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||{{CharData-BBCF | ||{{CharData-BBCF | ||
|health=11,500 | |health=11,500 | ||
|comboRate= | |comboRate=60% | ||
|jumpStartup=4 | |jumpStartup=4 | ||
|backdashTime=36 | |backdashTime=36 | ||
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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 | * 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 | * 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 | * FuRinKaZan and Bumpers are hard to control correctly. | ||
<br clear all/> | <br clear all/> | ||
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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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*Has a small amount of invul allowing to dodge reversals easily | *Has a small amount of invul allowing to dodge reversals easily | ||
*Has unique properties compared to FRKZ dashes | *Has unique properties compared to FRKZ dashes | ||
*Recovery can be | *Recovery can be cancelled early into Normal, Specials and Barrier | ||
}} | }} | ||
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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 | *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 | *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 | *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 | *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 | 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 | 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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|description= | |description= | ||
*Bang performs an Ranbu attack taking the opponent to the corner | *Bang performs an Ranbu attack taking the opponent to the corner | ||
*Most damaging super | *Most damaging super in combos | ||
*Has a lot of invulnerability Frames making it a decent reversal | *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. | Great super that can be used to add more damage or for fullscreen corner carry during combos. | ||
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*Fast Reversal | *Fast Reversal | ||
*Horizontal Hitbox doesn't hit that far making it whiff against some meaties and blockstrings | *Horizontal Hitbox doesn't hit that far making it whiff against some meaties and blockstrings | ||
*Hitbox goes | *Hitbox goes extremely high vertically in the air, making it a great anti air | ||
*Normal and OD version count as | *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. | 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. | 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 | 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 |
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Health: 11,500 Combo Rate: 60%
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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. 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.
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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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 •