BBCF/Bang Shishigami: Difference between revisions

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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.


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 rushdown character with lots of diffrent tools. His great mobility, nails and drives give him great options in neutral allowing him to force himself in to pressure. With Bumpers and FRKZ, Bang has hard to react and rewarding mixup, but when compared to other strong characters, Bang's oki is rather weak, making him depend upon reads on your opponents wakeup options.  
 
Overall, Bang is easy to pick up, but if you want to become great with him, you are in for a harsh ride that will require good execution, reactions and a lot of creativity.


===Drive: Burning Heart===
===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.
Bang's Drive is called "Burning Heart". Drive attacks will have an auto-guard period, in which the attack itself can block most incoming attacks. After blocking an attack, Bang will continue with the "D" attack and can perform "Secret Art: Bang's Shadowstep Jutsu" (or simply put, "Teleport"). Each "D" attack has different auto-guard attributes, and each button pressed (A/B/C) after an auto-guard will cause Bang to travel different distances. New in CF, Bang can now perform the "Secret Technique: Bang's Pulverizing Blast Jutsu" during auto-guard, by pressing D again, creating a big explosion that allows Bang to go for a damaging combo when hitting the opponent, or to simply disengage.


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.
When any of the "D" attacks hits your opponent, an icon in the "Fu-Rin-Ka-Zan" Gauge will light up, gaining a 20% damage increase for that respected drive. If all seals are lit up, all drive moves gain an extra 25% damage increase and unlock his Distortion Drive: Hurricane Fury.
 
===Overdrive: FuRinKaZan (FRKZ)===
FuRinKaZan, previously a Distortion Drive, is now Bang's Overdrive. It offers similar properties as before where Bang loses the ability to block (however he still has the ability to Barrier Block) in exchange for very strong movement options. He gains a dash that goes in 8 ways which he can cancel into normals and specials for strong mixup and good combos. Both of Bang's fire punches now wall bounce both in corner and midscreen and his drives have almost as much hitstun as on counter hit. Generally used to close out a round, it isn't used very often in neutral due to its relative short period duration compared to previous iterations. Within blockstrings, the ability to special cancel most of Bang's normals make this very strong for mixup. Bang's Overdrive can be buffed further by gaining each different seals.  
 
During Overdrive, any currently lit seal gives the following buff:
* 5D = Fu - Gives 4 Airdashes in FRKZ and Allows Bang to dash through characters in FRKZ.
* 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.
* 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.
* j.D = Ka - Gives Bang a 20% Damage boost to every attack in FRKZ.
* 2D = Zan - Makes all Drives full guardpoint in FRKZ, allows Bang to block whilst dashing, and guardpoints can block unblockable attacks.
* 2D = Zan - Makes all Drives full guardpoint in FRKZ, allows Bang to block whilst dashing, and guardpoints can block unblockable attacks.


===Overdrive: FuRinKaZan (FRKZ)===
When Bang activates his overdrive below 35% HP, the old FRKZ super animation plays during the activation. Although this is simply cosmetic, any system timer (meter/barrier gain or cooldown) will still be active during the animation and any jump momentum done prior to OD activation will be canceled.
FuRinKaZan, previously a Distortion Drive, is now Bang's Overdrive. It offers similar properties as before where Bang loses the ability to block (However he still has the ability to Barrier Block) in exchange for very strong movement options. He gains a dash that goes in 8 ways which he can cancel into normals and specials for strong mixup and good combos. Both of Bang's fire punches now wall bounce both in corner and midscreen.  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===
* Strong neutral game
* Strong neutral game
* FuRinKaZan  
* FuRinKaZan  
* Really good mobility, such as two airdashes, bumper dashes, a fast ground dash, and a float (J22A).
* Really good mobility, such as two airdashes, bumper dashes, a fast ground dash, and a float (j.22A).
* High Health (11.5K to be exact)
* High Health (11.5K to be exact)
* Most confirms have amazing corner carry and can convert off of some minor scrambles easily.
* Most confirms have amazing corner carry and can convert off of some minor scrambles easily.
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* 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 becomes very vulnerable to reversals when your opponent manages to instant block your strings very well, as well as being weak to instant barrier in general.
* 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 and Bumpers are hard to control correctly.
* FuRinKaZan and Bumpers are hard to control correctly.
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{{warning|This data is all copied over from BBCP 1.1. Replace with CF data as it becomes available (and delete this warning)}}


==Normal Moves==
==Normal Moves==
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*Hits crouching opponents
*Hits crouching opponents
*[[BBCF/Bang_Shishigami/Frame_Data#Revolver_Action_Table|Gatling Options]]:6A,5B,2B,6B,5C,2C,6C,3C,5D,2D,6D  
*[[BBCF/Bang_Shishigami/Frame_Data#Revolver_Action_Table|Gatling Options]]:6A,5B,2B,6B,5C,2C,6C,3C,5D,2D,6D  
A move that is the staple of Bang himself, 5A is a good multipurpose tool capable of anti airing instant airdash approaches, pressuring opponents effectively due to being safe and having a plethora of cancel options as well as being jump cancellable, enabling some rather creative frame traps and being one of Bangs most frequently used combo starters, along with 5B, 2A, and J.A/J.B.  It is also his fastest normal.
A move that is the staple of Bang himself, 5A is a good multipurpose tool capable of anti airing instant airdash approaches, pressuring opponents effectively due to being safe and having a plethora of cancel options as well as being jump cancellable, enabling some rather creative frame traps and being one of Bangs most frequently used combo starters, along with 5B, 2A, and j.A/j.B.  It is also his fastest normal.


While in CF, 5A took a nerf, what with the removal of 5A > 2A, and now being -1, it is generally one of his best normals to use as you can get a lot of reward from it with very minimal risk, due to the way his routes work, and 5A being a generally useful normal.
While in CF, 5A took a nerf, what with the removal of 5A > 2A, and now being -1, it is generally one of his best normals to use as you can get a lot of reward from it with very minimal risk, due to the way his routes work, and 5A being a generally useful normal.
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  |description=
  |description=
*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 ON HIT/BLOCK
*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
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*[[BBCF/Bang_Shishigami/Frame_Data#Revolver_Action_Table|Gatling Options]]:j.AA, j.B, j.C, j.2C, j.D
*[[BBCF/Bang_Shishigami/Frame_Data#Revolver_Action_Table|Gatling Options]]:j.AA, j.B, j.C, j.2C, j.D


A simple jab that can be repeated indefinitely, Bang J.A is one of his most used moves in the air due to its speed, ability to cancel into options that allow him to convert off of it easily, and being a somewhat reliable anti air.
A simple jab that can be repeated indefinitely, Bang j.A is one of his most used moves in the air due to its speed, ability to cancel into options that allow him to convert off of it easily, and being a somewhat reliable anti air.


A trick Bangs do is to J.A immediately after an airdash or an air backdash because the entire length of J.A is much shorter than his dashes, allowing him to barrier quicker and avoid being hit by air unblockable anti airs.
A trick Bangs do is to j.A immediately after an airdash or an air backdash because the entire length of j.A is much shorter than his dashes, allowing him to barrier quicker and avoid being hit by air unblockable anti airs.
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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, and with how much space J.B covers, you can confirm into many options.
j.B will be commonly used by many as a combo tool as well as to poke and confirm hits. It also has its uses after TK j.22a on the opponent’s wakeup. j.B may not lead to the highest damage of combos; however it is a decent starter, and very useful during neutral. You can challenge opponents air-to-air, and with how much space j.B covers, you can confirm into many options.


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*[[BBCF/Bang_Shishigami/Frame_Data#Revolver_Action_Table|Gatling Options]]:j.2C, j.D
*[[BBCF/Bang_Shishigami/Frame_Data#Revolver_Action_Table|Gatling Options]]:j.2C, j.D


J.C is one of Bangs main combo filler tools as he can jump cancel it and then do an instant airdash immediately after, and can combo into J.D early in combos, making it very reliable in a scramble situation.
j.C is one of Bangs main combo filler tools as he can jump cancel it and then do an instant airdash immediately after, and can combo into j.D early in combos, making it very reliable in a scramble situation.


This move can also be used in neutral due to it making bangs hitbox weird enough for some moves to not hit him properly, as well as getting good damage and good reward on CH.  One of Bangs most memorable combo staples in his game.
This move can also be used in neutral due to it making bangs hitbox weird enough for some moves to not hit him properly, as well as getting good damage and good reward on CH.  One of Bangs most memorable combo staples in his game.
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*[[BBCF/Bang_Shishigami/Frame_Data#Revolver_Action_Table|Gatling Options]]:j.D
*[[BBCF/Bang_Shishigami/Frame_Data#Revolver_Action_Table|Gatling Options]]:j.D


This air normal is mostly used as jumpin or to end your combos.  It is also used during IAD JC combos as hitting J2C at a certain time can allow Bang to fall down and pick up with 5A as the opponent is being sent down, as well as throw a poison or explosive nail and still be able to combo after it.
This air normal is mostly used as jumpin or to end your combos.  It is also used during IAD j.C combos as hitting j.2C at a certain time can allow Bang to fall down and pick up with 5A as the opponent is being sent down, as well as throw a poison or explosive nail and still be able to combo after it.


In neutral it's also good to use it to hit an opponent below you, or send them straight down into the ground to keep them from jumping all over the place.
In neutral it's also good to use it to hit an opponent below you, or send them straight down into the ground to keep them from jumping all over the place.


If correctly spaced it can be used as crossup, it's safer then j.4B but since it's harder to set up it's usually easier to react to, making it very situational on small hitboxes like Noel.
If correctly spaced it can be used as crossup. It's safer then j.4B, but since it's harder to set up, it's usually easier to react to, making it very situational and also tricky to land on small hurtboxes like Noel.


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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


A staple for many of Bangs standing/Air confirms, J.D allows Bang to send his opponent, no matter the height, down onto the floor where he can either follow up with a nail or another special to keep his air combos going.  While it is mainly used after 6C due to it being the easiest place to chain into J.D, if done early enough, J.D can be combo'd into from J.C, allowing Bang to convert from even the weirdest angles in the air.
A staple for many of Bangs standing/Air confirms, j.D allows Bang to send his opponent, no matter the height, down onto the floor where he can either follow up with a nail or another special to keep his air combos going.  While it is mainly used after 6C due to it being the easiest place to chain into j.D, if done early enough, j.D can be combo'd into from j.C, allowing Bang to convert from even the weirdest angles in the air.


While the move isn't used that much in neutral, it is a decent wakeup tool to kill opponents meaty throws and gain at least 2 seals minimum from the confirm, as well as hitting overhead.  A peculiar principle of J.D is that the normal forces you into landing recovery if you cancel from it with a special or a jump if used high enough from the ground, even if you use something with noticeably less recovery, J.D's landing recovery will override it, forcing you into around a 20-ish frame cooldown unless you Rapid Cancel.
While the move isn't used that much in neutral, it is a decent wakeup tool to kill opponents meaty throws and gain at least 2 seals minimum from the confirm, as well as hitting overhead.  A peculiar principle of j.D is that the normal forces you into landing recovery if you cancel from it with a special or a jump if used high enough from the ground, even if you use something with noticeably less recovery, j.D's landing recovery will override it, forcing you into around a 20-ish frame cooldown unless you Rapid Cancel.
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*Still keeps momentum upon use, making it useful for throw combos.
*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 j.A and his airgrab, making it an effective anti air or air to air neutral tool against an opponent.


In CF this throw got extremely buffed and is actually incredibly useful, since it gives Bang enough time to combo after it now, granting it decent reward midscreen and a huge reward in the corner combo wise, as well as scoring a knockdown combo.  You can combo it into ashura to do an unburstable combo and on CH, it forces knockdown, allowing for different combos midscreen, but the routes from it are generally not as useful in the corner though.
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.
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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.  
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.
It is useful in mid to long range neutral game as it travels pretty far and can be used to get in due to its start up and able to conserve air momentum (nail glide) or used with B nail.
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  {{AttackData-BBCF
  {{AttackData-BBCF
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*After bounce, it will always detonate in 26(?).
*After bounce, it will always detonate in 26(?).
*Useful in neutral and during combos
*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.  
The B nail got a buff where it regain its conserve momentum property from CS1 which has more applications in combos, neutral 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.
Used in close to mid neutral game and can be nail glided and combined with A nail. Note that several characters can duck under the explosion and still beat you out, when approaching recklessly.
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  {{AttackData-BBCF
  {{AttackData-BBCF
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*Same effect as its single version
*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)
*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.
Similar to A+D Version where it has not much uses and should be evaded.


Note that each B+D version throws 3 nails simultaneously and throws them in a completely differently angle but higher than A+D.
Note that each B+D version throws 3 nails simultaneously and throws them in a completely differently angle but higher than A+D.
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*Sticks the opponent in place for 60 and less if they are blocking
*Sticks the opponent in place for 60 and less if they are blocking
*Useful for baiting anti-airs and extending combos
*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.
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 high jump-ins safe and can catch anti airs if spaced properly.
 
Combowise it's the Nr.1 Nail to build Seals and setup oki.


Its P2 got slightly better and is used to either get seals, setup, easy air to ground conversion or damage.
Its P2 got slightly better and is used to either get seals, setup, easy air to ground conversion or damage.
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*Useful for neutral game to get in or out
*Useful for neutral game to get in or out
*Can bounce on the floor so it covers a lot of space
*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.
D Nails are 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.
It is used almost anywhere in neutral as it covers many angle and bounces off the floor increasing the time they stay on the screen. Due to it costing 1/4 of your nails, you should use them with care. 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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*Very strong neutral, mix-up and combo tool
*Very strong neutral, mix-up and combo tool
*While floating, you are in a counter hit state
*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.
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.
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.
For mix-up, it is used to repeat the same or different air move as it keeps your height on initial use, so for example j.2C > j.22A > j.2C can be done as a double overhead jumpin mixup. It could also be tked from a jump cancelable move to add another layer of mix up options like overheads with j.B, cross up if you let the float last longer and reset your mix-up options if you use D nails.


It is used during combos due to its ability to keep Bang on the same height which opens up new combo path with either 6C or j.C.
It 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.
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*D version can be touched from air and ground
*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.
While losing its 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.
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 the D version is set after a 6D 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.
While the other versions are less used, they also have good mixup and combo options. They are also way easier to control, compared to the D Setnail.
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  {{AttackData-BBCF
  {{AttackData-BBCF
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The D Version is great for getting your opponent offguard in neutral and as okizeme from a j.2C ender.
The D Version is great for getting your opponent offguard in neutral and as okizeme from a j.2C ender.
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*Can only be used once Bang obtains all 4 seals from his drive.
*Can only be used once Bang obtains all 4 seals from his drive.


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.
Bang's command grab super that he gets after he obtains all 4 seals from his drive. He automatically tracks the opponents location and after the superflash, warps directly to where they were during the superflash and proceeds to grab them. Since this move always crosses up the opponent, it can sometimes cause the opponent to attack the wrong way, giving Bang a free chance to grab them.


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.
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.
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|name=Bang's Dancing Petal Storm
|name=Bang's Dancing Petal Storm
|input=A+B+C+D during Overdrive
|input=A+B+C+D during Overdrive
|caption=Throw the Shurikens.  Throw the Kunai. Throw the Nails. BOMB THIS BOI!! Don't expect Oki though.
|caption=Throw the Shurikens.  Throw the Kunai. Throw the Nails. BOMB THIS BOI!! Don't expect Oki though.
|data=
|data=
  {{AttackData-BBCF
  {{AttackData-BBCF

Revision as of 18:25, 21 May 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.

Bang is a rushdown character with lots of diffrent tools. His great mobility, nails and drives give him great options in neutral allowing him to force himself in to pressure. With Bumpers and FRKZ, Bang has hard to react and rewarding mixup, but when compared to other strong characters, Bang's oki is rather weak, making him depend upon reads on your opponents wakeup options.

Overall, Bang is easy to pick up, but if you want to become great with him, you are in for a harsh ride that will require good execution, reactions and a lot of creativity.

Drive: Burning Heart

Bang's Drive is called "Burning Heart". Drive attacks will have an auto-guard period, in which the attack itself can block most incoming attacks. After blocking an attack, Bang will continue with the "D" attack and can perform "Secret Art: Bang's Shadowstep Jutsu" (or simply put, "Teleport"). Each "D" attack has different auto-guard attributes, and each button pressed (A/B/C) after an auto-guard will cause Bang to travel different distances. New in CF, Bang can now perform the "Secret Technique: Bang's Pulverizing Blast Jutsu" during auto-guard, by pressing D again, creating a big explosion that allows Bang to go for a damaging combo when hitting the opponent, or to simply disengage.

When any of the "D" attacks hits your opponent, an icon in the "Fu-Rin-Ka-Zan" Gauge will light up, gaining a 20% damage increase for that respected drive. If all seals are lit up, all drive moves gain an extra 25% damage increase and unlock his Distortion Drive: Hurricane Fury.

Overdrive: FuRinKaZan (FRKZ)

FuRinKaZan, previously a Distortion Drive, is now Bang's Overdrive. It offers similar properties as before where Bang loses the ability to block (however he still has the ability to Barrier Block) in exchange for very strong movement options. He gains a dash that goes in 8 ways which he can cancel into normals and specials for strong mixup and good combos. Both of Bang's fire punches now wall bounce both in corner and midscreen and his drives have almost as much hitstun as on counter hit. Generally used to close out a round, it isn't used very often in neutral due to its relative short period duration compared to previous iterations. Within blockstrings, the ability to special cancel most of Bang's normals make this very strong for mixup. Bang's Overdrive can be buffed further by gaining each different seals.

During Overdrive, any currently lit seal gives the following buff:

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

When Bang activates his overdrive below 35% HP, the old FRKZ super animation plays during the activation. Although this is simply cosmetic, any system timer (meter/barrier gain or cooldown) will still be active during the animation and any jump momentum done prior to OD activation will be canceled.

Pros/Strengths

  • Strong neutral game
  • FuRinKaZan
  • Really good mobility, such as two airdashes, bumper dashes, a fast ground dash, and a float (j.22A).
  • High Health (11.5K to be exact)
  • 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, as well as being weak to instant barrier in general.
  • 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.

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