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* Combo Tool | * Combo Tool | ||
* Launches opponent in the air | * Launches opponent in the air | ||
* Since it launches Bang in the air, it counts as a jump | |||
*[[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. | ||
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 | Since you get will get punished when you whiff 6C make 100% sure the opponent is NOT CROUCHING before doing it. | ||
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* All Drive Starters changed from Short Starter to Very Short starter. | * All Drive Starters changed from Short Starter to Very Short starter. | ||
* All Drives can be thrown during guardpoint frames | * All Drives can be thrown during guardpoint frames | ||
* All Drives can cancel into Secret Art: Bang's Shadow Step Jutsu or Secret | * 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. | ||
====== <font style="visibility:hidden" size="0">5D</font> ====== | ====== <font style="visibility:hidden" size="0">5D</font> ====== | ||
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*During OD and with 2D seal, guards Highs/Mids/Lows and Unblockables | *During OD and with 2D seal, guards Highs/Mids/Lows and Unblockables | ||
6D | 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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*Bang inhales and spits fire, Naruto Style | *Bang inhales and spits fire, Naruto Style | ||
*Not a lot of range for a crush trigger | *Not a lot of range for a crush trigger | ||
* | *Launches high up in the air on air hit, causes crumple on grounded hit. | ||
Since | 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. | ||
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==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 | ||
Line 877: | Line 883: | ||
*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. | ||
*Instantly Halts Bangs momentum upon use. | |||
Bang's command throw can't be teched, however if your opponent guesses right on the command throw you will get punished 100% of the time. A bit weak to barrier since you can't connect a tick throw unless you have some dash momentum. Also careful when using as meaty since wakeup OD usually makes it whiff and gives opponent enough time to land a strong starter. | |||
Works | 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. | |||
Line 910: | Line 918: | ||
*CH forces knockdown, allowing for alternative combo routes | *CH forces knockdown, allowing for alternative combo routes | ||
*Used as a preemptive anti air, an alternative to his normal air grab or even his J.A | *Used as a preemptive anti air, an alternative to his normal air grab or even his J.A | ||
*Still keeps momentum upon use, making it useful for throw combos. | |||
An aerial version of Bangs command grab that is as fast as both his JA and his airgrab, making it an effective anti air or air to air neutral tool against an opponent. | 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. | ||
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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 | ||
Line 936: | Line 945: | ||
|hitbox=bang/623B | |hitbox=bang/623B | ||
|description= | |description= | ||
* | *Bang does a double palm thrust, with the flames taking shape of a Lion. | ||
*Causes a wall bounce on CH, as well as during FRKZ. | |||
*Ground slides on normal hit | |||
*Pushes back on blockstun, making it a good pressure string ender if spaced properly | |||
*Counted separately from Bang's Heavenly Double Palm Thrust for combo scaling purposes. | |||
*A combo staple of Bang. | |||
Mostly used as combo and pressure tool to end your blockstrings making 2C and 5D safe. | |||
}} | }} | ||
}} | }} | ||
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|hitbox=bang/j.623B | |hitbox=bang/j.623B | ||
|description= | |description= | ||
* | *Bang does a double palm thrust in the air, with the fire taking form of a Phoenix. | ||
* | *Only wallbounces in the corner on Counter Hit, but wallbounces both midscreen and in the corner in FRKZ. | ||
*Wallsticks in the corner. | |||
*Counted separately from Bang's Unstoppable Double Palm Thrust for combo scaling purposes. | |||
*A combo staple of Bang | |||
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= | |caption=BANG STYLE SHURIKEN! | ||
|image2=BBCS_Bang_ANail.png | |image2=BBCS_Bang_ANail.png | ||
|caption2=A Nail (poison) | |caption2=A Nail (poison) | ||
Line 985: | Line 1,007: | ||
|version=A Version | |version=A Version | ||
|damage=300 | |damage=300 | ||
|cancel= | |cancel=RS* | ||
|guard=All | |guard=All | ||
|startup=9 | |startup=9 | ||
|active= | |active=Until G | ||
|recovery= | |recovery=Total 21+9LT | ||
|frameAdv=- | |frameAdv=- | ||
|attribute=HBFPr | |attribute=HBFPr | ||
Line 995: | Line 1,017: | ||
|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 | ||
Line 1,003: | Line 1,038: | ||
|guard=All | |guard=All | ||
|startup=20 | |startup=20 | ||
|active= | |active=Until G | ||
|recovery= | |recovery=Until L+9 | ||
|frameAdv=- | |frameAdv=- | ||
|attribute=HBFPr | |attribute=HBFPr | ||
Line 1,010: | Line 1,045: | ||
|hitbox=bang/j.236A | |hitbox=bang/j.236A | ||
|description= | |description= | ||
* | *Consumes 3 nails | ||
* | *Ends air momentum | ||
*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 | ||
Line 1,018: | Line 1,057: | ||
|version=B Version | |version=B Version | ||
|damage=300x2 | |damage=300x2 | ||
|cancel= | |cancel=RS* | ||
|guard=All | |guard=All | ||
|startup= | |startup=9 | ||
|active= | |active=Until G + rebound (26) 3 | ||
|recovery= | |recovery=Total 21+9L | ||
|frameAdv=- | |frameAdv=- | ||
|attribute=HBFPr | |attribute=HBFPr | ||
Line 1,028: | Line 1,067: | ||
|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 | ||
Line 1,036: | Line 1,086: | ||
|guard=All | |guard=All | ||
|startup=20 | |startup=20 | ||
|active= | |active=Until G + rebound (26) 3 | ||
|recovery= | |recovery=Until L+9 | ||
|frameAdv=- | |frameAdv=- | ||
|attribute=HBFPr | |attribute=HBFPr | ||
Line 1,043: | Line 1,093: | ||
|hitbox=bang/j.236B | |hitbox=bang/j.236B | ||
|description= | |description= | ||
* | *Consumes 3 nails | ||
* | *Ends air momentum | ||
*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 | ||
Line 1,051: | Line 1,105: | ||
|version=C Version | |version=C Version | ||
|damage=300 | |damage=300 | ||
|cancel= | |cancel=RS* | ||
|guard=All | |guard=All | ||
|startup=18 | |startup=18 | ||
|active= | |active=Until G | ||
|recovery= | |recovery=Until L+9 | ||
|frameAdv=- | |frameAdv=- | ||
|attribute=HBFPr | |attribute=HBFPr | ||
Line 1,061: | Line 1,115: | ||
|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 | ||
Line 1,069: | Line 1,132: | ||
|guard=All | |guard=All | ||
|startup=20 | |startup=20 | ||
|active= | |active=Until G | ||
|recovery= | |recovery=Until L+9 | ||
|frameAdv=- | |frameAdv=- | ||
|attribute=HBFPr | |attribute=HBFPr | ||
Line 1,076: | Line 1,139: | ||
|hitbox=bang/j.236C | |hitbox=bang/j.236C | ||
|description= | |description= | ||
* | *Consumes 3 nails | ||
* | *Ends air momentum | ||
*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 | ||
Line 1,084: | Line 1,151: | ||
|version=D Version | |version=D Version | ||
|damage=300*3 | |damage=300*3 | ||
|cancel= | |cancel=RS* | ||
|guard=All | |guard=All | ||
|startup=9 | |startup=9 | ||
|active= | |active=Until Offscreen | ||
|recovery=23 | |recovery=Total 23 | ||
|frameAdv=- | |frameAdv=- | ||
|attribute=HBFPr | |attribute=HBFPr | ||
Line 1,094: | Line 1,161: | ||
|hitbox=bang/j.236D | |hitbox=bang/j.236D | ||
|description= | |description= | ||
* | *Consumes 3 nails | ||
*Travels in all 3 angles simultaneously | |||
*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. | |||
}} | }} | ||
}} | }} | ||
Line 1,106: | Line 1,179: | ||
|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* | |damage=100*60 | ||
|cancel= | |cancel= | ||
|guard=All | |guard=All | ||
|startup= | |startup=96 | ||
|active= | |active=Until Ground | ||
|recovery= | |recovery=49 Total | ||
|frameAdv=- | |frameAdv=- | ||
|attribute=HBFPr | |attribute=HBFPr | ||
Line 1,120: | Line 1,193: | ||
|hitbox=bang/j.623B | |hitbox=bang/j.623B | ||
|description= | |description= | ||
* | *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) | ||
*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. | |||
}} | }} | ||
}} | }} | ||
Line 1,135: | Line 1,211: | ||
{{AttackData-BBCF | {{AttackData-BBCF | ||
|damage= | |damage= | ||
|cancel= | |cancel=CSODa | ||
|guard= | |guard= | ||
|startup= | |startup= | ||
|active= | |active= | ||
|recovery= | |recovery=Until L+5 | ||
|frameAdv= | |frameAdv= | ||
|attribute=- | |attribute=- | ||
Line 1,145: | Line 1,221: | ||
|hitbox= | |hitbox= | ||
|description= | |description= | ||
* | *Bang uses his scarf to float while in the air | ||
* | *Can cancel to almost any action on 9 | ||
*Can be done twice in the air if none of Bang's air mobility options have been used (does not count initial jump cost) | |||
*Uses Bang's double jump and first air dash option for the the first float and his second air dash for the second float | |||
*Conserves air momentum except downwards (will cancel it instead) | |||
*Passes through your opponent | |||
*Very strong neutral, mix-up and combo tool | |||
*While floating, you are in a counter hit state | |||
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 an approach to your opponent. It could 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. | |||
}} | }} | ||
}} | }} | ||
Line 1,154: | Line 1,244: | ||
{{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 1,339: | Line 1,430: | ||
|guard=HL | |guard=HL | ||
|startup=1+8 | |startup=1+8 | ||
|active= | |active=5 | ||
|recovery= | |recovery=30 | ||
|frameAdv=- | |frameAdv=-14 | ||
|attribute=B | |attribute=B | ||
|invul=1-11Inv | |invul=1-11Inv | ||
Line 1,361: | Line 1,452: | ||
{{AttackData-BBCF | {{AttackData-BBCF | ||
|version=Normal (vs. Grounded Opponent) | |version=Normal (vs. Grounded Opponent) | ||
|damage=0x2, | |damage=0x2, 1000x3, 1801 | ||
|cancel= | |cancel=- | ||
|guard=- | |guard=- | ||
|startup=19+ | |startup=19+5 | ||
|active= | |active=4 | ||
|recovery= | |recovery=37 | ||
|frameAdv=- | |frameAdv=- | ||
|attribute=T | |attribute=T | ||
Line 1,376: | Line 1,467: | ||
|header=no | |header=no | ||
|version=Overdrive (vs. Grounded Opponent) | |version=Overdrive (vs. Grounded Opponent) | ||
|damage=0x2, | |damage=0x2, 1000x3, 1801, 400, 800 | ||
|cancel= | |cancel=- | ||
|guard=- | |guard=- | ||
|startup=19+ | |startup=19+5 | ||
|active= | |active=4 | ||
|recovery= | |recovery=37 | ||
|frameAdv=- | |frameAdv=- | ||
|attribute=T | |attribute=T | ||
Line 1,387: | Line 1,478: | ||
|hitbox=bang/2363214C | |hitbox=bang/2363214C | ||
|description= | |description= | ||
}} | }} | ||
{{AttackData-BBCF | {{AttackData-BBCF | ||
|header=no | |||
|version=Normal (vs. Airborne Opponent) | |version=Normal (vs. Airborne Opponent) | ||
|damage=0x2, | |damage=0x2, 1000x3, 1801 | ||
|cancel= | |cancel=- | ||
|guard=- | |guard=- | ||
|startup=19+ | |startup=19+5 | ||
|active=2 | |active=2 | ||
|recovery=til L+14 | |recovery=til L+14 | ||
Line 1,408: | Line 1,497: | ||
|header=no | |header=no | ||
|version=Overdrive (vs. Airborne Opponent) | |version=Overdrive (vs. Airborne Opponent) | ||
|damage=0x2, | |damage=0x2, 1000x3, 1801, 400, 800 | ||
|cancel= | |cancel=- | ||
|guard=- | |guard=- | ||
|startup=19+ | |startup=19+5 | ||
|active=2 | |active=2 | ||
|recovery=til L+14 | |recovery=til L+14 | ||
Line 1,419: | Line 1,508: | ||
|hitbox=bang/2363214C | |hitbox=bang/2363214C | ||
|description= | |description= | ||
* | *Bang stops before disappearing, reappearing behind his opponent to lay down a series of flashy attacks. | ||
*Invuln only lasts until after the superflash, where Bang is right next to the opponent, almost inside of them. | |||
*Overdrive version does significantly more damage, as well as leaving Bang a farther distance from the opponent than the normal version. | |||
*Does 15% minimum damage. Last two hits in Overdrive do 100% 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. | |||
}} | }} | ||
}} | }} | ||
Line 1,481: | Line 1,580: | ||
|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 1,495: | Line 1,596: | ||
|description= | |description= | ||
*Bang performs the best looking and most hype astral in the game. FACT | *Bang performs the best looking and most hype astral in the game. FACT | ||
*Costs 100% Heat and opponent needs to have less then 35% HP remaining. | *Costs 100% Heat and opponent needs to have less then 35% HP remaining, as well as be on match point. | ||
*One of the last remaining Astrals hard to land making it hype every time it happens. | *One of the last remaining Astrals hard to land making it hype every time it happens. | ||
*Leaves your opponent jelly that their character will never be as manly as Bang. | *Leaves your opponent jelly that their character will never be as manly as Bang. | ||
*Startup has a lot of guardpoint frames | *Startup has a lot of guardpoint frames, starting on frame 1. | ||
*Guardpoint blocks EVERYTHING! Throws, air unblockable attacks, ITSELF!, etc. | |||
*Allows Bang to use the Shadowstrike Jutsu since it's a Drive move. | *Allows Bang to use the Shadowstrike Jutsu since it's a Drive move. | ||
*Min height TK Astral only hits on | *Min height TK Astral only hits on crouching Jin, Hakumen, Tager and Susano'o. | ||
*Completely Unblockable, since it is technically a throw. | *Completely Unblockable, since it is technically a throw. | ||
However the | Extremly satisfying Astral. Can be combo'd into from 5D airborne hit in the corner or throws reliably. However, the True Bang Way is landing this astral raw either as a wakeup reversal or tricking your opponent to press a button into it. It has a guardpoint all the way until the end of the active frames, so it can be used to stop attacks or just be a GOD! | ||
Impresses people at your locals and makes you look like a | Impresses people at your locals and gatherings and makes you look like a Hero fighting against ANY EVIL!! | ||
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Revision as of 21:10, 14 March 2017
Bang Shishigami |
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Health: 11,500 Combo Rate: 80%
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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. In BBCp, the story takes place in Bang's home country of Ikaruga, in which he has a major role in the story's plot.
Bang is a balanced character with all sorts of ninja tools. Bang is good at extremely close range combat. He has attacks that are straight-forward, as well as attacks that are tricky. He is a fun character for both beginners and advanced players alike. A major part of his playstyle is his mix-up tools, with advanced mix-ups coming from his "Bumpers" and "FRKZ".
Drive: Burning Heart
Bang's Drive is called "Burning Heart." Most attacks that involve "D" will have an auto-guard period, in which the attack itself can block most incoming attacks. After blocking an attack, Bang will continue with the "D" attack and can perform "Secret Art: Bang's Shadowstep Jutsu" or simply put "Teleport". Each "D" attack has different auto-guard attributes, and each button pressed (A/B/C) after an auto-guard will cause Bang to travel different distances.
Also, when any of the "D" attacks hit your opponent, an icon in the "Fu-Rin-Ka-Zan" Gauge will light up. In BBCF, Bang needs to get one of each specific drive hit to satisfy the conditions to use his new Distortion Drive: Hurricane Fury. This attack functions as a ground to ground/air command grab that does massive damage.
- 5D = Fu - Gives 4 Airdashes in FRKZ and Allows Bang to dash through characters in FRKZ.
- 6D = Rin - Gives Bang projectile invulnerable dashes that look like teleports in FRKZ.
- j.D = Kaa - Gives Bang a 20% Damage boost to every attack in FRKZ.
- 2D = Zan - Makes all Drives full guardpoint in FRKZ, allows Bang to block whilst dashing, and guardpoints can block unblockable attacks.
Overdrive: FuRinKaZan (FRKZ)
FuRinKaZan, previously a Distortion Drive, is now Bang's Overdrive. It offers similar properties as before where Bang loses the ability to block in exchange for very strong movement options. He gains a dash that goes in 8 ways which he can cancel into normals and specials for strong mixup and good combos. Both of Bang's fire punches now wall bounce both in corner and midscreen. Generally used to close out a round. It isn't used very often in neutral due to it's relative short period duration compared to previous iterations. When used in combos, j.C loops are very strong. Within blockstrings, the ability to dash cancel most of Bang's normals make this very strong for mixup. Bang's attack power also rises to 120%.
Pros/Strengths
- Strong neutral game
- FuRinKaZan
- Really good mobility, such as two airdashes, bumper dashes, a fast ground dash, and a float (J22A).
- High Health (11.5K to be exact)
- Most confirms have amazing corner carry and can convert off of some minor scrambles easily.
- Nails offer a variety of options in helping with the neutral game, pressure, and mobility.
- A solid mixup game with Highs, lows, command grabs, and more.
Cons/Weaknesses
- Very poor defensive options without meter
- Guardpoints have very specific uses, and generally are weak defensive options, even with the Drive followup.
- Nails are a non renewable resource. Once they are gone, Bang becomes incredibly weak.
- Despite having a variety of pressure and mixup tools, his mixup can feel very linear without creativity.
- Lacks an actual head invulnerable anti air, so he's forced to use 5A anti air, preemptive J.A anti air, or just avoid the situation.
- Has extremely poor midscreen crouching confirms.
- FuRinKaZan is hard to control correctly.
This data is all copied over from BBCP 1.1. Replace with CF data as it becomes available (and delete this warning) |
Normal Moves
5A
5A |
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5B
5B |
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5C
5C |
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2A
2A |
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2B
2B |
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2C
2C |
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6A
6A |
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6B
6B |
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6C
6C |
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3C
3C |
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j.A
j.A |
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j.B
j.B |
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j.C
j.C |
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j.4B
j.4B |
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j.2C
j.2C |
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Drive Moves (Burning Heart)
All of Bang's Drives have the following properties:
- All Drive Starters changed from Short Starter to Very Short starter.
- All Drives can be thrown during guardpoint frames
- All Drives can cancel into Secret Art: Bang's Shadow Step Jutsu or Secret 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.
5D
5D |
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2D
2D |
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6D
6D |
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j.D
j.D |
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Secret Art: Bang's Shadowstep Jutsu A/B/C during Guardpoint |
When your D move autoguards an attack, pressing A, B, or C will have Bang teleport, then finish the attack. Button pressed determines distance teleported, A being the shortest, C being the longest. Typically you will teleport behind the opponent. Learn to know which to use, or even to teleport at all, depending on the situation. |
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Secret Technique: Bang's Pulverizing Blast Jutsu D during Guardpoint |
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Universal Mechanics
Ground Throw
Ground Throw |
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Air Throw
Air Throw |
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Counter Assault
Counter Assault |
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Crush Trigger
Crush Trigger |
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Special Moves
- Bang 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 Void Tempest Kick EX
Bang's Void Tempest Kick EX j.623C |
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Bang's Unstoppable Double Palm Thrust
Bang's Unstoppable Double Palm Thrust 623B |
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Bang's Heavenly Double Palm Thrust
Bang's Heavenly Double Palm Thrust j.623B |
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Bang-style Shuriken
Bang-style Shuriken j.236A/B/C/D |
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Bang's Steel Rain
Bang's Steel Rain 632146B |
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Flaming Air Attack
Flaming Air Attack j.22A |
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Set Nail/Bumpers
Set Nail/Bumpers 214A/B/C/D air OK |
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Nail Dash Any direction off Set Nail |
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FuRinKaZan Dash Any direction during Overdrive |
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Distortion Drives
Shishigami-style Secret Technique: "Fatal Eruption" / Daifunka
Shishigami-style Secret Technique: "Fatal Eruption" / Daifunka 2363214C |
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Shishigami-style Technique: "Bang's Infinite Chaos-Fist of the Void" / Ashura
Shishigami-style Technique: "Bang's Infinite Chaos-Fist of the Void" / Ashura 236236A |
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Ultra Technique:"Hyper Shadowstep Strike"
Ultra Technique:"Hyper Shadowstep Strike" 236236D |
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Exceed Accel
Bang's Dancing Petal Storm A+B+C+D during Overdrive |
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Astral Heat
Shishigami-style Forbidden Technique: "The Ultimate Bang" j.6321463214D |
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External References
- Japanese Name:シシガミバング
- Japanese Wik
- Japanese BBS
- Arcade Profile Dan Rankings
- Character Video Thread
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- Arakune [★]
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- Bang Shishigami [★]
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- Carl Clover [★]
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- Es [★]
- Hakumen [★]
- Hazama [★]
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- Iron Tager [★]
- Izanami [★]
- Izayoi [★]
- Jin Kisaragi [★]
- Jubei [★]
- Kagura Mutsuki [★]
- Kokonoe [★]
- Lambda-11 [★]
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- Mu-12[★]
- Naoto Kurogane [★]
- Nine the Phantom [★]
- Noel Vermillion [★]
- Nu-13 [★]
- Platinum the Trinity [★]
- Rachel Alucard [★]
- Ragna the Bloodedge [★]
- Relius Clover [★]
- Susano'o [★]
- Taokaka [★]
- Tsubaki Yayoi[★]
- Valkenhayn R. Hellsing [★]
- Yuuki Terumi [★]
Click [★] for character's full frame data
• HUD •
Controls •
Frame Data & System Data •
Patch Notes •
• Movement/Canceling •
Offense •
Defense •
Damage/Combo •
Attack Attributes •
Gauges •
Misc •