BBCF/Bang Shishigami

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Bang is an explosive (literally) rushdown character with lots of different tools. Bang's two main gimmicks are guard points and nails. All of Bang's Drive moves have built in guard points to blow through his opponents offense. While they have slow startup, successfully landing a guard point lets Bang cancel into a teleport or damaging explosion, giving him great reward on a hard read. Meanwhile, Bang's nails are a limited resource with great applications. The two main functions are shuriken and bumpers. Bang can spend a nail to either throw out a custom shuriken with numerous effects, or a bumper that allows him to immediately airdash if he comes in contact with it. Nails can be used to extend combos for big damage, while bumpers are terrifying mixup tools that give him great left/right and high/low mixup potential. Lastly, if things get dire, Bang can pop his excellent Overdrive: FuRinKaZan, an extremely strong install that gains power the more Drive moves he lands.

His great mobility, nails and drives give him great options in neutral to force himself in or keep his opponent on their toes. With Bumpers and FRKZ, Bang has mixup that's hard to react to and leads to good reward. However, when compared to other strong characters, Bang's oki is rather weak, making him dependent on reads on your opponent's wakeup options. As well, nails are very limited by design, which means that Bang has to be conservative with his nails. Finally, Bang's Drive moves are great defensive tools, but must be used as hard reads due to their long startup. Using them like straight reversals is difficult.

Overall, Bang is easy to pick up, but difficult to master. At higher levels of play, Bang requires good execution, good reactions, and a lot of creativity.
Bang Shishigami excels at setting the game's pace with a variety of neutral tools and mobility options.
Pros Cons
  • Good Neutral and mobility: With a variety of great movement options and neutral tools such as nails and bumpers, Bang can easily set the pace of a game.
  • Powerful Overdrive: Bang's Overdrive, FRKZ, is an amazing comeback tool through its potential upgrade to damage, mobility, and mixup.
  • Good Mixup and Pressure: Has access to a plethora of mixup tools e.g a ton of overheads and lows with good frame advantage that gattling into each other and allow for multi layered looping high/low, a ground and air command grab, bumpers for left/right mixup, umbrella and B nail for lockdown setplay and more.
  • Absurd Corner Carry: When Bang lands a good hit, he can easily go for coast to coast combos that take off a huge chunk of life. He also has access to a variety of sideswap options for his confirms.
  • Blows Up Stagger Pressure: Bang's Drive naturally checks stagger pressure, meaning opponents who are reliant on it to open him up will be easily exploited.
  • Big man: Bang holds above average HP and has incredibly high consistent damage when fully optimized, beeing able to consistently do more than 3k damage even in confirms from A normals.
  • Comeback Potential: Bang's neutral, offense, obscene damage, overdrive and his highly volatile defense make him a character with incredible comeback potential. He is a man who can steal a nearly lost round with a good read or two.
  • Nail Economy: Bang's amplified mixup, setups, neutral coverage and offense are tied to managing 12 nails per round, which don't renew at all unlike most resources in this game. While he is not limited to just resources, they are very valuable and without them he loses most of his neutral capabilities, combo potential, and lots of oki.
  • Poor antiair: Bangs buttons aren't built to intercept airborne opponents. His single head gp property move being 23f of startup and him having no grounded buttons that extend upwards without significant recovery makes his antiair below average at best.
  • Lack of Midscreen Crouch Confirms: Bang doesn't have a lot of ways to convert off of a crouching opponent without meter midscreen. Generally opts for 3c knockdown or 2c into bumper setup.

Drive: Burning Heart

Bang's Drive attacks have a period of guard point frames, unique to each Drive attack. However, none of Bang's drive attacks guard throws, even after Guard Point is triggered. After successfully triggering Guard Point, Bang can input an attack button for different followups. Pressing (A/B/C) will use "Shadowstep Jutsu" to teleport forward at different distances before continuing the attack. Pressing D will perform "Pulverizing Blast Jutsu", creating a big explosion that allows Bang to go for a damaging combo when hitting the opponent, or to simply disengage. Bang's drive attacks are all "Very Short" starter, meaning that they have limited combos afterwards.

For each unique drive attack Bang lands, an icon in the "Fu-Rin-Ka-Zan" Gauge will light up, giving a 20% damage increase for that drive attack. Each seal buffs his Overdrive in different ways. If all seals are lit up, all Drive moves gain an extra 25% damage increase and Bang unlocks a Distortion Drive, Ultra Technique:"Hyper Shadowstep Strike".

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 an 8 way dash 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 duration compared to previous iterations. Bang can also special cancel most of his normals, giving him even more mixup options. Bang's Overdrive can be buffed further by gaining 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.

Nails BBCF Bang Nails.png

Some of Bang's specials require one or more nails to use, preventing them from being used recklessly:

  • Bang starts with 12 nails in stock which only renews in every beginning of a round. This is displayed above his heat gauge.
  • Throwing nails (j.236X), placing bumpers (214X) and summoning an umbrella (632146B) will all cost a certain amount of nails.
  • Specials that require nails will still do the animation even if he has none in stock, however it won't do anything.
  • If Bang has less nails than the cost, the special will still be performed but with either fewer nails or less summoning time for the umbrella.

Normal Moves


Damage Guard Startup Active Recovery On-Block Attribute Invuln
300 All 6 3 10 -1 B

A move that is the staple of Bang himself, 5A is a good multipurpose tool capable of anti airing instant airdash approaches, pressuring opponents effectively due to being safe and having a plethora of cancel options as well as being jump cancellable, enabling some rather creative frame traps and being one of Bangs most frequently used combo starters, along with 5B, 2A, and j.A/j.B. It is also his fastest normal.

Despite not gattling into 2A, it is generally one of his best normals to use as you can get a lot of reward from it with very minimal risk, due to the way his routes work, and 5A being a generally useful normal.

  • Hits crouching opponents.


Damage Guard Startup Active Recovery On-Block Attribute Invuln
600 Mid 9 4 19 -6 B

This move is one of Bangs primary buttons for the neutral game due to it being a relatively low/mid risk poke with decent reward on hit, and also a good pressure tool due to being able to go into highs, and lows on top of being jump cancellable on block. While it is sometimes used as a situational anti air to stuff out instant airdash or very poor approaches, it is not as fast as 5A so it requires a bit of preemptive knowledge to use.

It can also combo into 5C on CH, allowing Bang to get consistent corner carry and consistent damage even on a crouching hit as a punish.

  • Same versatility as 5A, with it being a situational anti-air, Good neutral poke and decent pressure tool.
  • One of Bangs go-to punish buttons, alongside 2C, 3C, and 2B.


Damage Guard Startup Active Recovery On-Block Attribute Invuln
900 High 18 8 19 -8 B

Bang's primary overhead that has a huge amount of options for it and leads into insane damage. Incredible gattlings following from this move, the ability to jump cancel and special cancel make it a crucial part of Bangs arsenal. Combining 5C with 5D can lead into a massive amount of corner carry despite it forcing crouching on hit, due to 5D now launching on hit. Can be used sometimes to catch opponents trying to jump out.

5C having the option to gattling into 6A, 2C and 6B, along with strong jump cancel options such as TK musasabi or D nails makes it so bang can easily continue/reset mix and pressure even after he uses his primary overhead.

5C also fatals on hit, which allows Bang to hit confirm into 6A or 6B and follow up without wasting any meter. 5C is also used as an effective meaty due to its 8 active frames and fatal property. Overall, it's a staple of Bangs High/Low mixup game.

  • Has two hitboxes, second hitbox activates 6 frames later, making it a 24 frame overhead technically.
  • Forces Crouching.
  • Causes Hard Knockdown on Air Hit.
  • Jump cancellable.


Damage Guard Startup Active Recovery On-Block Attribute Invuln
300 Low/Air 7 3 11 -2 F

A low hitting Karate Chop with slightly more range than 5A that can gatling into itself. Its one of Bang's fastest buttons, however does not gattling from 5A. Pretty much a standard low that can go into a lot of options. Since the hurtbox is rather small it can be used as a situational low profiling anti air or to beat 5As and other normals that whiff against crouching out.

2A is useful to tick grab with and for stagger pressure. Bang can do 6A>2A on block allowing him to contest characters with 5F 5As while beating out their 2As usually.


Damage Guard Startup Active Recovery On-Block Attribute Invuln
800 All 12 5 22 -10 B

A situational neutral button due to Bang extending his range far in front of him, similar to a Ragna 5B, but is somewhat slow. Mainly used as combo filler in combos as well as filler in pressure. However, 2B does have a high/low option from it, going into a 6B for a high and 2C/3C for a low. Chaining into 6B leaves a gap that can be mashed, but chaining into 2C is a frametrap that punishes mashing.

2B can also be used as a very reliable meaty that can catch rolls and convert into extremely damaging pick ups if you set it up right. It can also cross under opponents, but generally leaves you at a disadvantage if you do, so it is situational.

  • Moves Bang forward, extending his range before moving back.
  • Can OTG (Off The Ground) opponents.


Damage Guard Startup Active Recovery On-Block Attribute Invuln
850 Low 13 3 22 -6 F

Bang's second low. Mainly used as a combo filler and to end pressure, since most of his options are really unsafe to perform, and generally, isn't a good idea to dash in after it is blocked, as the opponent will promptly punish you due to it being -6.

If you frame trap someone with it and net a counter hit, 2C becomes a really damaging starter due to it causing a hard knockdown on CH, allowing Bang to pick up with 2B, or cancel into a D Bumper set and 3C > Bumper dash for a lot of damage. In the corner non CH 2c is one of his better starters.

In FRKZ, it floats higher on hit, allowing Bang to chain into 6C for a firepunch or J.C Loops.

  • Long untech time basically guarentees your opponent won't tech in the air even on weird air hits.


Damage Guard Startup Active Recovery On-Block Attribute Invuln
550 Low 17 3 13 1 F

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 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.


Damage Guard Startup Active Recovery On-Block Attribute Invuln
750 High/Air 22 3 9+8L -1 H

Bang's second overhead. It's riskier, faster, and allows for a high/low mixup with 2C. Since you can't continue to combo after it unless you spend meter or get a counter hit you should use this overhead carefully and be unpredictable with it.

Since Bang raises his hurtbox you sometimes catch low hitting 2As with it, however using it as reliable high profile is extremely risky cause of the long startup.

Can be cancelled from 5C to create a double overhead mixup, as well as Rapid Cancelling it to go into a J.A/J.B instant overhead or airdash J.B to keep the pressure going on block.

  • Forces Knockdown.
  • Comboable on air- or counterhit via 2A.


Damage Guard Startup Active Recovery On-Block Attribute Invuln
900 Mid 14 3 15+27L -26 H

Since 6C whiffs against crouching opponents, it is primarily a pure combo tool unless your opponent makes a mistake you can punish. It has situational use as a YOLO very high risk high very reward antiair due to its massive disjoint. It is one of Bang's strongest combo starters regardless of regular hit or fatal.

However as combo tool, the launch on hit makes it Bang's strongest and best combo tool against a standing opponent. Since you get will get punished when you whiff 6C make 100% sure the opponent is NOT CROUCHING before doing it.

  • Counts as a jump.


Damage Guard Startup Active Recovery On-Block Attribute Invuln
1000 Low 15 9 21 -9 F

Really good low hitting slide normal. You can use it 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 crouchers. Great way to start punishes vs DPs where 6C isn't reliable. However, it's very unsafe if used in a blockstring.

The lower hurtbox, space covered and fatal property make a pretty good yolo normal that you can throw out after getting bursted away or to punish other fullscreen specials. If the normal gets blocked at longer ranges it becomes very hard to punish since Bang is mostly out of range of fast normals.

3C loops are universal against all of the cast, but combos from it vary slightly from character to character now. On Fatal Counter it causes hard knockdown, making it easier to pick up afterwards.

  • Launches the opponent a good bit in the air on hit.


Version Damage Guard Startup Active Recovery On-Block Attribute Invuln
j.A 300 High/Air 7 2 9 H
j.AA 300 High/Air 5 2 9 H

A simple jab that can be repeated indefinitely, Bang j.A is one of his most used moves in the air due to its speed, cancel options, and being a somewhat reliable air to air. It is also rather easy to convert from j.A.

A trick Bangs do is to j.A immediately after an airdash or an air backdash because the entire length of j.A is much shorter than his dashes, allowing him to barrier quicker to block some air unblockable moves.


Damage Guard Startup Active Recovery On-Block Attribute Invuln
600 High/Air 10 5 20 H

j.B is commonly used by many as a combo tool, a poke, and a way to confirm hits. It also has its uses after TK j.22a for a very fast very plus overhead option. j.B may not lead to the highest damage of Bang's combos, but it is a decent starter and very useful during neutral. You can challenge opponents in the air, and with how much space j.B covers, you can confirm into many options.


Damage Guard Startup Active Recovery On-Block Attribute Invuln
900 High/Air 10 4 18 H

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

This move can also be used in neutral due to it making Bang's hurtbox weird enough for some moves to not hit him properly, as well as getting good damage and good reward on CH. One of Bangs most memorable combo staples in his game.

  • Forces Knockdown on CH.


Damage Guard Startup Active Recovery On-Block Attribute Invuln
750 High/Air 11 4 16 H

Becuse the hitbox is only behind Bang, this move is solely a crossup tool.

The lacking hitbox in front of Bang makes this move weak to cross under dashes or backdashes, so use it with care. It can also be subjected to getting grabbed or counter hit during startup due to Bang's hurtbox extending before the move becomes active.

  • Has a little bit of vaccum on hit/block.


Damage Guard Startup Active Recovery On-Block Attribute Invuln
900 High/Air 12 4 21 H

This air normal is mostly used as jumpin or combo ender. It is also used during IAD j.C combos as hitting j.2C at a certain time can allow Bang to fall down and pick up with 5A, or a poison/explosive nail as the opponent is being sent down.

In neutral it can lock down jump attempts. If correctly spaced it can be used as crossup. It's safer then j.4B, but since it's harder to set up it's usually easier to react to, making it very situational and also tricky to land on small hurtboxes like Noel. Also can be used to make a true fuzzy on certain characters immediately jump cancelling 5C but with no followup possible without a perfectly placed bumper or meter sees very little use.

  • Forced Knockdown on air hit
  • Can follow up with 5A or A/B nail if used at the proper height/time.

Drive Moves


Damage Guard Startup Active Recovery On-Block Attribute Invuln
Normal: 700
Seal: 840
Mid 20 3 28 -12 B 4~13 Guard HBFP

While 5D may look like a strong normal, it quite frankly does not reach high expectations for anti-air or punishing. 5D does not guardpoint overhead hits or throws, making it a weak anti-air, but otherwise has a good general purpose guardpoint that starts reasonably early and using guard point followups reliably lets this move hit. However, 5D has a very short starter rating, meaning Bang can only get a simple combo into J2C oki at best.

In combos, 5D is also a good followup from 5C as it launches on hit, allowing Bang to followup with a decent corner carry confirm on a normal that normally forces crouching state.

  • Grants Fu (First Seal) on hit.
  • Catches crouching opponents.
  • Wall bounces in the corner and on CH.
  • Can OTG.
  • If D is input during guardpoint, it will cancel into Secret Technique: Bang's Pulverizing Blast Jutsu on frame 17.


Damage Guard Startup Active Recovery On-Block Attribute Invuln
Mid 23 3 25 -9 B 7~22 Guard HBFP

One of the more commonly used normal drives and Bang's only real grounded anti air move. 2D has a late but very long guardpoint that stops just short of its active frames and guards anything not a low or throw. Aside from guardpoint frames, 2D is one of the better Drives to start combos with. With enough resources it can lead to 4 seals midscreen and in the corner.

Its vertical hitbox range will require the player to be mindful of where to place 2D versus air approaching opponents and be precise with shadowsteps to hit properly.

2D has a jump cancel even on block, 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, it is a Very Short starter, meaning combos starting from drive normals are very limited.

  • Grants Zan (Fourth Seal) on hit.
  • Most common drive to chain into Drive Explosion followup with.
  • Bangs only "True" anti-air.
  • Launches opponent on hit, universal timing.
  • Can OTG.
  • If D is input during guardpoint, it will cancel into Secret Technique: Bang's Pulverizing Blast Jutsu on frame 20.


Damage Guard Startup Active Recovery On-Block Attribute Invuln
Low 24 2 25 -8 F 1~8 Guard HBFP

Bang blocks before stepping forwads with a low kick. 6D's guardpoint covers mid and lows but not overheads, so don't go using it as an anti air. 6D is the only frame 1 guardpoint move Bang has but is slow to go active, with a big gap between when the guard point ends and the attack hits. This means even if you block something you can still get hit out of this move or just blocked and that your drive shadow steps must also happen early and drive explosion happens very late. The best time to use this is against committal moves with bad recovery, such as other DPs or meaty attacks. Or to counter long ranged projectiles on reaction by combining it with the C shadowstep to close the distance. If you do get a counterhit, you can do some impressive damage, so the reward for using this well is very good considering how risky it can be.

Even though this move is slow to go active, the D followup if you guard something is even slower so should generally be avoided.

  • Grants Rin (Second Seal) on hit.
  • Causes soft knockdown on normal hit, causes hard knockdown on CH and in FRKZ.
  • If D is input during guardpoint, it will cancel into Secret Technique: Bang's Pulverizing Blast Jutsu on frame 26.


Damage Guard Startup Active Recovery On-Block Attribute Invuln
Normal: 750
High/Air 22 3 24 -8 H 4~12 Guard HBFP

A staple for many of Bangs standing/air confirms, j.D allows Bang to send his opponent down onto the floor (regardless of height) where he can either follow up with a nail or another special to keep his air combos going. While it is mainly used after 6C due to it being the easiest place to chain into j.D, if done early enough, j.D can be combo'd into from j.C, allowing Bang to convert from even the weirdest angles in the air.

While the move isn't used that much in neutral, it is a decent wakeup tool to kill meaty throws and gain at least 2 seals minimum with an overhead. A peculiar principle of j.D is that it forces you into its longer landing recovery even if you cancel it with a special or a jump if used high enough from the ground, even if you use something with noticeably less recovery, j.D's landing recovery will override it, forcing you into around a 20-ish frame cooldown unless you Rapid Cancel.

  • Grants Ka (Third Seal) on hit.
  • Follows up into Drive Explosion somewhat quickly.
  • Stalls his air momentum, making it useful for baiting out anti airs. Downward reach isn't that great, however. So it can be tricky to time for this and often just ducked under.
  • Able to cancel into Jumps/Specials if used right before landing.
  • Forces landing recovery if anything is cancelled from this normal, unless you haven't cancelled it yet and use the special/jump cancel when you land.
  • Guardpoints all strike and projectile attributes from frames 4-12. Counterintuitively from the other drives, this move can block air unblockable attacks.
  • Causes ground bounce into a soft knockdown on normal hit, causes a higher ground bounce and a hard knockdown on CH, while in FRKZ, it only causes the hard knockdown.
  • If D is input during guardpoint, it will cancel into Secret Technique: Bang's Pulverizing Blast Jutsu on frame 25.
  • Can be whiff cancelled into Astral Heat from Frame 7 until the start of active frames.

Secret Art: Bang's Shadowstep Jutsu

A/B/C during Guardpoint

Damage Guard Startup Active Recovery On-Block Attribute Invuln

Teleports Bang a set distance during a drive move and then continues the attack after reappearing. When using these, typically you will want to teleport to just behind the opponent to ensure you get hit without being getting hit yourself, however the button you'll need to press to do this will vary with spacing. Since you don't get much time to judge this you will need to learn which to use in advance or by instinct, if at all, depending on the situation.

  • Can only be activated if a Drive guard points something and before the active frames of that drive move.
  • Only one teleport may be activated per drive.
  • Button pressed determines distance teleported, A being the shortest, C being the longest.
  • If Bang switches sides, Bang will also face the other direction when finishing the move.
  • Disables Special and Jump cancels on the drive move if it gets blocked.

Secret Technique: Bang's Pulverizing Blast Jutsu

D during Guardpoint

Damage Guard Startup Active Recovery On-Block Attribute Invuln
1000 All 7 12 Total: Until L P1 1~30 All

Pressing D will do nothing at first, however at set points on each drive move, Bang instead detonates a huge explosion. The specific timings are different for each move and some even disable the active frames and explode after that point. See each move for details.

The explosion is huge and 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 is also a Fatal Counter, meaning Bang can securely followup with a punishing combo that can set up for oki and has a longer starter rating than any Drive move nornally does.

Bang can't cancel his recovery, but it's short enough that Bang is still effectively plus when the explosion is blocked. This gives him a cover from which he can mixup or followup with other ideas. While it can potentially be whiff punished in specific scenarios, the general usefulness, amazing hitbox and active frames, and the fact that it is generally safe means that drive explosion is a pretty good option to use, even if you might get better damage by letting the drive move hit normally.

  • Fully invincible when active until shortly before landing. Counterhit recovery state.
  • Bang is considered airborne during the attack, and is unable to act until landing.
  • Generally +7 on block when performed from the ground.
  • Cannot be performed if Bang has already used that drive move to teleport.

Universal Mechanics

Ground Throw


Damage Guard Startup Active Recovery On-Block Attribute Invuln
0×2, 1500 Throw 7 3 23 T

A basic throw that can be followed up, as well as aiding in his mixup game.

Overall Bang's throw has a really good reward allowing him to build 4 seals or fullscreen corner carry while still doing a good chunck of damage, as well as in the corner.

The higher reward and shorter recovery makes Bang's throw an extremely good alternative to his command throw. Change up between command throw and regular throw depending on what you want, and what you're willing to risk.

  • Does a wallbounce and leaves Bang in the air for airborne actions.
  • When against the corner the wallbounce becomes a slide.
  • Can be airdash cancelled or special cancelled during recovery.

Air Throw


Damage Guard Startup Active Recovery On-Block Attribute Invuln
0×2, 1500 Throw 7 3 23+3L T

While slightly worse as an air to air compared to other characters, it's slightly stronger to punish jumpcancels while your opponent pressures you, as well as a check to keep opponents grounded whenever they try to jump out of Bangs pressure.

Air throw extremely strong corner carry and decent damage, but it is not advised to use this against opponents in the corner since you will throw them out of it. His air command grab is a great alternative, since it keeps the opponent in the corner. Instead, air throw can be a great tool if your back is in the corner since it'll sideswap and lead to good damage. If you want to do an empty jump, you can use this before landing to cover yourself against jumpouts. This is risky, however, as a whiffed air throw will leave you in forced landing recovery and leave you open to get hit with a jab.

  • Automatically sideswaps when performed.
  • Unable to convert if airthrow hits from too high.

Counter Assault

6A+B while Blocking

Damage Guard Startup Active Recovery On-Block Attribute Invuln
0 All 13 3 34 -18 B 1~20 All

Since Ashura is now super punishable on block, you might want to resolve to using counter assault more often to get opponents off you, however keep in mind that Bang really needs the meter to do good damage off crouching opponents and general 100% FRKZ combos, so use it with care.

  • Can be low profiled.

Crush Trigger

5A+B (Chargeable)

Version Damage Guard Startup Active Recovery On-Block Attribute Invuln
5A+B 1000 Guard Break 32/Barrier 20 1 25 0 B
5[A+B] 1000 Guard Break 60/Barrier 30~61 1 25 0 B

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, extra damage or with bumper cancels to gain a +8 block advantage.

  • Launches high up in the air on air hit, causes crumple on grounded hit.

Special Moves

Bang's Unstoppable Double Palm Thrust


Damage Guard Startup Active Recovery On-Block Attribute Invuln
1300 Mid 16 2 21 -4 B

Mostly used as combo and pressure tool to end your blockstrings making 2C and 5D safe.

  • Causes a wall bounce on CH, as well as during FRKZ.
  • Ground slides on normal hit.
  • Pushes back on blockstun, making it a good pressure string ender if spaced properly.
  • Counted separately from Bang's Heavenly Double Palm Thrust for combo scaling purposes.

Bang's Heavenly Double Palm Thrust


Damage Guard Startup Active Recovery On-Block Attribute Invuln
1300 All 13 3 Until L+7 H
  • Bang does a double palm thrust in the air, with the fire taking form of a Phoenix.
  • Only wallbounces in the corner on Counter Hit, but wallbounces both midscreen and in the corner in FRKZ.
  • Wallsticks in the corner.
  • Counted separately from Bang's Unstoppable Double Palm Thrust for combo scaling purposes.
  • A combo staple of Bang

Really important combo tool to extend or end your combos cause of the wallstick and huge corner carry.

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.

Bang's Void Tempest Kick


Damage Guard Startup Active Recovery On-Block Attribute Invuln
0, 600, 653, 1082 Throw 13 3 37 T

Bang's command throw can't be teched, however if your opponent guesses right on the command throw you will get punished 100% of the time. A bit weak to barrier since you can't connect a tick throw unless you have some dash momentum. Also careful when using as meaty since wakeup OD usually makes it whiff and gives opponent enough time to land a strong starter.

The oki on the command throw leaves Bang in a good position to do 2A instantly and gives him a bluebeat when the opponent doesn't tech. This forces them to tech instantly making it extremly easy to do another meaty command throw or other mixup.

Works extremely well with the D Bumper in the corner, allowing for incredibly damaging meterless combos.

  • Has 307 pixel range.
  • Has an extremly strong anti roll oki forcing people to usually quick tech.
  • Works good in combination of D Setnail.
  • Instantly Halts Bang's momentum upon use.

Bang's Void Tempest Kick EX


Damage Guard Startup Active Recovery On-Block Attribute Invuln
0, 550, 635, 940 Throw 7 3 20+14L T

An aerial version of Bangs command grab that is as fast as both his j.A and his airgrab, making it an effective air to air neutral tool against an opponent.

Gives Bang enough time to combo after it, granting it decent reward midscreen and a huge reward in the corner combo wise, as well as scoring a knockdown combo. You can combo it into ashura to do an unburstable combo and on CH, it forces knockdown, allowing for different combos midscreen, but the routes from it are generally not as useful in the corner though.

  • Has 344 pixel range.
  • CH forces knockdown, allowing for alternative combo routes.
  • Used as a preemptive anti air, an alternative to his normal air grab or even his j.A.
  • Still keeps momentum upon use, making it useful for throw combos.

Bang-style Shuriken


Damage Guard Startup Active Recovery On-Block Attribute Invuln
300 All 9 Until Hit Total: 23+9L P1
300 per nail All 20 Until Hit Until L+9 P1
  • Consumes 1 nail
  • Travels in a high angle
  • Conserves air momentum
  • Can special cancel into float or a different nail (including +D versions)
  • Causes poison damage on hit which ticks for a 100 damage per 60 and does not scale
  • Lasts 360 frames in total (600 damage)
  • Poison ends if Bang gets hit
  • Does not stack but resets its duration
  • Poison effect does not kill if the opponent has 1 HP
  • Useful in neutral and during combos
  • Can still be activated without nails and will animate as normal, but nothing is thrown.

This is the key to Bang's overall damage for BBCF. It is necessary to learn how to use this tool properly to maximize Bang's performance during a round. This move got its P2, requires a microdashing 5A for midscreen combos and total poison nerfed (was 800) but got a buff where its poison effect ticks faster than before which makes it better for neutral game. It can be implemented in every IAD combo.

It is useful in mid to long range neutral game as it travels pretty far and can be used to get in due to its start up and able to conserve air momentum (nail glide) or used with B nail.

  • Consumes 3 nails
  • Ends air momentum
  • Same effect as its single version
  • Does an extra back jump and ends all of Bang's action until landing (Puts Bang in CH state during it)

Not very useful in terms of tool as it consumes 3 of Bang's 12 nails so it is rarely used. It travels slightly further than regular version and can be used to poke people who are close to death. If you do any +D versions (basically A+D, B+D or C+D), you cannot do anything, besides rapid if hit, until you land. If you get hit while falling, it is a guaranteed counter hit.

Note that each A+D version throws 3 nails simultaneously and throws them in a completely differently angle higher than D version (middle nail is more like A nail's trajectory).

Damage Guard Startup Active Recovery On-Block Attribute Invuln
300×2 All 9 Until Hit(26)3 Total 23+9L P1
300×2 per nail All 20 Until Hit(26)3 Until L+9L P1
  • Consumes 1 nail
  • Travels in a medium angle
  • Conserves air momentum
  • Can special cancel into float or a different nail (including +D versions)
  • It will bounce(direction of bounce) if it hits either the opponent(backward), ground(forward) or wall(downward)
  • Once it bounces, the nail hitbox is gone and can bounce more than once.
  • After bounce, it will always detonate in 26(?).
  • Useful in neutral and during combos

The B nail got a buff where it regain its conserve momentum property from CS1 which has more applications in combos, neutral and okizeme, especially in the corner. Ending a corner combo with j.2C and then B nail will make your approach extremely strong and dangerous.

Used in close to mid neutral game and can be nail glided and combined with A nail. Note that several characters can duck under the explosion and still beat you out, when approaching recklessly.

  • Consumes 3 nails
  • Ends air momentum
  • Same effect as its single version
  • Does an extra back jump and ends all of Bang's action until landing (Puts Bang in CH state during it)

Similar to A+D Version where it has not much uses and should be evaded.

Note that each B+D version throws 3 nails simultaneously and throws them in a completely differently angle but higher than A+D.

Damage Guard Startup Active Recovery On-Block Attribute Invuln
300 All 18 Until Hit Until L+9L P1
300 per nail All 20 Until Hit Until L+9L P1
  • Consumes 1 nail
  • Travels in a low angle
  • Ends air momentum
  • Can special cancel into float or a different nail (including +D versions)
  • Sticks the opponent in place for 60 and less if they are blocking
  • Useful for baiting anti-airs and extending combos

This nail got an interesting buff where it does the web effect if the opponent block but the effect is short (around 1/3 or 1/2 of the effect). It is used to make your high jump-ins safe and can catch anti airs if spaced properly.

Combowise it's the number one Nail to build Seals and setup oki.

Its P2 got slightly better and is used to either get seals, setup, easy air to ground conversion or damage.

  • Consumes 3 nails
  • Ends air momentum
  • Same effect as its single version
  • Does an extra back jump and ends all of Bang's action until landing (Puts Bang in CH state during it)

Again, similar to A+D version but worst as the web nail effect degrades as it stacks and reduces the combo timer badly.

Note that each C+D version throws 3 nails simultaneously and throws them in a similar angle as D version.

Damage Guard Startup Active Recovery On-Block Attribute Invuln
300 per nail All 9 Until Offscreen Total 23 P1
  • Consumes 3 nails
  • Travels in all 3 angles simultaneously
  • Partially conserves air momentum
  • Can special cancel into float or a different nail (including +D versions)
  • Useful for neutral game to get in or out
  • Can bounce on the floor so it covers a lot of space

D Nails are used to give yourself space to get in or out. It is stronger due to the combo timer being more manageable so you can add an IAD with A nail which adds a bit more damage.

It is used almost anywhere in neutral as it covers many angle and bounces off the floor increasing the time they stay on the screen. Due to it costing 1/4 of your nails, you should use them with care. Since it partially conserves your momentum, it can also make your IAD approach safer or reset pressure when you do tk float into D nails.

Bang's Steel Rain


Damage Guard Startup Active Recovery On-Block Attribute Invuln
100 per nail All 96 Until Ground Total: 49 P1
  • Bang summons an umbrella at a fixed height that slowly tracks the opponent's position as it rains down 60 nails at an interval of 2 frames. The umbrella will travel to at most 3/4 of the screen and stop directly on the opponent's location.
  • It rains for 120(?) which makes the total cost for umbrella 4 nails (The first nail it consumes is also used for the first interval of the rain)
  • Rather than consuming 4 nails up front, this move instead consumes 1 nail when umbrella is pulled out and 1 nail per 30(?) frames as it rains.
  • The umbrella can be stopped if it is hit, Bang gets hit, or Bang combos into command grab, distortions or astral. This preserves any nails not yet spent.
  • Will still animate even with no nails, but no umbrella is spawned.

Umbrella got buffed again as it now tracks the opponent and can be special canceled. It still has a slow start up but it can be used to setup command grab super traps if done correctly. Also, should be noted if the opponent is beyond 3/4 of the screen, Bang will throw the umbrella at 3/4 of the screen and then it will keep tracking them past that. Typically not the best usage of nails but it is good when used to close out a round against a cornered opponent after a knockdown.

Flaming Air Attack / Musasabi


Damage Guard Startup Active Recovery On-Block Attribute Invuln
Total: Until L+5
  • Bang uses his scarf to float while in the air
  • Can cancel to almost any action on frame 9
  • Can be done twice in the air if none of Bang's air mobility options have been used (does not count initial jump cost)
  • Uses Bang's double jump and first air dash option for the the first float and his second air dash for the second float
  • Conserves air momentum except downwards (will cancel it instead)
  • Passes through your opponent
  • Very strong neutral, mix-up/pressure and combo tool
  • 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.

As a neutral tool, it can be canceled from any Bang-style Shuriken (except +D versions) which can be useful to spam the same nail type. It can be used to bait anti airs as it stops your falling momentum and with combination with C nail, it can be used to punish them.

For mix-up, it is used to repeat the same or different air move as it keeps your height on initial use, so for example j.2C > j.22A > j.2C can be done as a double overhead jumpin mixup. It's primary use as an offensive tool is to be tked from a jump cancelable move to add another layer of mix up options like quick, very plus overheads with any air button besides j.a, often j.B for consistency sake. You can generate nigh riskless plus frames out of thin air with TK musasabi nails. It can also cross up if you let the float last long enough.

It is used during combos due to its ability to keep Bang on the same height which opens up new combo path with either 6C or j.C.

It 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, and a multitude of options.

Set Nail/Bumpers

214A/B/C/D (Air OK)

Version Damage Guard Startup Active Recovery On-Block Attribute Invuln
214X Total: 30
j.214X Total: 33
  • Bang swings his hand and puts a nail in the air
  • Costs 1 Nail
  • Position is different for each button
  • Upon touching a Setnail with your hurtbox Bang can perform a Nail Dash
  • When you hit your opponent with anything and are near a bumper, you can cancel it into a Nail Dash
  • Only Action that can not be Nail Dash Cancel'd is Bang's EA.
  • Disappears after 3 uses
  • A,B,C versions need to be touched in the air
  • D version can be touched from air and ground
  • In 2.0, when setting a bumper in the corner, bumper will not go offscreen now, but sit next to the corner on screen.
  • Can still be activated without nails and will animate as normal, but no bumper is set. Can still be used to stall air momentum.

While losing its ability in neutral to mimic a more controllable FRKZ, Setnails became an extremly strong tool for okizeme and damage.

The D version is the go-to version since it allows Bang to pressure safely in the corner and maximize damage from every hit. It's especially great for 6B, 3C, and 623C since the Nail Dash Cancel acts like a substitute for rapid cancel allowing you to safely retreat. During overdrive combos the D version is set after a 6D to super twice.

While the other versions are less used, they also have good mixup and combo options. They are also way easier to control, compared to the D Set nail.

  • All Air Versions need to be touched in the air
  • Air Version will never set a nail near the ground

While A,B,C act almost like their ground counterparts, the D Version places the bumper directly under Bang allowing him to instantly use it.

The D Version is great for catching your opponent off guard in neutral and as okizeme from a j.2C ender. You can use it suddenly close gaps, cross up, or to make pressure safer.

Nail Dash

Any direction off Set Nail

Damage Guard Startup Active Recovery On-Block Attribute Invuln
Ground: 16
Air: 19
  • Bang does a similar dash like during FRKZ
  • Has a small amount of invul allowing to dodge reversals easily
  • Has unique properties compared to FRKZ dashes
  • Recovery can be cancelled early into Normal, Specials and Barrier
  • Air to ground dashes have no landing recovery making Bang recover as soon as he lands

FuRinKaZan Dash

Any direction during Overdrive

Damage Guard Startup Active Recovery On-Block Attribute Invuln
Ground: 16
Air: 19
6D Seal: 3-8 P

During FRKZ Bang uses this omnidirectional dash as movement. The FRKZ dashes is what makes Bang's overdrive, Bang gains damage and insane mixup. Always check your Fu and Rin seals during overdrive activation so you know what you have to work with.

Using the dashes during pressure allows Bang to easily create extremely hard to block mixups, the key is to be creative with your approaches like doing 2B>9dash>j.2C>4dash>j.2C. Keep in mind that strings like these are vulnerable to reversals.

While the dash is powerful it's also is hard to 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.

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.

  • Can be cancelled into from everything that has a jump cancel, not mattering if it hit or got blocked
  • Great for mixup and combos during overdrive
  • Without Seals Bang can use the dash twice in the air and is not able to pass through opponents
  • With the 5D seal "Fu" Bang gets 4 Dashes and the ability to pass through opponents
  • With the 6D seal "Rin" Bang gets projectile invulnerability from Frame 3-8
  • Recovery can be cancelld early into Normal,Specials and Barrier

Distortion Drives

Shishigami-style Secret Technique: "Fatal Eruption" / Daifunka


Damage Guard Startup Active Recovery On-Block Attribute Invuln
550×5, 0, 4000
[550×7, 0, 4000]
All 1+(58 Flash)+17 24 20 -27 B 1~25 All

Bang performs a long forward dash attack that takes the opponent to the corner if it hits. Generally used to end combos since it deals fantastic minimum damage and sets up easy corner oki. You can also treat it like Bang's other reversal, trading Asura's vertical reach for horizontal range. Just remember it starts up slower, making it weaker at punishing quicker moves. Only use it at neutral if you know you're going to hit. While there's a lot of Invulnerable frames at the start, there's a lot of recovery if it misses or gets blocked and you will regret it.

Shishigami-style Technique: "Bang's Infinite Chaos-Fist of the Void" / Ashura


Damage Guard Startup Active Recovery On-Block Attribute Invuln
0, 3700
[0, 4167]
Mid 1+(42 Flash)+8 5 30 -14 B 1~11 All

Fast Reversal. Since the super is easy to punish, you need to use it with care. It's still a great reversal to beat your opponent's meaties and punish gaps in pressure. The fast start up also allows Bang to use it at spots where Daifunka wouldn't work.

  • Horizontal Hitbox is limited.
  • Extremely high vertical hitbox, making it a great anti air.
  • Normal and OD version count as different moves so they don't trigger SMP.

Ultra Technique:"Hyper Shadowstep Strike" / Shippugeki

236236D with all 4 seals

Damage Guard Startup Active Recovery On-Block Attribute Invuln
0, 1000×3, 1801
[0, 1000×3, 1801, 400, 800]
Throw 21+(60 Flash)+3 2 28 (ground)
L+14 (air)
T 1-21 All

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

It is very useful in neutral for when the opponent commits pretty hard to a button, Bang can immediately grab them and turn the situation into his favor. However, the move has a few shortcomings, as when Bang tries to use it when the opponent is grounded and/or not doing anything during the superflash, when Bang teleports behind them, they can simply jump out and punish Bang with a jump in, or by simply Overdriving through him and land an incredibly painful punish on him. Bang also basically completely overlaps his opponent before actually grabbing them, meaning that sometimes hitboxes from various moves will just hit him before he grabs, even if those moves were being performed in the wrong direction.

While opponents have even more limited options against the super in the air, since they cannot double jump out of it, it is still advised to use it with caution because an opponent can simply Overdrive through it, or if they have one, invuln through the grab and retaliate with a DP or a distortion drive, just like with the ground version.

Can be used for a few tech traps as well as a sort of reversal, but Bang has better tools for those situations. It is a rather decent tool against Zoners once Bang achieves his seals.

  • Invuln only lasts until after the superflash before it goes active, where Bang is right next to the opponent, almost inside of them.
  • Overdrive version does significantly more damage, as well as leaving Bang a farther distance from the opponent than the normal version.
  • Tracks opponent state and location during superflash, it acts like a grounded throw if the opponent was grounded, air throw if they were airborne.

Exceed Accel

Bang's Dancing Petal Storm

A+B+C+D during Overdrive

Damage Guard Startup Active Recovery On-Block Attribute Invuln
600, 50×19, 1500
{600, 50×41, 3300}
All 20 [10] 3 34 -10 B 1~22 All
[1~12 All]

On startup, Bang performs a palm thrust 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. He moves forward during the initial attack giving it slightly more range than its hitbox suggests.

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. Also, the initial hit is susceptible to being low profiled. Despite some of its shortcomings, Exceed Accel is one of Bang's most reliable ways to get out of pressure.

Astral Heat

Shishigami-style Forbidden Technique: "The Ultimate Bang"


Damage Guard Startup Active Recovery On-Block Attribute Invuln
0, 19800 Unblockable 9+(30 Flash)+24 3 26 T 1~35 Guard All

Extremely 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.

  • Min height TK Astral only hits on crouching Carl, Valkenhayn, Relius, Jubei, Platinum, Jin, Hakumen, Nine, Tager and Susano'o.
  • Can be Kara Canceled into from j.D from Frame 7 to just before active frames.
  • Allows Bang to use the Shadowstrike Jutsu since it's a Drive move. But Pulverizing Blast cannot be used.
  • Has Range and Vector checks, cannot hit someone who is behind him, or more than about half a screen away, regardless of hitboxes.


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Notable Players

Name Color Location Where to Find Notes
BBCF Bang color 22.png
Japan  PC
The Strongest Bang player. Currently frequents JP events and PC netplay.
BBCF Bang color 1.png
Japan  PC
Very Solid JP Bang player
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World's most powerful drive masher
BBCF Bang color 7.png
Top SA player
Senor Bang 
BBCF Bang color 1.png
Strong NA player
Dora Bang 
BBCF Bang color 10.png
OG legacy player;retired
Greek Angel
BBCF Bang color 24.png
legacy NA player;retired
Nemo Smacks 
BBCF Bang color 4.png
Strong EU player
BBCF Bang color 5.png
Strong NA player
BBCF Bang color 1.png
EU bang specialist
BBCF Bang color 16.png
JPs strongest GP abuser

External References


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