}}
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Revision as of 10:19, 23 February 2017

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

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


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

Overview

A reliable ninja who is prepared to spill his blood for love and justice. After fleeing from his home country of Ikaruga, he became a vigilante, biding his time until he could restore his country's honor. After learning of the existence of his former lord's son, he appears on the scene once again. In BBCp, the story takes place in Bang's home country of Ikaruga, in which he has a major role in the story's plot.

Bang is a balanced character with all sorts of ninja tools. Bang is good at extremely close range combat. He has attacks that are straight-forward, as well as attacks that are tricky. He is a fun character for both beginners and advanced players alike. A major part of his playstyle is his mix-up tools, with advanced mix-ups coming from his "Bumpers" and "FRKZ".

Drive: Burning Heart

Bang's Drive is called "Burning Heart." Most attacks that involve "D" will have an auto-guard period, in which the attack itself can block most incoming attacks. After blocking an attack, Bang will continue with the "D" attack and can perform "Secret Art: Bang's Shadowstep Jutsu" or simply put "Teleport". Each "D" attack has different auto-guard attributes, and each button pressed (A/B/C) after an auto-guard will cause Bang to travel different distances.

Also, when any of the "D" attacks hit your opponent, an icon in the "Fu-Rin-Ka-Zan" Gauge will light up. In BBCF, Bang needs to get one of each specific drive hit to satisfy the conditions to use his new Distortion Drive: Hurricane Fury. This attack functions as a ground to ground/air command grab that does massive damage.

  • 5D = Fu - Gives 4 Airdashes in FRKZ and Allows Bang to dash through characters in FRKZ.
  • 6D = Rin - Gives Bang projectile invulnerable dashes that look like teleports in FRKZ.
  • j.D = Kaa - Gives Bang a 20% Damage boost to every attack in FRKZ.
  • 2D = Zan - Makes all Drives full guardpoint in FRKZ, allows Bang to block whilst dashing, and guardpoints can block unblockable attacks.

Overdrive: FuRinKaZan (FRKZ)

FuRinKaZan, previously a Distortion Drive, is now Bang's Overdrive. It offers similar properties as before where Bang loses the ability to block in exchange for very strong movement options. He gains a dash that goes in 8 ways which he can cancel into normals and specials for strong mixup and good combos. Both of Bang's fire punches now wall bounce both in corner and midscreen. Generally used to close out a round. It isn't used very often in neutral due to it's relative short period duration compared to previous iterations. When used in combos, j.C loops are very strong. Within blockstrings, the ability to dash cancel most of Bang's normals make this very strong for mixup. Bang's attack power also rises to 120%.

Pros/Strengths

  • Strong neutral game
  • FuRinKaZan
  • Really good mobility, such as two airdashes, bumper dashes, a fast ground dash, and a float (J22A).
  • High Health (11.5K to be exact)
  • Most confirms have amazing corner carry and can convert off of some minor scrambles easily.
  • Nails offer a variety of options in helping with the neutral game, pressure, and mobility.
  • A solid mixup game with Highs, lows, command grabs, and more.

Cons/Weaknesses

  • Very poor defensive options without meter
  • Guardpoints have very specific uses, and generally are weak defensive options, even with the Drive followup.
  • Nails are a non renewable resource. Once they are gone, Bang becomes incredibly weak.
  • Despite having a variety of pressure and mixup tools, his mixup can feel very linear without creativity.
  • Lacks an actual head invulnerable anti air, so he's forced to use 5A anti air, preemptive J.A anti air, or just avoid the situation.
  • Has extremely poor midscreen crouching confirms.
  • FuRinKaZan is hard to control correctly.


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

Normal Moves

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


Drive Moves (Burning Heart)

All of Bang's Drives have the following properties:

  • All Drive Starters changed from Short Starter to Very Short starter.
  • All Drives can be thrown during guardpoint frames
  • All Drives can cancel into Secret Art: Bang's Shadow Step Jutsu or Secret TechniqueL Bang's Pulverizing Blast Jutsu if Guardpoint is struck.
  • All Drives grant a specific seal on hit, and each seal increases the damage of said drive, and all drives gain another damage boost if all 4 seals are collected.
5D
5D
BBCS Bang 5D.png
Looks like an anti air. Blocks lows. I don't understand.
562[672][840] HL 20 3 28 - B -
2D
2D
BBCS Bang 2D.png
Oh look! Something that resembles an anti-air!
710[852][1065] HL 24 3 25 - B -
6D
6D
BBCS Bang 6D.png
Used somewhat like a reversal. Its not that good at it though.
710[852][1065] L 24 2 25 - F -
j.D
j.D
BBCS Bang jD.png
Air combo DUNK. Now an actual overhead!
630[756][945] HA 22 3 24 - H -
Secret Art: Bang's Shadowstep Jutsu
A/B/C during Guardpoint
BBCS Bang Shadowstep.png
Pssshhh... Nothin Personnel, kid.
When your D move autoguards an attack, pressing A, B, or C will have Bang teleport, then finish the attack. Button pressed determines distance teleported, A being the shortest, C being the longest. Typically you will teleport behind the opponent. Learn to know which to use, or even to teleport at all, depending on the situation.
Secret Technique: Bang's Pulverizing Blast Jutsu
D during Guardpoint
BBCF Bang D-DFollowup.png
"I can Drive Explode that!"
1000 All 4 15 Until Landing - P -


Universal Mechanics

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


Special Moves

  • Bang 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
BBCS Bang VoidTempestKick.png
The Galaxy special
0*2, 600, 653, 842 c.T (100) 13 3 37 - T -
Bang's Void Tempest Kick EX
Bang's Void Tempest Kick EX
j.623C
BBCS Bang VoidTempestKickEX.png
BANGU KNACKURUS!!!!!
0,700,785,1000 c.T (120) 7 3 20 - T -
Bang's Unstoppable Double Palm Thrust
Bang's Unstoppable Double Palm Thrust
623B
BBCS Bang SuperCrash.png
Solgaleo existed before Solgaleo was even a thing! He IS the Legendary Pokemon...
1300 HL 16 2 21 - B -
Bang's Heavenly Double Palm Thrust
Bang's Heavenly Double Palm Thrust
j.623B
BBCS Bang HeavenlyPhoenix.png
R.I.P Dora Special
1300 All 13 3 Landing + 7 - H -
Bang-style Shuriken
Bang-style Shuriken
j.236A/B/C/D
BBCS Bang ShurikenThrow.png
BANG STYLE SHURIKEN!
BBCS Bang ANail.png
A Nail (poison)
BBCS Bang BNail.png
B Nail (explosion)
BBCS Bang CNail.png
C Nail (web)
BBCS Bang DNail.png
D Nail(s)
300 All 9 Until G Total 21+9LT - HBFPr - 300*3 All 20 Until G Until L+9 - HBFPr - 300x2 All 9 Until G + rebound (26) 3 Total 21+9L - HBFPr - (300x2)*3 All 20 Until G + rebound (26) 3 Until L+9 - HBFPr - 300 All 18 Until G Until L+9 - HBFPr - 300*3 All 20 Until G Until L+9 - HBFPr - 300*3 All 9 Until Offscreen Total 23 - HBFPr -
Bang's Steel Rain
Bang's Steel Rain
632146B
BBCS Bang SteelRain.png
It got buffed... STILL doesn't see much use though.
BBCS Bang Umbrella.png
100*60 All 96 Until Ground 49 Total - HBFPr -
Flaming Air Attack
Flaming Air Attack
j.22A
BBCP Bang FlamingAirAttack.png
We should've gotten this since his inception, but better late than never, I guess.
148+5LT - - -
Set Nail/Bumpers
Set Nail/Bumpers
214A/B/C/D air OK
BBCS Bang NailSet.png
A gimmick turned God.
BBCF Bang NailSetDiagramGround.png
Ground
BBCF Bang NailSetDiagramAir.png
Air
- - - 30 total - - - - - - 33 total - - -
Nail Dash
Any direction off Set Nail
BBCS Bang NailDash.png
SHINOBI!
- - - 16 total - - - - - - 19 total - - -
FuRinKaZan Dash
Any direction during Overdrive
BBCS Bang NailDash.png
Just believe justice! Seigi jōtō! Tamashī de!
- - - 16 total - - - - - - 19 total - - -


Distortion Drives

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


Exceed Accel

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


Astral Heat

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


External References