BBCF/Bang Shishigami

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Revision as of 22:46, 29 November 2020 by Towito (talk | contribs) (Removing redundant info on 2D seal buff in OD)
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Overview
Overview

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.

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 Shishigami
BBCF Bang Shishigami Portrait.png


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".

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.

Normal Moves

5A

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  • Throws out a quick standing Jab
  • Situational Anti-air, Decent neutral and pressure tool.
  • Hits crouching opponents

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.

While in CF, 5A took a nerf, what with the removal of 5A > 2A, and now being -1, 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.


5B

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  • Throws out a straight punch.
  • 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.

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.

5C

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  • Slams fist down on opponents head
  • Has two hitboxes, second hitbox activates 6 frames later, making it a 24 frame overhead technically.
  • Fatal Counter
  • Gives 110% Bonus proration
  • Forces Crouching
  • 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.

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 hits 8 active frames and fatal property. Overall, its a staple of Bangs High/Low mixup game.

2A

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  • Does a karate chop to the feet.
  • Hits low
  • 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.

The buffs it received for Central Fiction make it one frame faster, so it is now a suitable mash button, but it can no longer be chained into from 5A, reducing 2A's effectiveness as an option from 5A stagger, but overall 2A is still useful to tick grab with and for stagger pressure. That one frame allows Bang to do 6A>2A on block allowing him to contest characters with 5F 5As while beating out their 2As usually.

2B

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  • Ducks down and performs a shoulder bash before retracting.
  • Moves Bang forward, extending his range before moving back.
  • Can OTG (Off The Ground) opponents.
  • 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.

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.

2C

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  • Does a sweep kick, similar to most other character's 3C move.
  • Causes soft knockdown on normal hit, hard knockdown on Counter hit.
  • Long untech time basically guarentees your opponent won't tech in the air even on weird air hits.
  • 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.

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

6A

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  • Lifts up leg and then slams it down on the opponents legs.
  • Bangs only plus on block 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.

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.

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.

6B

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  • Makes a flip forward and attacks with the back of his foot
  • Somewhat fast overhead
  • Cancels from more normals then 5C
  • Forces Knockdown
  • Comboable on air- or counterhit via 2A

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.

6C

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  • Goes in the air and does a rising kick
  • Whiffs on crouchers
  • Launches opponent in the air
  • Counts as a jump
  • Fatal Counter

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, it is Bang's strongest combo starter in the corner.

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.

3C

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  • Goes on the floor and does a slide across the screen
  • Low profiles several normals
  • Launches the opponent a good bit in the air on hit
  • Fatal Counter
  • Causes hard knockdown on Fatal
  • Gives 110% Proration

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.

j.A

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  • Followup normal j.AA comes out in 5 frames
  • Can chain into itself indefinitely on hit/block
  • In certain situations, reliable air to air
  • Can be used to shorten airdash recovery in order 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, 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.

j.B

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  • Strong poking tool

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 on the opponent’s wakeup. 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.

j.C

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  • Same animation as 6C
  • One of Bangs best combo tools
  • A surprisingly decent neutral tool
  • Forces Knockdown on CH

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.

j.4B

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  • Does a kick behind him.
  • Only hits behind Bang
  • Has a little bit of vaccum on hit/block
  • Extends hurtbox before hitbox becomes active.

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.

j.2C

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  • Does a downward kick
  • Forced Knockdown on air hit
  • Great button against opponents below Bang
  • Has a decent Crossup hitbox, but not useful on smaller hurtboxes
  • Combo staple of IAD JC Loops.
  • 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 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.


Drive Moves

5D

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  • Bang poses before launching a fiery uppercut.
  • Grants Fu (First Seal) on hit.
  • Guardpoints lows/mids from frames 4-13
  • Catches crouching opponents
  • Launches on hit
  • Follows up into drive explosion pretty quickly
  • Wall bounces in the corner and on CH

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 Highs, only Mid and Lows. 5D has good guardpoint nearly at startup and can followup into Explosion immediately, leading to a combo, or leaving you safe on block. 5D into explosion is useful and is very reliable in that department.

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, a position that Bang isn't strong against, however, 5D by itself is not a good starter due to its combo rating being changed from short to VERY SHORT, meaning Bang can only get a simple combo into J2C oki at best.

In 2.0, 5D received a hitbox buff, with it's lower hitbox now actually low enough for it to OTG the entire cast instead of specific characters, giving it much better versatility in combos and making routes more consistent.

2D

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  • Bang crouches down, covers his head, then launches his fist upwards.
  • Grants Zan (Fourth Seal) on hit.
  • Has decent vertical range hitbox, but poor horizontal range.
  • Guardpoints Highs/Mids from frames 7-22.
  • Most common drive to chain into Drive Explosion followup with.
  • Bangs only "True" anti-air.
  • Launches opponent on hit, universal timing

One of the more commonly used normal to followup into explosion due to it almost instantly activating if any attack is guardpointed. 2D has good guardpoint and covers both high and mid, but it does not cover lows. Aside from guardpoint frames and whatnot, 2D is one of the better Drives. It can lead to 4 seals midscreen and in the corner, with enough resources.

It is also Bang's only "real" anti-air, but due to it being a guardpoint starting as late as frame 7 and its unreliable hitbox, opponents can generally safely approach Bang and he is forced to use alternative means to anti-air an opponent.

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, it is 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. Also, its CH launch property is the same height as regular version.

6D

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  • Bang poses before doing a flaming spin kick aiming downwards.
  • Grants Rin (Second Seal) on hit.
  • Guardpoints Mids/Lows from frames 1-8.
  • Causes soft knockdown on normal hit, causes hard knockdown on CH and in FRKZ.
  • Used as one of Bangs few reversal options.
  • Drive explosion followup is pretty slow, only starting up after he spins before the kick.

6D is the only frame 1 guardpoint move Bang has. And startup to explosion is not very fast. In fact, you can get hit out of it so it is not very reliable. 6D guardpoint covers mid and lows. While the followup to explosion is not strong, you can teleport in front or behind the opponent quick enough to followup in a short combo. This is one of the closest to what you would use as a meterless reversal, but the drawbacks and risks with it are strong. You will be punished if 6D is blocked.

j.D

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  • Bang scrunches up and guards before chopping down with a fiery karate chop.
  • Grants Ka (Third Seal) on hit.
  • Follows up into Drive Explosion somewhat quickly.
  • 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 Highs/Mids/Lows from frames 4-12
  • 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.

A staple for many of Bangs standing/Air confirms, j.D allows Bang to send his opponent, no matter the height, down onto the floor 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 opponents meaty throws and gain at least 2 seals minimum from the confirm, as well as hitting overhead. A peculiar principle of j.D is that the normal forces you into landing recovery if you cancel from 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.

Secret Art: Bang's Shadowstep Jutsu

A/B/C during Guardpoint

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When your D move autoguards an attack, pressing A, B, or C will have Bang teleport, then finish the attack. Button pressed determines distance teleported, A being the shortest, C being the longest. Typically you will teleport behind the opponent. Learn to know which to use, or even to teleport at all, depending on the situation.

Secret Technique: Bang's Pulverizing Blast Jutsu

D during Guardpoint

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  • Bang explodes his clothes, flying high into the air as he magically redresses.
  • Fatal Counters.
  • Is a Short Starter
  • Fully invincible when active until shortly before landing.
  • Insanely active, and very safe on block.
  • Actual startup depends on which drive preceded it.
  • Level 5 Projectile, clashes or beats out many other weaker projectiles.
  • Massive hitbox, hits all around the explosion.
  • Bang is considered airborne during the attack. He is unable to act until landing.
  • Bang is launched as high as around 6B height
  • Only does 1 hit of blockstun
  • Generally around +2 when first active frame is blocked.

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

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. The explosion only does one hit if blocked, but it's active for a long time. While it can be punished in very specific scenarios, the general usefulness, amazing hitbox and active frames, and the fact that it is safe on block means that drive explosion is a pretty good option to use.


Universal Mechanics

Ground Throw

6B+C

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  • Bang disappears before appearing again, drop kicking his opponent.
  • 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.
  • Bang's Backthrow is useful to sideswitch, but otherwise the same as his forward throw.

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 on a successful throw and less recovery makes Bang's throw an extremely good alternative to his command throw. Always change up between both to make your opponent think.

Air Throw

j.B+C

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  • Hugs people out of the air and lets them slide across the ground
  • Hitbox is unusually high above Bang
  • Automatically sideswaps when performed.
  • Unable to convert if airthrow hits from too high

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.

Has extremly strong corner carry and decent damage, but it is not advised to airthrow against opponents in the corner, since you result throwing them out of it. His air commandthrow is a great alternative for that, since it keeps the opponent in the corner. Airthrow can also be a great tool if your back is in the corner, since it sideswaps yourself out of the corner, allowing Bang to convert into a damaging combo from a bad situation.

If you want to do an empty jump, you can use this before landing, to cover yourself against jumpouts.

Counter Assault

When blocking 6A+B

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  • Bang's counterassault
  • Shares animation with 5B
  • Can be low profiled
  • Costs 50 Meter

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.

Crush Trigger

5A+B (Chargeable)

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Uncharged
Charged

  • Bang inhales and spits fire, Naruto Style
  • Not a lot of range for a crush trigger
  • Launches high up in the air on air hit, causes crumple on grounded hit.

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 +4 block advantage.


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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  • 100% Minimum damage
  • Grounded command throw.
  • Performs 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
  • Works good in combination of D Setnail.
  • Instantly Halts Bangs momentum upon use.

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 strong meterless combos.

Bang's Void Tempest Kick EX

j.623C

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  • 100% Minimum damage
  • Air to Air command throw.
  • Performs a Hug and does a Bang's Style Custom Izuna Drop EX aka Bang Drop EX
  • Can continue to combo on hit
  • 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.

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

In CF this throw got extremely buffed and is actually incredibly useful, since it gives Bang enough time to combo after it now, 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.

Bang's Unstoppable Double Palm Thrust

623B

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  • 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.
  • 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.
  • A combo staple of Bang.

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

Bang's Heavenly Double Palm Thrust

j.623B

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  • 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-style Shuriken

j.236A/B/C/D

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A Version
A+D Version

  • 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

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).

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B Version
B+D Version

  • 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.

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C Version
C+D Version

  • 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 Nr.1 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.

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D Version

  • 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 for short being more manageable so you can add an IAD bit 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 conserve 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

632146B

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  • Consumes 1 nail when umbrella is pulled out and 1 nail per 30(?) frames as it rains
  • 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)
  • 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
  • Bang will throw the umbrella at a distance that is close to himself to 3/4 of the screen and it will stop directly on top of the opponent if they are between those distances.
  • The umbrella can be stopped if it is hit, Bang gets hit or combos into command grab, distortions or astral

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.

Flaming Air Attack

j.22A

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  • 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 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 could also be tked from a jump cancelable move to add another layer of mix up options like overheads with j.B, cross up if you let the float last longer and reset your mix-up options if you use D nails.

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, just generally much better over all. This buff is arguably his greatest buff, seeing as it opens up a plethora of options for him now.

Set Nail/Bumpers

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

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Ground
Air

  • Bang swings his hand and puts a nail in the air
  • Costs 1 Nail
  • Position is diffrent 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.

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 safe with in the corner and maximize damage from everyhit. It's especially great for 6B,3C and 623C since the Nail Dash Cancel acts like a substitute for rapid cancel allowing you to safe heat. During overdrive combos the D version is set after a 6D to super twice in that combo.

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 Setnail.


  • See Above
  • All Air Versions need to be touched in the air
  • Air Air Version will never place a Setnail 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 getting your opponent offguard in neutral and as okizeme from a j.2C ender.

Nail Dash

Any direction off Set Nail

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  • 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

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  • During FRKZ Bang uses this omnidirectional dash as movement
  • 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

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.

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.


Distortion Drives

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

2363214C

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  • Bang performs an Ranbu attack taking the opponent to the corner
  • Most damaging super in combos
  • Has a lot of invulnerability Frames making it a decent reversal
  • Normal and OD version count as diffrent moves that don't trigger SMP

Great super that can be used to add more damage or for fullscreen corner carry during combos.

It's greater range then Ashura makes it a decent reversals, however the longer startup might be too slow to punish the opponent for every normal. Only use it if you think your opponent will do something that doesn't recover in time.

Because the super has a lot of invul frames it can also be used to easily beat your opponent's Exceed Accel out.

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

236236A

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  • Bang creates a flame pillar and attacks with his trusty clone after it
  • Strikes a pose after the attack
  • Fast Reversal
  • Horizontal Hitbox doesn't hit that far making it whiff against some meaties and blockstrings
  • Hitbox goes extremely high vertically in the air, making it a great anti air
  • Normal and OD version count as different moves so they don't trigger SMP

Since the super is really easy to punish now, you need to use it with more care.

It's still a great reversal beating your opponents meaties and punishing the gaps in their pressure.

The fast start up also allows Bang to use it at spots where Daifunka wouldn't work, adding more damage to your combos.

Ultra Technique:"Hyper Shadowstep Strike"

236236D

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vs. Grounded Opponent
vs. Airborne Opponent

  • Bang stops before disappearing, reappearing behind his opponent to lay down a series of flashy attacks.
  • Invuln only lasts until after the superflash, 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.
  • 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.
  • 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.

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.

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.


Exceed Accel

Bang's Dancing Petal Storm

A+B+C+D during Overdrive

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  • Does not cost heat, but immediately ends Overdrive if used.
  • Becomes stronger and flashier in Active Flow
  • Initial strike CAN be low profiled by certain low hitting hitboxes
  • Startup is shorter if cancelled into from Overdrive activation or from a Normal.
  • Despite its short range, it moves Bang forward, giving it slightly more range.
  • Puts Bang in Active Flow if he hasn't been in it yet.
  • In 2.0, has minimum damage now. 300 without AF and 600 in AF
  • In 2.0, Animation has been sped up, as well as the normal version removing the taunt pose, effectively making it less minus on hit. AF Version remains the same, except sped up kunai throwing.

On startup, Bang performs a palm thrust (that is actually his throw reject animation) on his opponent. If it hits, Bang then throws out a barrage of ninja tools at his opponent before finishing off by tossing a couple of bombs onto the hapless victim while going into his taunt animation. Active Flow version makes Bang throw out even more stuff, including 4 bombs at the end instead of 2. Puts Bang in active flow if he hasn't been in it already. Has full invuln and is safe on block, but it cannot be rapid cancelled on hit/block. Has minimum damage in 2.0 now.

Despite being another universal reversal that Bang can use, the knockdown from the attack leaves much to be desired. It leaves him slightly negative and a character length away, which means the opponent can roll away from him before he can perform actions again, leaving him with almost no oki from it. However, in the corner, it is slightly more useful seeing as the opponent can only roll forward or tech instantly otherwise they would be picked up with a perfectly spaced 2B into a damaging corner combo. Despite some of its shortcomings, Exceed Accel is one of Bangs most reliable ways to get out of pressure, seeing as even if it whiffs, he still has a third of his burst charged up rather than none if he just bursts.


Astral Heat

Shishigami-style Forbidden Technique: "The Ultimate Bang"

j.6321463214D

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  • Bang performs the best looking and most hype astral in the game. FACT
  • Costs 100% Heat and opponent needs to have less then 35% HP remaining, as well as be on match point.
  • One of the last remaining Astrals hard to land making it hype every time it happens.
  • Leaves your opponent jelly that their character will never be as manly as Bang.
  • Startup has a lot of guardpoint frames, starting on frame 1.
  • Guardpoint blocks EVERYTHING! Throws, air unblockable attacks, ITSELF!, etc.
  • Allows Bang to use the Shadowstrike Jutsu since it's a Drive move.
  • Min height TK Astral only hits on crouching Carl, Valkenhayn, Relius, Jin, Hakumen, Tager and Susano'o.
  • Completely Unblockable, since it is technically a throw.
  • Can somehow be Kara Canceled into from JD. It was always a thing, apparently.

Extremly satisfying Astral. Can be combo'd into from 5D airborne hit in the corner or throws reliably. However, the True Bang Way is landing this astral raw either as a wakeup reversal or tricking your opponent to press a button into it. It has a guardpoint all the way until the end of the active frames, so it can be used to stop attacks or just be a GOD!

Impresses people at your locals and gatherings and makes you look like a Hero fighting against ANY EVIL!!


External References


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To edit frame data, edit values in BBCF/Bang Shishigami/Data. Be sure to update both the move and the move Full sections. One is shown on the character page, while the other is shown on the frame data page.