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.
Bang Shishigami Bang Shishigami is a character that excels at using his variety of ninja tricks to mix up his opponent in combination with his mobility options to set his own pace in the game.
- Good Neutral and mobility: With a Variety of movement options, what with 2 airdashes, a float, and teleports off of drive, and his various tools such as nails and bumpers, Bang can easily set the pace of a game with his excellent mobility and neutral options
- Powerful Overdrive: FRKZ can easily turn the tide of any game, with a variety of mixup and pressure options as well as the sheer absurd amount of damage Bang can get off of even just a 5A starter, his Overdrive is a very powerful resourse that gets stronger as he lands his drives.
- Good Mixup Game: Has access to a plethora of mixup tools, used to catch the opponent by surprise due to a variety of options, cancels, and other tricks he's able to use. Access to both a ground and air command grab also helps enforce this.
- Absurd Damage and 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, but when he lands the big starters, it is going to hurt BIG TIME!
- Above Average Health: Standing at 11.5K health, it's above average, allowing Bang to make a few mistakes without it costing him so much.
- Very Techincal and input heavy: Bang combos require a lot of timing for nail pick ups for just a very fast and dexterous hand when it comes to his more advanced and optimal confirms. It is also required to have a bit of a decent level of execution to do stuff like Instant Air dash Nail throws or Tiger Kneeing his float (J.22A) in pressure.
- Lack of Meterless defensive options: Bang has to rely on system mechanics for the majority of his defensive interactions, as drives are an unreliable option due to their guardpoint being very easy to bait and punish when ready for it. Drive explosion, as good as it is, is locked behind making a successful read with his drive.
- Lack of an Anti Air: The closest thing Bang has to an anti air is his Crouching Drive, which is servicable, but not to the same function as a head invulnerable anti air. His options to anti air generally consist of either 5A, j.A, or avoiding the situation entirely.
- Nail Economy: Bang's Nails are extremely strong. Unfortunately, there's a finite supply of them. Nailless Bang is signifcantly weaker than a Bang with at least one nail on his person, as Nailless Bang would struggle with situations a Bang with Nails can easily get by. Thankfully, nails refill every round, but keep an eye on the nail counter throughout the match.
- Lack of Midscreen Crouch Confirms: Bang doesn't have a lot of ways to convert off of a crouching opponent without meter midscreen. The best you will get is either 2C > 623B or 3C.
- Stunt Or Die: Sometimes, you're going to have to risk when it is unneccessary. Stand by your play. (Not a con if you prefer to play that style)
Drive: Burning Heart
Bang's Drive attacks 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 drive attack. If all seals are lit up, all drive moves gain an extra 25% damage increase and unlock his Distortion Drive: Hurricane Fury.
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.