m (→5A: Removing Gatling Options) |
(→Overview: - Removing Gatling Options in Moves) |
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*Same versatility as 5A, with it being a situational anti-air, Good neutral poke and decent pressure tool. | *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. | *One of Bangs go-to punish buttons, alongside 2C, 3C, and 2B. | ||
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. | 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. | ||
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*Forces Crouching | *Forces Crouching | ||
*Causes Hard Knockdown on Air Hit | *Causes Hard Knockdown on Air Hit | ||
Bang's primary overhead that has a surprising amount of options for it. Able to special cancel, jump cancel, or chain into multiple normals makes this a really good mixup tool in 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 also be used as a situational anti air... but its VERY situational. | Bang's primary overhead that has a surprising amount of options for it. Able to special cancel, jump cancel, or chain into multiple normals makes this a really good mixup tool in 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 also be used as a situational anti air... but its VERY situational. | ||
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*Hits low | *Hits low | ||
*Can chain into itself an additional time | *Can chain into itself an additional time | ||
A low hitting Karate Chop with slightly more range than 5A that can gatling into itself. 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. | A low hitting Karate Chop with slightly more range than 5A that can gatling into itself. 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. | ||
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*Can OTG (Off The Ground) opponents. | *Can OTG (Off The Ground) opponents. | ||
*Can also be a good meaty due to its 5 active frames, as well as its retractable hitbox. | *Can also be a good meaty due to its 5 active frames, as well as its retractable hitbox. | ||
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. | 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. | ||
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*Long untech time basically guarentees your opponent won't tech in the air even on weird air hits. | *Long untech time basically guarentees your opponent won't tech in the air even on weird air hits. | ||
*Floats higher in FRKZ. | *Floats higher in FRKZ. | ||
A sweep at the legs that is also Bangs 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. | A sweep at the legs that is also Bangs 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. | ||
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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. | ||
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. | ||
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* Since it launches Bang in the air, it counts as a jump | * Since it launches Bang in the air, it counts as a jump | ||
* Gained Fatal counter property in 2.0 | * Gained Fatal counter property in 2.0 | ||
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. | 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. | ||
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*Reliable situational anti air and air to air poke | *Reliable situational anti air and air to air poke | ||
*Is used to shorten airdash recovery time to barrier earlier. | *Is used to shorten airdash recovery time to barrier earlier. | ||
A simple jab that can be repeated indefinitely, Bang j.A is one of his most used moves in the air due to its speed, ability to cancel into options that allow him to convert off of it easily, and being a somewhat reliable anti air. | A simple jab that can be repeated indefinitely, Bang j.A is one of his most used moves in the air due to its speed, ability to cancel into options that allow him to convert off of it easily, and being a somewhat reliable anti air. | ||
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*Extends his leg forward to reach opponent | *Extends his leg forward to reach opponent | ||
*Strong poking tool | *Strong poking tool | ||
j.B will be commonly used by many as a combo tool as well as to poke and confirm hits. It also has its uses after TK j.22a on the opponent’s wakeup. j.B may not lead to the highest damage of combos; however it is a decent starter, and very useful during neutral. You can challenge opponents air-to-air, and with how much space j.B covers, you can confirm into many options. | j.B will be commonly used by many as a combo tool as well as to poke and confirm hits. It also has its uses after TK j.22a on the opponent’s wakeup. j.B may not lead to the highest damage of combos; however it is a decent starter, and very useful during neutral. You can challenge opponents air-to-air, and with how much space j.B covers, you can confirm into many options. | ||
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*A surprisingly decent neutral tool | *A surprisingly decent neutral tool | ||
*Forces Knockdown on CH | *Forces Knockdown on CH | ||
j.C is one of Bangs main combo filler tools as he can jump cancel it and then do an instant airdash immediately after, and can combo into j.D early in combos, making it very reliable in a scramble situation. | j.C is one of Bangs main combo filler tools as he can jump cancel it and then do an instant airdash immediately after, and can combo into j.D early in combos, making it very reliable in a scramble situation. | ||
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*Combo staple of IAD JC Loops. | *Combo staple of IAD JC Loops. | ||
*Can follow up with 5A or A/B nail if used at the proper height/time. | *Can follow up with 5A or A/B nail if used at the proper height/time. | ||
This air normal is mostly used as jumpin or to end your combos. It is also used during IAD j.C combos as hitting j.2C at a certain time can allow Bang to fall down and pick up with 5A as the opponent is being sent down, as well as throw a poison or explosive nail and still be able to combo after it. | This air normal is mostly used as jumpin or to end your combos. It is also used during IAD j.C combos as hitting j.2C at a certain time can allow Bang to fall down and pick up with 5A as the opponent is being sent down, as well as throw a poison or explosive nail and still be able to combo after it. |
Revision as of 21:08, 5 November 2020
Overview | Combos | Strategy/Counter Strategy | Full Frame Data | Discord | Forums | Videos |
Lore: | 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 different 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 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.
Overall, Bang is easy to pick up, but difficult to master. At higher levels of play, Bang requires good execution, reactions and a lot of creativity.
Bang's Drive attacks have a period of guard point frames, unique to each Drive attack. After blocking, Bang can input an attack button for different followups. Pressing (A/B/C) will use "Shadowstep Jutsu" to teleport 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.
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".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.
Normal Moves
5A | Template:AttackDataHeader-BBCF |
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5B | Template:AttackDataHeader-BBCF |
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5C | Template:AttackDataHeader-BBCF |
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2A | Template:AttackDataHeader-BBCF |
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2B | Template:AttackDataHeader-BBCF |
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2C | Template:AttackDataHeader-BBCF |
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6A | Template:AttackDataHeader-BBCF |
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6B | Template:AttackDataHeader-BBCF |
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6C | Template:AttackDataHeader-BBCF |
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3C | Template:AttackDataHeader-BBCF |
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j.A | Template:AttackDataHeader-BBCF |
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j.B | Template:AttackDataHeader-BBCF |
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j.C | Template:AttackDataHeader-BBCF |
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j.4B | Template:AttackDataHeader-BBCF |
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j.2C | Template:AttackDataHeader-BBCF |
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Drive Moves (Burning Heart)
All of Bang's Drives have the following properties:
- All Drive Starters changed from Short Starter to Very Short starter.
- All Drives can be thrown during guardpoint frames
- All Drives can cancel into Secret Art: Bang's Shadow Step Jutsu or Secret Technique: Bang's Pulverizing Blast Jutsu if Guardpoint is struck.
- All Drives grant a specific seal on hit, and each seal increases the damage of said drive, and all drives gain another damage boost if all 4 seals are collected.
5D | Template:AttackDataHeader-BBCF |
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2D | Template:AttackDataHeader-BBCF |
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6D | Template:AttackDataHeader-BBCF |
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j.D | Template:AttackDataHeader-BBCF |
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Secret Art: Bang's Shadowstep Jutsu A/B/C during Guardpoint |
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Secret Technique: Bang's Pulverizing Blast Jutsu D during Guardpoint |
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Universal Mechanics
Ground Throw | Template:AttackDataHeader-BBCF |
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Air Throw | Template:AttackDataHeader-BBCF |
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Counter Assault | Template:AttackDataHeader-BBCF |
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Crush Trigger | Template:AttackDataHeader-BBCF |
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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 623C |
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Bang's Void Tempest Kick EX j.623C |
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Bang's Unstoppable Double Palm Thrust 623B |
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Bang's Heavenly Double Palm Thrust j.623B |
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Bang-style Shuriken j.236A/B/C/D |
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Bang's Steel Rain 632146B |
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Flaming Air Attack j.22A |
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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 2363214C |
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Shishigami-style Technique: "Bang's Infinite Chaos-Fist of the Void" / Ashura 236236A |
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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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