BBCF/Bang Shishigami: Difference between revisions

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||{{CharData-BBCF
||{{CharData-BBCF
|health=11,500
|health=11,500
|comboRate=80%
|comboRate=60%
|jumpStartup=4
|jumpStartup=4
|backdashTime=36
|backdashTime=36
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==Overview==
==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.
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".  
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===
===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.
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. 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.


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.
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.
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===Overdrive: FuRinKaZan (FRKZ)===
===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%.
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. 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===
===Pros/Strengths===
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* Very poor defensive options without meter
* Very poor defensive options without meter
* Guardpoints have very specific uses, and generally are weak defensive options, even with the Drive followup.
* Guardpoints have very specific uses, and generally are weak defensive options, even with the Drive followup.
* Stronger combos are execution heavy and are rather character specific
* Nails are a non renewable resource.  Once they are gone, Bang becomes incredibly weak.
* 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.
* Despite having a variety of pressure and mixup tools, his mixup can feel very linear without creativity.
* Pressure becomes very vulnerable to reversals when your opponent manages to instant block your strings very well
* Pressure gets pushed out easily with Instant Barrier.
* 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 extremely poor midscreen crouching confirms.
* Has extremely poor midscreen crouching confirms.
* FuRinKaZan is hard to control correctly.
* FuRinKaZan and Bumpers are hard to control correctly.
<br clear all/>
<br clear all/>


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*Causes soft knockdown on normal hit, hard knockdown on Counter hit.
*Causes soft knockdown on normal hit, hard knockdown on Counter hit.
*Floats higher in FRKZ.
*Floats higher in FRKZ.
*[[BBCF/Bang_Shishigami/Frame_Data#Revolver_Action_Table|Gatling Options]]:5D, 2D, 6D
*[[BBCF/Bang_Shishigami/Frame_Data#Revolver_Action_Table|Gatling Options]]:5D, 2D, 6D, 6C during OD


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.
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.
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  |description=
  |description=
*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 9
*Can cancel to almost any action on frame 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)
*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
*Uses Bang's double jump and first air dash option for the the first float and his second air dash for the second float
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  |hitbox=bang/214A
  |hitbox=bang/214A
  |description=
  |description=
*List what the move is used for
*Bang swings his hand and puts a nail in the air
*List interesting properties in bullet points like invul, floating opponents on CH, etc.
*Costs 1 Nail
Follow the [[Help:Writing_Character_Pages]] guidelines
*Position is diffrent for each button
*Upon touching a Setnail with your hurtbox Bang can perform a Nail Dash
*When you hit your opponent with anything and are near a bumper, you can cancel it into a Nail Dash
*Only Action that can not be Nail Dash Cancel'd is Bang's EA.
*Disappears after 3 uses
*A,B,C versions need to be touched in the air
*D version can be touched from air and ground
 
While losing it's ability in neutral to mimic a more controllable FRKZ, Setnails became an extremly strong tool for okizeme and damage.
 
The D version is the go-to version since it allows Bang to pressure safe with in the corner and maximize damage from everyhit. It's especially great for 6B,3C and 623C since the Nail Dash Cancel acts like a substitute for rapid cancel allowing you to safe heat. During overdrive combos, you tend to set the D version to super twice in that combo.
 
While the other versions are less used they also have good mixup and combo options, while being way more controllable then the D Setnail.
  }}
  }}
  {{AttackData-BBCF
  {{AttackData-BBCF
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  |hitbox=bang/j.214A
  |hitbox=bang/j.214A
  |description=
  |description=
*List what the move is used for
*See Above
*List interesting properties in bullet points like invul, floating opponents on CH, etc.
*All Versions need to be touched in the air
Follow the [[Help:Writing_Character_Pages]] guidelines
*Air Version will never place a Setnail near the ground
 
While A,B,C act almost like their ground counterparts, the D Version places the bumper directly under Bang allowing him to instantly use it.
 
The D Version is great for getting your opponent offguard in neutral and as okizeme from a j.2C ender.
 
}}
}}
}}
}}
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  |hitbox=bang/nailDash
  |hitbox=bang/nailDash
  |description=
  |description=
*List what the move is used for
*Bang does a similar dash like during FRKZ
*List interesting properties in bullet points like invul, floating opponents on CH, etc.
*Has a small amount of invul allowing to dodge reversals easily
Follow the [[Help:Writing_Character_Pages]] guidelines
*Has unique properties compared to FRKZ dashes
*Recovery can be cancelled early into Normal, Specials and Barrier
 
  }}
  }}
  {{AttackData-BBCF
  {{AttackData-BBCF
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  |hitbox=bang/nailDash
  |hitbox=bang/nailDash
  |description=
  |description=
*List what the move is used for
*See above
*List interesting properties in bullet points like invul, floating opponents on CH, etc.
*Air to ground dashes have no landing recovery making Bang recover as soon as he lands
Follow the [[Help:Writing_Character_Pages]] guidelines
 
}}
}}
}}
}}
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  |description=
  |description=
*During FRKZ Bang uses this omnidirectional dash as movement
*During FRKZ Bang uses this omnidirectional dash as movement
*Can be canceld into from everything that has a jump cancel, not mattering if it hit or got blockd
*Can be cancelled into from everything that has a jump cancel, not mattering if it hit or got blocked
*Great for mixup and combos during overdrive
*Great for mixup and combos during overdrive
*Without Seals Bang can use the dash twice in the air and is not able to pass trought opponents
*Without Seals Bang can use the dash twice in the air and is not able to pass through opponents
*With the 5D seal "Fu" Bang gets 4 Dashes and the ability to pass trought opponents
*With the 5D seal "Fu" Bang gets 4 Dashes and the ability to pass through opponents
*with the 6D seal "Rin" Bang gets projectile invulnerability from Frame 3-8  
*with the 6D seal "Rin" Bang gets projectile invulnerability from Frame 3-8
*Recovery can be cancelld early into Normal,Specials and Barrier
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.
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 extremly 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 vurnable to reversals.
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 controll, 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.
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.  
When you have the 6D(Rin) seal overdrive can be used to beat out several strings from characters that use projectiles to pressure you.  
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  |hitbox=bang/2363214C
  |hitbox=bang/2363214C
  |description=
  |description=
*List what the move is used for
*Bang performs an Ranbu attack taking the opponent to the corner
*List interesting properties in bullet points like invul, floating opponents on CH, etc.
*Most damaging super in combos 
Follow the [[Help:Writing_Character_Pages]] guidelines
*Has a lot of invulnerability Frames making it a decent reversal
*Normal and OD version count as diffrent moves that don't trigger SMP
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.
 
}}
}}
}}
}}
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  |hitbox=bang/236236A
  |hitbox=bang/236236A
  |description=
  |description=
*List what the move is used for
*Bang creates a flame pillar and attacks with his trusty clone after it
*List interesting properties in bullet points like invul, floating opponents on CH, etc.
*Strikes a pose after the attack
Follow the [[Help:Writing_Character_Pages]] guidelines
*Fast Reversal
*Horizontal Hitbox doesn't hit that far making it whiff against some meaties and blockstrings
*Hitbox goes extremely high vertically in the air, making it a great anti air
*Normal and OD version count as different moves so they don't trigger SMP
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.
}}
}}
}}
}}

Revision as of 17:00, 18 April 2017

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

Combo Rate: 60%
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. 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.

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. 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.
  • Stronger combos are execution heavy and are rather character specific
  • 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.
  • Pressure becomes very vulnerable to reversals when your opponent manages to instant block your strings very well
  • Pressure gets pushed out easily with Instant Barrier.
  • 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 and Bumpers are 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 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
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.
Until L+5 - - -
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 5 30 - 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