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:Double Jump, 2 Airdashes, Dash type: Run | :Double Jump, 2 Airdashes, Dash type: Run | ||
;Play-style | ;Play-style | ||
: | :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. | ||
=== | ===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%;"| | |||
* 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 | |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 | |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 | |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 | |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 | |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 | |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. | |caption=Only Plus Normal. Now with Kung Fu Punching options. | ||
|name=6A | |name=6A | ||
|data= | |data= | ||
{{AttackData-BBCF | {{AttackData-BBCF | ||
|damage=550 | |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. | *[[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 | 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 | 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 | |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 | |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= | |caption=WELCOME BACK CPEX 3C!!!! | ||
|name=3C | |name=3C | ||
|data= | |data= | ||
{{AttackData-BBCF | {{AttackData-BBCF | ||
|damage=880 | |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 | |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 | |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 | |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 | |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 | |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] | |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] | |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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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] | |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] | |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 | |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. | ||
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|data= | |data= | ||
{{AttackData-BBCF | {{AttackData-BBCF | ||
|damage=0 | | |damage=0 |guard=All |attribute=B | ||
|startup=13 |active=3 |recovery=34 |frameAdv=-18 | |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 | | |version=Uncharged |damage=1000 |guard=B |attribute=BP | ||
|startup= | |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, | |damage=0*2, 600, 653, 1082 |guard=c.T (100) |attribute=T | ||
|startup=13 |active=3 |recovery=37 |frameAdv= | |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, | |damage=0,550,653,1082 |guard=c.T (120) |attribute=T | ||
|startup=7 |active=3 |recovery=20 |frameAdv=- | |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= | |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 | | |damage=1300 |guard=HL |attribute=B | ||
|startup=16 |active=2 |recovery=21 |frameAdv=-4 | |startup=16 |active=2 |recovery=21 |frameAdv=-4 | ||
|description= | |description= | ||
*Bang does a double palm thrust, with the flames taking shape of a | *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 | ||
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|data= | |data= | ||
{{AttackData-BBCF | {{AttackData-BBCF | ||
|damage=1300 | | |damage=1300 |guard=All |attribute=H | ||
|startup=13 |active=3 |recovery=Landing + 7 |frameAdv= | |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. | ||
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{{AttackData-BBCF | {{AttackData-BBCF | ||
|version=A Version | |version=A Version | ||
|damage=300 | | |damage=300 |guard=All |attribute=HBFPr | ||
|startup=9 |active=Until G |recovery=Total 21+9LT |frameAdv=- | |startup=9 |active=Until G |recovery=Total 21+9LT |frameAdv=- | ||
|description= | |description= | ||
*Consumes 1 nail | *Consumes 1 nail | ||
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|header=no | |header=no | ||
|version=A+D Version | |version=A+D Version | ||
|damage=300*3 | | |damage=300*3 |guard=All |attribute=HBFPr | ||
|startup=20 |active=Until G |recovery=Until L+9 |frameAdv=- | |startup=20 |active=Until G |recovery=Until L+9 |frameAdv=- | ||
|description= | |description= | ||
*Consumes 3 nails | *Consumes 3 nails | ||
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|header=no | |header=no | ||
|version=B Version | |version=B Version | ||
|damage=300x2 | | |damage=300x2 |guard=All |attribute=HBFPr | ||
|startup=9 |active=Until G | |startup=9 |active=Until G (26) 3 |recovery=Total 21+9L |frameAdv=- | ||
|description= | |description= | ||
*Consumes 1 nail | *Consumes 1 nail | ||
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|header=no | |header=no | ||
|version=B+D Version | |version=B+D Version | ||
|damage=(300x2)*3 | | |damage=(300x2)*3 |guard=All |attribute=HBFPr | ||
|startup=20 |active=Until G | |startup=20 |active=Until G (26) 3 |recovery=Until L+9 |frameAdv=- | ||
|description= | |description= | ||
*Consumes 3 nails | *Consumes 3 nails | ||
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|header=no | |header=no | ||
|version=C Version | |version=C Version | ||
|damage=300 | | |damage=300 |guard=All |attribute=HBFPr | ||
|startup=18 |active=Until G |recovery=Until L+9 |frameAdv=- | |startup=18 |active=Until G |recovery=Until L+9 |frameAdv=- | ||
|description= | |description= | ||
*Consumes 1 nail | *Consumes 1 nail | ||
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|header=no | |header=no | ||
|version=C+D Version | |version=C+D Version | ||
|damage=300*3 | | |damage=300*3 |guard=All |attribute=HBFPr | ||
|startup=20 |active=Until G |recovery=Until L+9 |frameAdv=- | |startup=20 |active=Until G |recovery=Until L+9 |frameAdv=- | ||
|description= | |description= | ||
*Consumes 3 nails | *Consumes 3 nails | ||
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|header=no | |header=no | ||
|version=D Version | |version=D Version | ||
|damage=300*3 | | |damage=300*3 |guard=All |attribute=HBFPr | ||
|startup=9 |active=Until Offscreen |recovery=Total 23 |frameAdv=- | |startup=9 |active=Until Offscreen |recovery=Total 23 |frameAdv=- | ||
|description= | |description= | ||
*Consumes 3 nails | *Consumes 3 nails | ||
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|data= | |data= | ||
{{AttackData-BBCF | {{AttackData-BBCF | ||
|damage=100*60 | |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=- | |||
|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 935: | Line 951: | ||
|name=Flaming Air Attack | |name=Flaming Air Attack | ||
|input=j.22A | |input=j.22A | ||
|caption= | |caption=No more minimum height. Nothing will stop us now. | ||
|data= | |data= | ||
{{AttackData-BBCF | {{AttackData-BBCF | ||
|damage= | |damage= |guard= |attribute= | ||
|startup= |active= |recovery=Until L+5 |frameAdv= | |||
|startup= | |||
|description= | |description= | ||
*Bang uses his scarf to float while in the air | *Bang uses his scarf to float while in the air | ||
Line 981: | Line 994: | ||
{{AttackData-BBCF | {{AttackData-BBCF | ||
|version=Ground | |version=Ground | ||
|damage= | |damage= |guard= |attribute= | ||
|startup= |active= |recovery=30 total |frameAdv= | |||
|startup= | |||
|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 1,005: | Line 1,017: | ||
|header=no | |header=no | ||
|version=Air | |version=Air | ||
|damage= | |damage= |guard= |attribute= | ||
|startup= |active= |recovery=33 total |frameAdv= | |||
|startup= | |||
|description= | |description= | ||
*See Above | *See Above | ||
Line 1,029: | Line 1,039: | ||
{{AttackData-BBCF | {{AttackData-BBCF | ||
|version=Ground | |version=Ground | ||
|damage= | |damage= |guard= |attribute= | ||
|startup= |active= |recovery=16 total |frameAdv= | |||
|startup= | |||
|description= | |description= | ||
*Bang does a similar dash like during FRKZ | *Bang does a similar dash like during FRKZ | ||
Line 1,042: | Line 1,051: | ||
|header=no | |header=no | ||
|version=Air | |version=Air | ||
|damage= | |damage= |guard= |attribute= | ||
|startup= |active= |recovery=19 total |frameAdv= | |||
|startup= | |||
|description= | |description= | ||
*See above | *See above | ||
Line 1,061: | Line 1,069: | ||
{{AttackData-BBCF | {{AttackData-BBCF | ||
|version=Ground | |version=Ground | ||
|damage= | |damage= |guard= |attribute= | ||
|startup= |active= |recovery=16 total |frameAdv= | |||
|startup= | |||
|description= | |description= | ||
}} | }} | ||
Line 1,069: | Line 1,076: | ||
|header=no | |header=no | ||
|version=Air | |version=Air | ||
|damage= | |damage= |guard= |attribute= | ||
|startup= |active= |recovery=19 total |frameAdv= | |||
|startup= | |||
|description= | |description= | ||
*During FRKZ Bang uses this omnidirectional dash as movement | *During FRKZ Bang uses this omnidirectional dash as movement | ||
Line 1,086: | 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 1,101: | Line 1,109: | ||
|name=Shishigami-style Secret Technique: "Fatal Eruption" / Daifunka | |name=Shishigami-style Secret Technique: "Fatal Eruption" / Daifunka | ||
|input=2363214C | |input=2363214C | ||
|caption= | |caption=NEVER count out Daifunka. | ||
|data= | |data= | ||
{{AttackData-BBCF | {{AttackData-BBCF | ||
|version=Normal | |version=Normal | ||
|damage= | |damage=550*5, 0, 4000 |guard=All |attribute=Bx5, T, B | ||
|startup=1+17 |active=24 |recovery=20 |frameAdv=-27 | |startup=1+17 |active=24 |recovery=20 |frameAdv=-27 | ||
}} | }} | ||
{{AttackData-BBCF | {{AttackData-BBCF | ||
|header=No | |header=No | ||
|version=Overdrive | |version=Overdrive | ||
|damage= | |damage=550*7, 0, 4000 |guard=All |attribute=Bx7, T, B | ||
|startup=1+17 |active=24 |recovery=20 |frameAdv=-27 | |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 1,136: | Line 1,143: | ||
|data= | |data= | ||
{{AttackData-BBCF | {{AttackData-BBCF | ||
|damage=0, | |version=Normal | ||
|startup=1+8 |active=5 |recovery=30 |frameAdv=-14 |attribute=B | | |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 1,162: | Line 1,174: | ||
{{AttackData-BBCF | {{AttackData-BBCF | ||
|version=Normal (vs. Grounded Opponent) | |version=Normal (vs. Grounded Opponent) | ||
|damage=0x2, 1000x3, 1801 | | |damage=0x2, 1000x3, 1801 |guard=- |attribute=T | ||
|startup=19+5 |active=4 |recovery=28 |frameAdv=- | |startup=19+5 |active=4 |recovery=28 |frameAdv=- | ||
|description= | |description= | ||
}} | }} | ||
Line 1,169: | Line 1,181: | ||
|header=no | |header=no | ||
|version=Overdrive (vs. Grounded Opponent) | |version=Overdrive (vs. Grounded Opponent) | ||
|damage=0x2, 1000x3, 1801, 400, 800 | | |damage=0x2, 1000x3, 1801, 400, 800 |guard=- |attribute=T | ||
|startup=19+5 |active=4 |recovery=28 |frameAdv=- | |startup=19+5 |active=4 |recovery=28 |frameAdv=- | ||
|description= | |description= | ||
}} | }} | ||
Line 1,176: | Line 1,188: | ||
|header=no | |header=no | ||
|version=Normal (vs. Airborne Opponent) | |version=Normal (vs. Airborne Opponent) | ||
|damage=0x2, 1000x3, 1801 | | |damage=0x2, 1000x3, 1801 |guard=- |attribute=T | ||
|startup=19+5 |active=2 |recovery=til L+14 |frameAdv=- | |startup=19+5 |active=2 |recovery=til L+14 |frameAdv=- | ||
|description= | |description= | ||
}} | }} | ||
Line 1,183: | Line 1,195: | ||
|header=no | |header=no | ||
|version=Overdrive (vs. Airborne Opponent) | |version=Overdrive (vs. Airborne Opponent) | ||
|damage=0x2, 1000x3, 1801, 400, 800 | | |damage=0x2, 1000x3, 1801, 400, 800 |guard=- |attribute=T | ||
|startup=19+5 |active=2 |recovery=til L+14 |frameAdv=- | |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 1,191: | 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 | *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 1,213: | Line 1,225: | ||
{{AttackData-BBCF | {{AttackData-BBCF | ||
|version=Normal | |version=Normal | ||
|damage=600, 50* | |damage=600, 50*19, 1500 |guard=All |attribute=B | ||
|startup=20[10] |active=3 |recovery=34 |frameAdv=-10 | |||
|startup=20[10] |active=3 |recovery=34 |frameAdv=-10 | |||
}} | }} | ||
{{AttackData-BBCF | {{AttackData-BBCF | ||
|header=No | |header=No | ||
|version=Active Flow | |version=Active Flow | ||
|damage=600, 50*41 | |damage=600, 50*41, 3300 |guard=All |attribute=B | ||
|startup=20[10] |active=3 |recovery=34 |frameAdv=-10 | |||
|startup=20[10] |active=3 |recovery=34 |frameAdv=-10 | |||
*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 1,251: | 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=- | |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 |
Revision as of 00:33, 18 November 2017
Bang Shishigami |
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Health: 11,500 Combo Rate: 60%
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Overview
A reliable ninja who is prepared to spill his blood for love and justice. After fleeing from his home country of Ikaruga, he became a vigilante, biding his time until he could restore his country's honor. After learning of the existence of his former lord's son, he appears on the scene once again.
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 |
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|
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Notes
- Still a work in progress. ~ GreekAscendedDust
Normal Moves
5A
5A |
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5B
5B |
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5C
5C |
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2A
2A |
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2B
2B |
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2C
2C |
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6A
6A |
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6B
6B |
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6C
6C |
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3C
3C |
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j.A
j.A |
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j.B
j.B |
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j.C
j.C |
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j.4B
j.4B |
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j.2C
j.2C |
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Drive Moves (Burning Heart)
All of Bang's Drives have the following properties:
- All Drive Starters changed from Short Starter to Very Short starter.
- All Drives can be thrown during guardpoint frames
- All Drives can cancel into Secret Art: Bang's Shadow Step Jutsu or Secret Technique: Bang's Pulverizing Blast Jutsu if Guardpoint is struck.
- All Drives grant a specific seal on hit, and each seal increases the damage of said drive, and all drives gain another damage boost if all 4 seals are collected.
- 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 |
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2D
2D |
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6D
6D |
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j.D
j.D |
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Secret Art: Bang's Shadowstep Jutsu A/B/C during Guardpoint |
When your D move autoguards an attack, pressing A, B, or C will have Bang teleport, then finish the attack. Button pressed determines distance teleported, A being the shortest, C being the longest. Typically you will teleport behind the opponent. Learn to know which to use, or even to teleport at all, depending on the situation. |
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Secret Technique: Bang's Pulverizing Blast Jutsu D during Guardpoint |
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Universal Mechanics
Ground Throw
Ground Throw |
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Air Throw
Air Throw |
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Counter Assault
Counter Assault |
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Crush Trigger
Crush Trigger |
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Special Moves
- Bang starts with 12 nails in stock which only renews in every beginning of a round.
- Throwing nails, placing bumpers and summoning umbrella will all cost a certain amount of nails.
- Special that requires nails will still do the animation if he has none in stock, however it will produce no active frames so please be careful.
- If Bang has less nails than the cost, the special will still be performed but with either less nails or less summoning time for the umbrella.
Bang's Void Tempest Kick
Bang's Void Tempest Kick 623C |
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Bang's Void Tempest Kick EX
Bang's Void Tempest Kick EX j.623C |
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Bang's Unstoppable Double Palm Thrust
Bang's Unstoppable Double Palm Thrust 623B |
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Bang's Heavenly Double Palm Thrust
Bang's Heavenly Double Palm Thrust j.623B |
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Bang-style Shuriken
Bang-style Shuriken j.236A/B/C/D |
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Bang's Steel Rain
Bang's Steel Rain 632146B |
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Flaming Air Attack
Flaming Air Attack j.22A |
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Set Nail/Bumpers
Set Nail/Bumpers 214A/B/C/D air OK |
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Nail Dash Any direction off Set Nail |
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FuRinKaZan Dash Any direction during Overdrive |
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Distortion Drives
Shishigami-style Secret Technique: "Fatal Eruption" / Daifunka
Shishigami-style Secret Technique: "Fatal Eruption" / Daifunka 2363214C |
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Shishigami-style Technique: "Bang's Infinite Chaos-Fist of the Void" / Ashura
Shishigami-style Technique: "Bang's Infinite Chaos-Fist of the Void" / Ashura 236236A |
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Ultra Technique:"Hyper Shadowstep Strike"
Ultra Technique:"Hyper Shadowstep Strike" 236236D |
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Exceed Accel
Bang's Dancing Petal Storm A+B+C+D during Overdrive |
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Astral Heat
Shishigami-style Forbidden Technique: "The Ultimate Bang" j.6321463214D |
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External References
- Japanese Name:シシガミバング
- Japanese Wik
- Japanese BBS
- Arcade Profile Dan Rankings
- Character Video Thread
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- Es [★]
- Hakumen [★]
- Hazama [★]
- Hibiki Kohaku [★]
- Iron Tager [★]
- Izanami [★]
- Izayoi [★]
- Jin Kisaragi [★]
- Jubei [★]
- Kagura Mutsuki [★]
- Kokonoe [★]
- Lambda-11 [★]
- Litchi Faye Ling [★]
- Mai Natsume [★]
- Makoto Nanaya [★]
- Mu-12[★]
- Naoto Kurogane [★]
- Nine the Phantom [★]
- Noel Vermillion [★]
- Nu-13 [★]
- Platinum the Trinity [★]
- Rachel Alucard [★]
- Ragna the Bloodedge [★]
- Relius Clover [★]
- Susano'o [★]
- Taokaka [★]
- Tsubaki Yayoi[★]
- Valkenhayn R. Hellsing [★]
- Yuuki Terumi [★]
Click [★] for character's full frame data
• HUD •
Controls •
Frame Data & System Data •
Patch Notes •
• Movement/Canceling •
Offense •
Defense •
Damage/Combo •
Attack Attributes •
Gauges •
Misc •