BBCF/Bang Shishigami: Difference between revisions

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:Double Jump, 2 Airdashes, Dash type: Run
:Double Jump, 2 Airdashes, Dash type: Run
;Play-style
;Play-style
:Offensive, Heavy Rushdown, Mixup
:High mobility, Heavy Rushdown, Strong pressure
|}
|}
{{CharNav |charMainPage=BBCF/Bang Shishigami
{{CharNav |charMainPage=BBCF/Bang Shishigami
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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.
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===
===Strengths/Weaknesses===
{|
|-style="text-align:left;"
! Strengths !! Weaknesses
|- style="vertical-align:top;text-alighn:left"
| style="width: 50%;"|
* Strong neutral game
* Strong neutral game
* FuRinKaZan  
* FuRinKaZan  
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* Nails offer a variety of options in helping with the neutral game, pressure, and mobility.
* 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.
* A solid mixup game with Highs, lows, command grabs, and more.
 
| style="width: 50%;"|
===Cons/Weaknesses===
* 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.
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* 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.
|-
|}
<br clear=all/>
===Notes===
*Still a work in progress. ~ GreekAscendedDust


==Normal Moves==
==Normal Moves==
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|data=
|data=
  {{AttackData-BBCF
  {{AttackData-BBCF
  |damage=300 |cancel=SOJR |guard=All
  |damage=300 |guard=All
  |startup=6 |active=3 |recovery=10 |frameAdv=-1 |attribute=B |invul=- |hitbox=bang/5A
  |startup=6 |active=3 |recovery=10 |frameAdv=-1 |attribute=B |invul=- |hitbox=bang/5A
  |description=
  |description=
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|data=
|data=
  {{AttackData-BBCF
  {{AttackData-BBCF
  |damage=600 |cancel=SOJR |guard=HL
  |damage=600 |guard=HL
  |startup=9 |active=4 |recovery=19 |frameAdv=-6 |attribute=B |invul=- |hitbox=bang/5B
  |startup=9 |active=4 |recovery=19 |frameAdv=-6 |attribute=B |invul=- |hitbox=bang/5B
  |description=
  |description=
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|data=
|data=
  {{AttackData-BBCF
  {{AttackData-BBCF
  |damage=900 |cancel=SOJR |guard=H
  |damage=900 |guard=H
  |startup=18 |active=8 |recovery=19 |frameAdv=-8 |attribute=B |invul=- |hitbox=bang/5C
  |startup=18 |active=8 |recovery=19 |frameAdv=-8 |attribute=B |invul=- |hitbox=bang/5C
  |description=
  |description=
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|data=
|data=
  {{AttackData-BBCF
  {{AttackData-BBCF
  |damage=300 |cancel=CSOR |guard=LA
  |damage=300 |guard=LA
  |startup=7 |active=3 |recovery=11 |frameAdv=-2 |attribute=F |invul=- |hitbox=bang/2A
  |startup=7 |active=3 |recovery=11 |frameAdv=-2 |attribute=F |invul=- |hitbox=bang/2A
  |description=
  |description=
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|data=
|data=
  {{AttackData-BBCF
  {{AttackData-BBCF
  |damage=800 |cancel=SO(J)R |guard=HL
  |damage=800 |guard=HL
  |startup=12 |active=5 |recovery=22 |frameAdv=-10 |attribute=B |invul=- |hitbox=bang/2B
  |startup=12 |active=5 |recovery=22 |frameAdv=-10 |attribute=B |invul=- |hitbox=bang/2B
  |description=
  |description=
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|data=
|data=
  {{AttackData-BBCF
  {{AttackData-BBCF
  |damage=850 |cancel=SO(J)R |guard=L
  |damage=850 |guard=L
  |startup=13 |active=3 |recovery=22 |frameAdv=-6 |attribute=F |invul=- |hitbox=bang/2C
  |startup=13 |active=3 |recovery=22 |frameAdv=-6 |attribute=F |invul=- |hitbox=bang/2C
  |description=
  |description=
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{{MoveData
{{MoveData
|image=BBCS_Bang_6A.png
|image=BBCS_Bang_6A.png
|caption=Only Plus Normal.  Watch your toes!
|caption=Only Plus Normal.  Now with Kung Fu Punching options.
|name=6A
|name=6A
|data=
|data=
  {{AttackData-BBCF
  {{AttackData-BBCF
  |damage=550 |cancel=SOR |guard=L
  |damage=550 |guard=L
  |startup=17 |active=3 |recovery=13 |frameAdv=+1 |attribute=F |invul=- |hitbox=bang/6A
  |startup=17 |active=3 |recovery=13 |frameAdv=+1 |attribute=F |invul=- |hitbox=bang/6A
  |description=
  |description=
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*Most options after are generally not as safe as this normal.
*Most options after are generally not as safe as this normal.
*Can still go for a high/low mixup off of it, or frame trap with 5A.
*Can still go for a high/low mixup off of it, or frame trap with 5A.
*[[BBCF/Bang_Shishigami/Frame_Data#Revolver_Action_Table|Gatling Options]]:6B,6C,2C. (New in 2.0) 5B
*[[BBCF/Bang_Shishigami/Frame_Data#Revolver_Action_Table|Gatling Options]]: 5B, 6B, 6C, 2C.


While Bang has a lot of options during his pressure and mixup game, 6A is his only button that can allow him to reset pressure, due to it being his only plus on block normal.  6A itself can lead into a lot of frame traps when combined with 5A, and can also tick grab into his command grab if he is close enough to his opponent.
While Bang has a lot of options during his pressure and mixup game, 6A is his only button that can allow him to reset pressure, due to it being his only plus on block normal.  6A itself can lead into a lot of frame traps when combined with 5A, and can also tick grab into his command grab if he is close enough to his opponent.


Bang can go into a high/low mixup from 6A, from a high hitting 6B to a low hitting 2C, but they generally leave Bang less safe than just letting the 6A rock to maintain the +1.  Also can be used to OTG grounded opponents by chaining into 6C for an aerial combo, this and the rather low recovery allows 6A to be a great normal to catch sleeper or rolls in the corner.
Bang can go into a high/low mixup from 6A, from a high hitting 6B to a low hitting 2C, but they generally leave Bang less safe than just letting the 6A rock to maintain the +1.


New to 2.0 is the ability for Bang to go into 5B, as well as do something like 5B > 6A > 5B > 6A, giving him a lot more options.  However, the caveat for this is that it consumes a B gatling, meaning bang cannot do something like 6A > 5B > 6A > 5B > 2B because he already exhausted a B gatling before. Other than that, 6A became a much better pressure tool all around due to this buff.
New to 2.0 is the ability for Bang to go into 5B, as well as do something like 5B > 6A > 5B > 6A, giving him a lot more options.  However, the caveat for this is that Bang can only use 6A twice in a blockstring (similar to 5B/2B). Also can be used to OTG grounded opponents by chaining into 5B for an aerial combo, this and the rather low recovery allows 6A to be a great normal to catch no tech or rolls in the corner.
}}
}}
}}
}}
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|data=
|data=
  {{AttackData-BBCF
  {{AttackData-BBCF
  |damage=780 |cancel=R |guard=HA
  |damage=780 |guard=HA
  |startup=22 |active=3 |recovery=9+8L |frameAdv=-1 |attribute=H |invul=- |hitbox=bang/6B
  |startup=22 |active=3 |recovery=9+8L |frameAdv=-1 |attribute=H |invul=- |hitbox=bang/6B
  |description=
  |description=
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{{MoveData
{{MoveData
|image=BBCS_Bang_6C.png
|image=BBCS_Bang_6C.png
|caption=Standing Combo Filler.  Whiff this on crouch, and you die.
|caption=Standing Combo Filler.  Whiff this on crouch, and you die.  Also, don't ask why this fatals now, I don't know why either.
|name=6C
|name=6C
|data=
|data=
  {{AttackData-BBCF
  {{AttackData-BBCF
  |damage=780 |cancel=SOJR |guard=H
  |damage=780 |guard=H
  |startup=14 |active=3 |recovery=15+27L |frameAdv=-24 |attribute=H |invul=- |hitbox=bang/6C
  |startup=14 |active=3 |recovery=15+27L |frameAdv=-24 |attribute=H |invul=- |hitbox=bang/6C
  |description=
  |description=
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* Gained Fatal counter property in 2.0
* Gained Fatal counter property in 2.0
*[[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 unless your opponent makes a mistake you can punish.


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.
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{{MoveData
{{MoveData
|image=BBCS_Bang_3C.png
|image=BBCS_Bang_3C.png
|caption=Remember when this had head invuln?  ...WHY!?
|caption=WELCOME BACK CPEX 3C!!!!
|name=3C
|name=3C
|data=
|data=
  {{AttackData-BBCF
  {{AttackData-BBCF
  |damage=880 |cancel=R |guard=L
  |damage=880 |guard=L
  |startup=15 |active=9 |recovery=21 |frameAdv=-9 |attribute=F |invul=11-23H |hitbox=bang/3C
  |startup=15 |active=9 |recovery=21 |frameAdv=-9 |attribute=F |invul=11-23H |hitbox=bang/3C
  |description=
  |description=
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*Fatals on Counter Hit
*Fatals on Counter Hit
*Causes hard knockdown on Fatal in 2.0
*Causes hard knockdown on Fatal in 2.0
*Gives 110% Proration
Really good low hitting slide normal. Can be used to end combos against croucher or opponents that are too far away for 6C. After 3C Bang is in a good position to catch rolls or set up a meaty. The launch on hit and general better proration makes this normal a good combo extender with rapid cancel against croucher. Even tho it's a fatal counter normal you don't want to start your punishing combos with it, there are way more rewarding normals.
Really good low hitting slide normal. Can be used to end combos against croucher or opponents that are too far away for 6C. After 3C Bang is in a good position to catch rolls or set up a meaty. The launch on hit and general better proration makes this normal a good combo extender with rapid cancel against croucher. Even tho it's a fatal counter normal you don't want to start your punishing combos with it, there are way more rewarding normals.


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|data=
|data=
  {{AttackData-BBCF
  {{AttackData-BBCF
  |damage=300 |cancel=CSOJR |guard=HA
  |damage=300 |guard=HA
  |startup=7 |active=2 |recovery=9 |frameAdv=- |attribute=H |invul=- |hitbox=bang/jA
  |startup=7 |active=2 |recovery=9 |frameAdv=- |attribute=H |invul=- |hitbox=bang/jA
  |description=
  |description=
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|data=
|data=
  {{AttackData-BBCF
  {{AttackData-BBCF
  |damage=560 |cancel=SOJR |guard=HA
  |damage=560 |guard=HA
  |startup=10 |active=5 |recovery=20 |frameAdv=- |attribute=H |invul=- |hitbox=bang/jB
  |startup=10 |active=5 |recovery=20 |frameAdv=- |attribute=H |invul=- |hitbox=bang/jB
  |description=
  |description=
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|data=
|data=
  {{AttackData-BBCF
  {{AttackData-BBCF
  |damage=600 |cancel=SOJR |guard=HA
  |damage=600 |guard=HA
  |startup=10 |active=4 |recovery=18 |frameAdv=- |attribute=H |invul=- |hitbox=bang/jC
  |startup=10 |active=4 |recovery=18 |frameAdv=- |attribute=H |invul=- |hitbox=bang/jC
  |description=
  |description=
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|data=
|data=
  {{AttackData-BBCF
  {{AttackData-BBCF
  |damage=840 |cancel=SOJR |guard=HA
  |damage=840 |guard=HA
  |startup=11 |active=4 |recovery=16 |frameAdv=- |attribute=H |invul= |hitbox=bang/j4B
  |startup=11 |active=4 |recovery=16 |frameAdv=- |attribute=H |invul= |hitbox=bang/j4B
  |description=
  |description=
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|data=
|data=
  {{AttackData-BBCF
  {{AttackData-BBCF
  |damage=650 |cancel=SOR |guard=HA
  |damage=650 |guard=HA
  |startup=12 |active=4 |recovery=21 |frameAdv=- |attribute=H |invul=- |hitbox=bang/j2C
  |startup=12 |active=4 |recovery=21 |frameAdv=- |attribute=H |invul=- |hitbox=bang/j2C
  |description=
  |description=
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|data=
|data=
  {{AttackData-BBCF
  {{AttackData-BBCF
  |damage=562[672][840] |cancel=(J)SR |guard=HL
  |damage=562[672][840] |guard=HL
  |startup=20 |active=3 |recovery=28 |frameAdv=-14 |attribute=B |invul=4-13GP |hitbox=bang/5D
  |startup=20 |active=3 |recovery=28 |frameAdv=-14 |attribute=B |invul=4-13GP |hitbox=bang/5D
  |description=
  |description=
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|data=
|data=
  {{AttackData-BBCF
  {{AttackData-BBCF
  |damage=710[852][1065] |cancel=SOJR |guard=HL
  |damage=710[852][1065] |guard=HL
  |startup=24 |active=3 |recovery=25 |frameAdv=-9 |attribute=B |invul=7-22GP |hitbox=bang/2D
  |startup=24 |active=3 |recovery=25 |frameAdv=-9 |attribute=B |invul=7-22GP |hitbox=bang/2D
  |description=
  |description=
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*Most common drive to chain into Drive Explosion followup with.
*Most common drive to chain into Drive Explosion followup with.
*Bangs only "True" anti-air.
*Bangs only "True" anti-air.
*Launches opponent on hit, on CH it launches the opponent up really high.
*Launches opponent on hit, timing is universal on normal and CH in 2.0.
*During OD and with 2D seal, guards Highs/Mids/Lows and Unblockables
*During OD and with 2D seal, guards Highs/Mids/Lows and Unblockables


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2D regains its jump cancel on block back, allowing Bang to safely meaty an opponent on wakeup while also guardpointing any reversal due to its ridiculous amount of guard point frames while also jumping away from an unsafe situation should the attack get blocked.  Also, like all of Bangs drives, is changed from a short starter to a VERY SHORT starter, meaning combos starting from drive normals are very limited.
2D regains its jump cancel on block back, allowing Bang to safely meaty an opponent on wakeup while also guardpointing any reversal due to its ridiculous amount of guard point frames while also jumping away from an unsafe situation should the attack get blocked.  Also, like all of Bangs drives, is changed from a short starter to a VERY SHORT starter, meaning combos starting from drive normals are very limited.


Just like 5D, in 2.0, 2D received a hitbox buff, the same way 5D did, meaning that 2D can now reliably OTG the entire cast instead of very specific characters, giving it much better versatility in combos.
Just like 5D, in 2.0, 2D received a hitbox buff, the same way 5D did, meaning that 2D can now reliably OTG the entire cast instead of very specific characters, giving it much better versatility in combos. Also, its CH launch property is the same height as regular version.
}}
}}
}}
}}
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|data=
|data=
  {{AttackData-BBCF
  {{AttackData-BBCF
  |damage=710[852][1065] |cancel=(S)O(J)R |guard=L
  |damage=710[852][1065] |guard=L
  |startup=24 |active=2 |recovery=25 |frameAdv=-8 |attribute=F |invul=1-8GP |hitbox=bang/6D
  |startup=24 |active=2 |recovery=25 |frameAdv=-8 |attribute=F |invul=1-8GP |hitbox=bang/6D
  |description=
  |description=
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|data=
|data=
  {{AttackData-BBCF
  {{AttackData-BBCF
  |damage=630[756][945] |cancel=(S)O(J)R |guard=HA
  |damage=630[756][945] |guard=HA
  |startup=22 |active=3 |recovery=24 |frameAdv=-8 |attribute=H |invul=4-12GP |hitbox=bang/j.D
  |startup=22 |active=3 |recovery=24 |frameAdv=-8 |attribute=H |invul=4-12GP |hitbox=bang/j.D
  |description=
  |description=
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|data=
|data=
  {{AttackData-BBCF
  {{AttackData-BBCF
  |damage=1000 |cancel=
  |damage=1000  |guard=All
  |guard=All
  |startup=4 |active=15 |recovery=Until Landing |frameAdv= |attribute=P |invul=1-40 All |description=
  |startup=4 |active=15 |recovery=Until Landing |frameAdv= |attribute=P |invul=1-40 All |description=
*Bang explodes his clothes, flying high into the air as he magically redresses.
*Bang explodes his clothes, flying high into the air as he magically redresses.
*Fatal Counters.
*Fatal Counters.
*Is a Short Starter
*Is a Short Starter
*Is fully invincible from frames 1-30.
*Is fully invincible when active until shortly before landing.
*Insanely active, and really safe on block.
*Insanely active, and really safe on block.
*Actual Startup depends on which drive it was followed up from.
*Actual Startup depends on which drive it was followed up from.
*Is a level 5 Projectile, so it can clash/beat out many other weaker projectiles.
*Is a level 5 Projectile, so it can clash/beat out many other weaker projectiles.
*Hits all around the explosion, ranging from behind, in front, above, and even below.
*Hits all around the explosion, ranging from behind, in front, above, and even below.
*Bang is considered airborn during the attack, and retains his air options.
*Bang is considered airborn during the attack, however, in 2.0, is unable to act until landing.
*Bang is launched as high as around 6B height in 2.0 now, significantly reducing recovery.
*No longer does around 6 hits in blockstun, now only does 1 hit of blockstun in 2.0, but active frames are still active.
*Generally around +2 when first active frame is blocked.


The Explosion followup to Bang's drive, it is one of his best moves to use defensively from most of his drives.  The explosion itself is extremely active, causing it to catch opponents late into its active frames as Bang is recovering or clashing with many different projectiles, outright nullifying them in most cases.  Not only that, the explosion itself fatals, meaning Bang can securely followup with a punishing combo that can set up for oki, but you can't get too crazy due to the explosion itself being a short starter.
The Explosion followup to Bang's drive, it is one of his best moves to use defensively from most of his drives.  The explosion itself is extremely active, causing it to catch opponents late into its active frames as Bang is recovering or clashing with many different projectiles, outright nullifying them in most cases.  Not only that, the explosion itself fatals, meaning Bang can securely followup with a punishing combo that can set up for oki, but you can't get too crazy due to the explosion itself being a short starter.


Bang can cancel out of his recovery by airdashing or using a special, effectively making the explosion itself even safer if it is blocked.  While it can be punished in very specific scenarios, the general usefulness, amazing hitbox and active frames, and the fact that it is safe on block means that drive explosion is a pretty good option to use.
Bang is unable to cancel out of his recovery in 2.0, but his recovery time is significantly shortened due to not being launched as high, so bang is still effectively plus when the explosion is blocked, giving him a cover in order to do a mixup scenario or give him much better followup options due to the new recovery.  Also, they changed the blockstun of drive explosion to only do 1 hit of blockstun, but that doesn't mean they nerfed the active frames at all, so it can still catch people off guard if they try to rush in.  While it can be punished in very specific scenarios, the general usefulness, amazing hitbox and active frames, and the fact that it is safe on block means that drive explosion is a pretty good option to use.
}}
}}
}}
}}
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|data=
|data=
  {{AttackData-BBCF
  {{AttackData-BBCF
  |damage=0 |cancel=R |guard=All
  |damage=0 |guard=All |attribute=B
  |startup=13 |active=3 |recovery=34 |frameAdv=-18 |attribute=B |invul=1-20Inv |hitbox=bang/CA
  |startup=13 |active=3 |recovery=34 |frameAdv=-18  
  |description=
  |description=
*Bang's counterassault
*Bang's counterassault
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|data=
|data=
  {{AttackData-BBCF
  {{AttackData-BBCF
  |damage=1000 |cancel=R |guard=B
  |version=Uncharged |damage=1000 |guard=B |attribute=BP
  |startup=30~59 |active=1 |recovery=23 |frameAdv=0 |attribute=BP |invul=- |hitbox=bang/CT
  |startup=20 |active=1 |recovery=25 |frameAdv=0 }}
{{AttackData-BBCF
|version=Charged |damage=1000  |guard=B |attribute=BP  
|startup=30~61 |active=1 |recovery=25 |frameAdv=0
  |description=
  |description=
*Bang inhales and spits fire, Naruto Style
*Bang inhales and spits fire, Naruto Style
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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.  
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, extra damage or with bumper cancels to gain a +4 block advantage.
}}
}}
}}
}}
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|data=
|data=
  {{AttackData-BBCF
  {{AttackData-BBCF
  |damage=0*2, 600, 653, 842 |cancel=-*2, R*3 |guard=c.T (100)
  |damage=0*2, 600, 653, 1082 |guard=c.T (100) |attribute=T
  |startup=13 |active=3 |recovery=37 |frameAdv=- |attribute=T |invul=- |hitbox=bang/623C
  |startup=13 |active=3 |recovery=37 |frameAdv=
  |description=
  |description=
*100% Minimum damage
*Grounded command throw.
*Preforms a Hug and does a Bang's Style Custom Izuna Drop aka Bang Drop
*Preforms a Hug and does a Bang's Style Custom Izuna Drop aka Bang Drop
*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
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|data=
|data=
  {{AttackData-BBCF
  {{AttackData-BBCF
  |damage=0,700,785,1000 |cancel=-*2, R*3 |guard=c.T (120)
  |damage=0,550,653,1082 |guard=c.T (120) |attribute=T
  |startup=7 |active=3 |recovery=20 |frameAdv=- |attribute=T |invul=- |hitbox=bang/j.623C
  |startup=7 |active=3 |recovery=20 |frameAdv=-  
  |description=
  |description=
*100% Minimum damage
*Air to Air command throw.
*Preforms a Hug and does a Bang's Style Custom Izuna Drop EX aka Bang Drop EX
*Preforms a Hug and does a Bang's Style Custom Izuna Drop EX aka Bang Drop EX
*Can continue to combo on hit
*Can continue to combo on hit
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|name=Bang's Unstoppable Double Palm Thrust
|name=Bang's Unstoppable Double Palm Thrust
|input=623B
|input=623B
|caption=Solgaleo existed before Solgaleo was even a thing! He IS the Legendary Pokemon...
|caption=We still call this "Phoenix Crash" even though it's a Tiger. I don't know why.
|data=
|data=
  {{AttackData-BBCF
  {{AttackData-BBCF
  |damage=1300 |cancel=R |guard=HL
  |damage=1300 |guard=HL |attribute=B
  |startup=16 |active=2 |recovery=21 |frameAdv=-4 |attribute=B |invul=- |hitbox=bang/623B
  |startup=16 |active=2 |recovery=21 |frameAdv=-4  
  |description=
  |description=
*Bang does a double palm thrust, with the flames taking shape of a Lion.
*Bang does a double palm thrust, with the flames taking shape of a Tiger.
*Causes a wall bounce on CH, as well as during FRKZ.
*Causes a wall bounce on CH, as well as during FRKZ.
*Ground slides on normal hit
*Ground slides on normal hit
Line 759: Line 779:
|data=
|data=
  {{AttackData-BBCF
  {{AttackData-BBCF
  |damage=1300 |cancel=R |guard=All
  |damage=1300 |guard=All |attribute=H
  |startup=13 |active=3 |recovery=Landing + 7 |frameAdv=-4 |attribute=H |invul=- |hitbox=bang/j.623B
  |startup=13 |active=3 |recovery=Landing + 7 |frameAdv=
  |description=
  |description=
*Bang does a double palm thrust in the air, with the fire taking form of a Phoenix.
*Bang does a double palm thrust in the air, with the fire taking form of a Phoenix.
Line 771: Line 791:
Since the wallbounce on CH got removed, using it as neutral tool is not really worth it anymore.
Since the wallbounce on CH got removed, using it as neutral tool is not really worth it anymore.


 
In 2.0, this move received a hitbox buff, extending the hitbox inwards so Bang can consistently hit this move on more of the cast.
}}
}}
}}
}}
Line 792: Line 812:
  {{AttackData-BBCF
  {{AttackData-BBCF
  |version=A Version
  |version=A Version
  |damage=300 |cancel=RS* |guard=All
  |damage=300 |guard=All |attribute=HBFPr
  |startup=9 |active=Until G |recovery=Total 21+9LT |frameAdv=- |attribute=HBFPr |invul=- |hitbox=bang/j.236A
  |startup=9 |active=Until G |recovery=Total 21+9LT |frameAdv=-
  |description=
  |description=
*Consumes 1 nail
*Consumes 1 nail
Line 812: Line 832:
  |header=no
  |header=no
  |version=A+D Version
  |version=A+D Version
  |damage=300*3 |cancel=R |guard=All
  |damage=300*3 |guard=All |attribute=HBFPr
  |startup=20 |active=Until G |recovery=Until L+9 |frameAdv=- |attribute=HBFPr |invul=- |hitbox=bang/j.236A
  |startup=20 |active=Until G |recovery=Until L+9 |frameAdv=-  
  |description=
  |description=
*Consumes 3 nails
*Consumes 3 nails
Line 826: Line 846:
  |header=no
  |header=no
  |version=B Version
  |version=B Version
  |damage=300x2 |cancel=RS* |guard=All
  |damage=300x2 |guard=All |attribute=HBFPr
  |startup=9 |active=Until G + rebound (26) 3 |recovery=Total 21+9L |frameAdv=- |attribute=HBFPr |invul=- |hitbox=bang/j.236B
  |startup=9 |active=Until G (26) 3 |recovery=Total 21+9L |frameAdv=-  
  |description=
  |description=
*Consumes 1 nail
*Consumes 1 nail
Line 844: Line 864:
  |header=no
  |header=no
  |version=B+D Version
  |version=B+D Version
  |damage=(300x2)*3 |cancel=R |guard=All
  |damage=(300x2)*3 |guard=All |attribute=HBFPr
  |startup=20 |active=Until G + rebound (26) 3 |recovery=Until L+9 |frameAdv=- |attribute=HBFPr |invul=- |hitbox=bang/j.236B
  |startup=20 |active=Until G (26) 3 |recovery=Until L+9 |frameAdv=-  
  |description=
  |description=
*Consumes 3 nails
*Consumes 3 nails
Line 858: Line 878:
  |header=no
  |header=no
  |version=C Version
  |version=C Version
  |damage=300 |cancel=RS* |guard=All
  |damage=300 |guard=All |attribute=HBFPr
  |startup=18 |active=Until G |recovery=Until L+9 |frameAdv=- |attribute=HBFPr |invul=- |hitbox=bang/j.236C
  |startup=18 |active=Until G |recovery=Until L+9 |frameAdv=-  
  |description=
  |description=
*Consumes 1 nail
*Consumes 1 nail
Line 876: Line 896:
  |header=no
  |header=no
  |version=C+D Version
  |version=C+D Version
  |damage=300*3 |cancel=R |guard=All
  |damage=300*3 |guard=All |attribute=HBFPr
  |startup=20 |active=Until G |recovery=Until L+9 |frameAdv=- |attribute=HBFPr |invul=- |hitbox=bang/j.236C
  |startup=20 |active=Until G |recovery=Until L+9 |frameAdv=-  
  |description=
  |description=
*Consumes 3 nails
*Consumes 3 nails
Line 890: Line 910:
  |header=no
  |header=no
  |version=D Version
  |version=D Version
  |damage=300*3 |cancel=RS* |guard=All
  |damage=300*3 |guard=All |attribute=HBFPr
  |startup=9 |active=Until Offscreen |recovery=Total 23 |frameAdv=- |attribute=HBFPr |invul=- |hitbox=bang/j.236D
  |startup=9 |active=Until Offscreen |recovery=Total 23 |frameAdv=-  
  |description=
  |description=
*Consumes 3 nails
*Consumes 3 nails
Line 914: Line 934:
|data=
|data=
  {{AttackData-BBCF
  {{AttackData-BBCF
  |damage=100*60 |cancel=
  |damage=100*60  |guard=All |attribute=HBFPr
  |guard=All
  |startup=96 |active=Until Ground |recovery=49 Total |frameAdv=-  
  |startup=96 |active=Until Ground |recovery=49 Total |frameAdv=- |attribute=HBFPr |invul=- |hitbox=bang/j.623B
  |description=
  |description=
*Consumes 1 nail when umbrella is pulled out and 1 nail per 30(?) frames as it rains
*Consumes 1 nail when umbrella is pulled out and 1 nail per 30(?) frames as it rains
Line 932: Line 951:
|name=Flaming Air Attack
|name=Flaming Air Attack
|input=j.22A
|input=j.22A
|caption=We should've gotten this since his inception, but better late than never, I guess.
|caption=No more minimum height.  Nothing will stop us now.
|data=
|data=
  {{AttackData-BBCF
  {{AttackData-BBCF
  |damage=
  |damage= |guard= |attribute=  
|cancel=CSODa |guard=
  |startup= |active= |recovery=Until L+5 |frameAdv=  
  |startup=
|active=
|recovery=Until L+5 |frameAdv= |attribute=- |invul=- |hitbox=
  |description=
  |description=
*Bang uses his scarf to float while in the air
*Bang uses his scarf to float while in the air
Line 949: Line 965:
*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
*In 2.0, the Minimum Height restriction has been removed.


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.
Line 959: Line 976:


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.
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.
In 2.0, the minimum height restriction for J22A has been completely removed, allowing Bang to TK J22A at much lower heights, effectively giving him access to better pressure options, better confirms, just generally much better over all.  This buff is arguably his greatest buff, seeing as it opens up a plethora of options for him now.
}}
}}
}}
}}
Line 975: Line 994:
  {{AttackData-BBCF
  {{AttackData-BBCF
  |version=Ground
  |version=Ground
  |damage=- |cancel=
  |damage= |guard= |attribute=  
|guard=
  |startup= |active= |recovery=30 total |frameAdv=  
  |startup=- |active=- |recovery=30 total |frameAdv=- |attribute=- |invul=- |hitbox=bang/214A
  |description=
  |description=
*Bang swings his hand and puts a nail in the air
*Bang swings his hand and puts a nail in the air
Line 988: Line 1,006:
*A,B,C versions need to be touched in the air
*A,B,C versions need to be touched in the air
*D version can be touched from air and ground
*D version can be touched from air and ground
*In 2.0, when setting a bumper in the corner, bumper will not go offscreen now, but sit next to the corner on screen.


While losing its 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.
Line 998: Line 1,017:
  |header=no
  |header=no
  |version=Air
  |version=Air
  |damage=- |heatgain=-
  |damage= |guard= |attribute=  
|cancel=
  |startup= |active= |recovery=33 total |frameAdv=  
|guard=
  |startup=- |active=- |recovery=33 total |frameAdv=- |attribute=- |invul=- |hitbox=bang/j.214A
  |description=
  |description=
*See Above
*See Above
Line 1,022: Line 1,039:
  {{AttackData-BBCF
  {{AttackData-BBCF
  |version=Ground
  |version=Ground
  |damage=- |cancel=
  |damage= |guard= |attribute=  
|guard=
  |startup= |active= |recovery=16 total |frameAdv=  
  |startup=- |active=- |recovery=16 total |frameAdv=- |attribute=- |invul=7-10Inv |hitbox=bang/nailDash
  |description=
  |description=
*Bang does a similar dash like during FRKZ
*Bang does a similar dash like during FRKZ
Line 1,035: Line 1,051:
  |header=no
  |header=no
  |version=Air
  |version=Air
  |damage=- |cancel=
  |damage= |guard= |attribute=  
|guard=
  |startup= |active= |recovery=19 total |frameAdv=  
  |startup=- |active=- |recovery=19 total |frameAdv=- |attribute=- |invul=9-14Inv |hitbox=bang/nailDash
  |description=
  |description=
*See above
*See above
Line 1,054: Line 1,069:
  {{AttackData-BBCF
  {{AttackData-BBCF
  |version=Ground
  |version=Ground
  |damage=- |cancel=
  |damage= |guard= |attribute=  
|guard=
  |startup= |active= |recovery=16 total |frameAdv=  
  |startup=- |active=- |recovery=16 total |frameAdv=- |attribute=- |invul=6D Seal: 3-8P |hitbox=bang/nailDash
  |description=
  |description=
  }}
  }}
Line 1,062: Line 1,076:
  |header=no
  |header=no
  |version=Air
  |version=Air
  |damage=- |cancel=
  |damage= |guard= |attribute=  
|guard=
  |startup= |active= |recovery=19 total |frameAdv=  
  |startup=- |active=- |recovery=19 total |frameAdv=- |attribute=- |invul=6D Seal: 3-8P |hitbox=bang/nailDash
  |description=
  |description=
*During FRKZ Bang uses this omnidirectional dash as movement
*During FRKZ Bang uses this omnidirectional dash as movement
Line 1,079: Line 1,092:
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.
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.
 
Also, a weird property for FRKZ dashes that used to be in CPEX was that you can cancel the dash into a neutral normal.  This is no longer available in CF, so bang is forced to go through the entire dash animation if you wanna do something like 6Dash > 5A.  However, bang can still cancel his dashes into directional normals like 6A or 3C.




Line 1,094: Line 1,109:
|name=Shishigami-style Secret Technique: "Fatal Eruption" / Daifunka
|name=Shishigami-style Secret Technique: "Fatal Eruption" / Daifunka
|input=2363214C
|input=2363214C
|caption=Instant corner carry, just add meter.
|caption=NEVER count out Daifunka.
|data=
|data=
  {{AttackData-BBCF
  {{AttackData-BBCF
  |version=Normal
  |version=Normal
  |damage=0, 760x4, 0, 4500 |cancel=R |guard=All
  |damage=550*5, 0, 4000  |guard=All |attribute=Bx5, T, B
  |startup=1+17 |active=24 |recovery=20 |frameAdv=-27 |attribute=Bx5, T, B |invul=1-25Inv |hitbox=bang/2363214C
  |startup=1+17 |active=24 |recovery=20 |frameAdv=-27
|description=
  }}
  }}
  {{AttackData-BBCF
  {{AttackData-BBCF
  |header=No
  |header=No
  |version=Overdrive
  |version=Overdrive
  |damage=0, 760x6, 0, 4500 |cancel=R |guard=All
  |damage=550*7, 0, 4000  |guard=All |attribute=Bx7, T, B
  |startup=1+17 |active=24 |recovery=20 |frameAdv=-27 |attribute=Bx7, T, B |invul=1-25Inv |hitbox=bang/2363214C
  |startup=1+17 |active=24 |recovery=20 |frameAdv=-27
  |description=
  |description=
*Bang performs an Ranbu attack taking the opponent to the corner
*Bang performs an Ranbu attack taking the opponent to the corner
Line 1,129: Line 1,143:
|data=
|data=
  {{AttackData-BBCF
  {{AttackData-BBCF
  |damage=0,2476 |cancel=R |guard=HL
|version=Normal
  |startup=1+8 |active=5 |recovery=30 |frameAdv=-14 |attribute=B |invul=1-11Inv |hitbox=bang/236236A
  |damage=0,3700  |guard=HL |attribute=B
  |startup=1+8 |active=5 |recovery=30 |frameAdv=-14 }}
{{AttackData-BBCF
|version=Overdrive
|damage=0,4167  |guard=HL |attribute=B
|startup=1+8 |active=5 |recovery=30 |frameAdv=-14
  |description=
  |description=
*Bang creates a flame pillar and attacks with his trusty clone after it
*Bang creates a flame pillar and attacks with his trusty clone after it
Line 1,155: Line 1,174:
  {{AttackData-BBCF
  {{AttackData-BBCF
  |version=Normal (vs. Grounded Opponent)
  |version=Normal (vs. Grounded Opponent)
  |damage=0x2, 1000x3, 1801 |cancel=- |guard=-
  |damage=0x2, 1000x3, 1801 |guard=- |attribute=T
  |startup=19+5 |active=4 |recovery=28 |frameAdv=- |attribute=T |invul=1-19Inv |hitbox=bang/2363214C
  |startup=19+5 |active=4 |recovery=28 |frameAdv=-  
  |description=
  |description=
  }}
  }}
Line 1,162: Line 1,181:
  |header=no
  |header=no
  |version=Overdrive (vs. Grounded Opponent)
  |version=Overdrive (vs. Grounded Opponent)
  |damage=0x2, 1000x3, 1801, 400, 800 |cancel=- |guard=-
  |damage=0x2, 1000x3, 1801, 400, 800 |guard=- |attribute=T
  |startup=19+5 |active=4 |recovery=28 |frameAdv=- |attribute=T |invul=1-19Inv |hitbox=bang/2363214C
  |startup=19+5 |active=4 |recovery=28 |frameAdv=-  
  |description=
  |description=
  }}
  }}
Line 1,169: Line 1,188:
  |header=no
  |header=no
  |version=Normal (vs. Airborne Opponent)
  |version=Normal (vs. Airborne Opponent)
  |damage=0x2, 1000x3, 1801 |cancel=- |guard=-
  |damage=0x2, 1000x3, 1801 |guard=- |attribute=T
  |startup=19+5 |active=2 |recovery=til L+14 |frameAdv=- |attribute=T |invul=1-19Inv |hitbox=bang/2363214C
  |startup=19+5 |active=2 |recovery=til L+14 |frameAdv=-  
  |description=
  |description=
  }}
  }}
Line 1,176: Line 1,195:
  |header=no
  |header=no
  |version=Overdrive (vs. Airborne Opponent)
  |version=Overdrive (vs. Airborne Opponent)
  |damage=0x2, 1000x3, 1801, 400, 800 |cancel=- |guard=-
  |damage=0x2, 1000x3, 1801, 400, 800 |guard=- |attribute=T
  |startup=19+5 |active=2 |recovery=til L+14 |frameAdv=- |attribute=T |invul=1-19Inv |hitbox=bang/2363214C
  |startup=19+5 |active=2 |recovery=til L+14 |frameAdv=-  
  |description=
  |description=
*Bang stops before disappearing, reappearing behind his opponent to lay down a series of flashy attacks.
*Bang stops before disappearing, reappearing behind his opponent to lay down a series of flashy attacks.
Line 1,184: Line 1,203:
*Does 15% minimum damage.  Last two hits in Overdrive do 100% Minimum Damage
*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.
*Can only be used once Bang obtains all 4 seals from his drive.
*In 2.0, ground version now catches jumping and landing that occurs before superflash. Can still be jumped on reaction to avoid it.


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.
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.
Line 1,205: Line 1,225:
  {{AttackData-BBCF
  {{AttackData-BBCF
  |version=Normal
  |version=Normal
  |damage=600, 50*18, 0, 1500|cancel=
  |damage=600, 50*19, 1500 |guard=All |attribute=B
|guard=All
  |startup=20[10] |active=3 |recovery=34 |frameAdv=-10  
  |startup=20[10] |active=3 |recovery=34 |frameAdv=-10 |attribute=B |invul= |description=
  }}
  }}
  {{AttackData-BBCF
  {{AttackData-BBCF
  |header=No
  |header=No
  |version=Active Flow
  |version=Active Flow
  |damage=600, 50*41, 0*2, 3300 |cancel=
  |damage=600, 50*41, 3300 |guard=All |attribute=B
|guard=All
  |startup=20[10] |active=3 |recovery=34 |frameAdv=-10  
  |startup=20[10] |active=3 |recovery=34 |frameAdv=-10 |attribute=B |invul= |description=
*Does not cost heat, but immediately ends Overdrive if used.
*Does not cost heat, but immediately ends Overdrive if used.
*Becomes stronger and flashier in Active Flow
*Becomes stronger and flashier in Active Flow
Line 1,221: Line 1,239:
*Despite its short range, it moves Bang forward, giving it slightly more range.
*Despite its short range, it moves Bang forward, giving it slightly more range.
*Puts Bang in Active Flow if he hasn't been in it yet.
*Puts Bang in Active Flow if he hasn't been in it yet.
*In 2.0, has minimum damage now.  300 without AF and 600 in AF
*In 2.0, Animation has been sped up, as well as the normal version removing the taunt pose, effectively making it less minus on hit.  AF Version remains the same, except sped up kunai throwing.


On startup, Bang performs a palm thrust (that is actually his throw reject animation) on his opponent.  If it hits, Bang then throws out a barrage of ninja tools at his opponent before finishing off by tossing a couple of bombs onto the hapless victim while going into his taunt animation.  Active Flow version makes Bang throw out even more stuff, including 4 bombs at the end instead of 2.  Puts Bang in active flow if he hasn't been in it already. Has full invuln and is safe on block, but it has no minimum damage and cannot be rapid cancelled on hit/block.
On startup, Bang performs a palm thrust (that is actually his throw reject animation) on his opponent.  If it hits, Bang then throws out a barrage of ninja tools at his opponent before finishing off by tossing a couple of bombs onto the hapless victim while going into his taunt animation.  Active Flow version makes Bang throw out even more stuff, including 4 bombs at the end instead of 2.  Puts Bang in active flow if he hasn't been in it already. Has full invuln and is safe on block, but it cannot be rapid cancelled on hit/block.  Has minimum damage in 2.0 now.


Despite being another universal reversal that Bang can use, the knockdown from the attack leaves much to be desired.  It leaves him slightly negative and a character length away, which means the opponent can roll away from him before he can perform actions again, leaving him with almost no oki from it.  However, in the corner, it is slightly more useful seeing as the opponent can only roll forward or tech instantly otherwise they would be picked up with a perfectly spaced 2B into a damaging corner combo.  Despite some of its shortcomings, Exceed Accel is one of Bangs most reliable ways to get out of pressure, seeing as even if it whiffs, he still has a third of his burst charged up rather than none if he just bursts.
Despite being another universal reversal that Bang can use, the knockdown from the attack leaves much to be desired.  It leaves him slightly negative and a character length away, which means the opponent can roll away from him before he can perform actions again, leaving him with almost no oki from it.  However, in the corner, it is slightly more useful seeing as the opponent can only roll forward or tech instantly otherwise they would be picked up with a perfectly spaced 2B into a damaging corner combo.  Despite some of its shortcomings, Exceed Accel is one of Bangs most reliable ways to get out of pressure, seeing as even if it whiffs, he still has a third of his burst charged up rather than none if he just bursts.
Line 1,241: Line 1,261:
|data=
|data=
  {{AttackData-BBCF
  {{AttackData-BBCF
  |damage=DESTROY |cancel=- |guard=UNB
  |damage=DESTROY |cancel=- |guard=UNB |attribute=T
  |startup=9+24 |active=3 |recovery=until landing |frameAdv=- |attribute=T |invul=1-35GP(A) |hitbox=bang/j.6321463214D
  |startup=9+24 |active=3 |recovery=until landing |frameAdv=-  
  |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
Line 1,253: Line 1,273:
*Min height TK Astral only hits on crouching Jin, Hakumen, Tager and Susano'o.
*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.
*Can somehow be Kara Canceled into from JD.  It was always a thing, apparently.


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!
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!

Revision as of 00:33, 18 November 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
High mobility, Heavy Rushdown, Strong pressure
  

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.

Strengths/Weaknesses

Strengths Weaknesses
  • 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.
  • 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.


Notes

  • Still a work in progress. ~ GreekAscendedDust

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. Now with Kung Fu Punching options.
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. Also, don't ask why this fatals now, I don't know why either.
780 H 14 3 15+27L - H -
3C
3C
BBCS Bang 3C.png
WELCOME BACK CPEX 3C!!!!
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.
  • In 2.0, they all received a proration buff, with their P2s now being somewhere around 92, meaning Bang gets overall more damage.
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 20 1 25 - BP - 1000 B 30~61 1 25 - 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, 1082 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!!!!!
0,550,653,1082 c.T (120) 7 3 20 - T -
Bang's Unstoppable Double Palm Thrust
Bang's Unstoppable Double Palm Thrust
623B
BBCS Bang SuperCrash.png
We still call this "Phoenix Crash" even though it's a Tiger. I don't know why.
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 (26) 3 Total 21+9L - HBFPr - (300x2)*3 All 20 Until G (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
No more minimum height. Nothing will stop us now.
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
NEVER count out Daifunka.
550*5, 0, 4000 All 1+17 24 20 - Bx5, T, B - 550*7, 0, 4000 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.
0,3700 HL 1+8 5 30 - B - 0,4167 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 28 - T - 0x2, 1000x3, 1801, 400, 800 - 19+5 4 28 - 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.
600, 50*19, 1500 All 20[10] 3 34 - B - 600, 50*41, 3300 All 20[10] 3 34 - 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