BBCF/Bang Shishigami/Combos

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 Bang Shishigami


Combo Notation GuideCharacter Name Abbreviations
7 7 8 8 9 9
4 4 5 5 6 6
1 1 2 2 3 3
Numbers represent direction on a keyboard numpad. For example, 236+A becomes 236A.
> = Proceed from the previous move to the following move.
/land = Indicate that the player must land at that point in the sequence.
, = Link To perform a second action after the first action completely finishes its animation. the previous move into the following move.
->/~ = Cancel To bypass the remaining time or frames in an action by proceeding directly into another action. the previous special into a follow-up special.
dl./delay = Delay the following move.
whiff/(whiff) = The move must whiff (not hit).
c. = Close
f. = Far
j. = Jumping/Aerial
hj./sj. = High Jump/Super Jump
jc = Jump Cancel
hjc/sjc = High Jump Cancel/Super Jump Cancel
dc/adc = Dash Cancel/Air Dash Cancel
CH = Counter Hit
AA = Anti-Air
IAS = Instant Air Special
[X] = Hold input.
]X[ = Release input.
(move) = Move is optional.
[X] or [Y] = Perform sequence X or Y.
[sequence] xN = Repeat sequence N amount of times.
(N) = Hit N of a move or move must deal N amount of hits.
IAD = Instant Air Dash
RC = Rapid Cancel
OD = Overdrive
ODc / cOD / ODC / OD Cancel = Overdrive Cancel
EA = Exceed Accel
AM =  Amane
AR =  Arakune
AZ =  Azrael
BG =  Bang
BU =  Bullet
CR =  Carl
CE =  Celica
ES =  Es
HK =  Hakumen
HZ =  Hazama
HI =  Hibiki
TG =  Tager
IN =  Izanami
IZ =  Izayoi
JI =  Jin
JU =  Jubei
KG =  Kagura
KO =  Kokonoe
LA =  Λ-No.11-
LI =  Litchi
MA =  Mai
MK =  Makoto
MU =  Mu-12
NA =  Naoto
NI =  Nine
NO =  Noel
NU =  ν-No.13-
PL =  Platinum
RC =  Rachel
RG =  Ragna
RE =  Relius
SU =  Susano'o
TK =  Taokaka
TS =  Tsubaki
VK =  Valkenhayn
TE =  Terumi


Important Combo Pieces

These are key combo pieces for Bang's combos in general:

j.C > IAD > j.C > j.2C > delay > j.236A > 66 5A
Medium ~ Hard


Important Bang combo piece, also known as poison nail route. This route is essential for doing the BnB and other combos that includes this. The delay between j.2C and j.236 varies on the character and Bang's height compared to the opponent's.


6C > jc > j.D
Medium


Another important Bang combo piece. This route is essential for doing the BnB and other combos that includes this. At high prorations, this becomes a 2F link due to the input priority of the game.


6C > jc j.D > j.22A > j.B > j.C
Medium


A very important routing off 6C > jc j.D, since it uses less nails and can help you save them for later.

Does less damage, but sometimes you want to save nails for neutral (matchup dependent)

Beginner combos

Beginner.png Basic combos are simple combos with the fewest requirements and conditions possible. They:
  • Work against every, or almost every, character in the game
  • Can be performed from most positions in the play area
  • Require few adjustments, and if any are required they are simple

Most of Bangs optimal combos, or even just his BnB's, are hard to do. Since that's the case, you should know some basic routes to start out.

Note: Combos ending in jc j.B > j.C > jc j.B > j.C > j.2C won’t work on some characters. In that case, skip the second j.C.


Crouch confirm
Very Easy


5A > 5B > 2B > 3C/2C
The most basic of basic combos. Also your combo on crouching opponents! 6C whiffs on crouching opponents, so you'll have to settle for this (in midscreen, at least).

After 2C, you can either set up a bumper (e.g Slight Delay 214D) or head into 623B if you're near the corner.

Otherwise just end in 3C, so you can catch roll with 66 2A afterwords (Don't worry about it too much, but you'll have to learn 66 2A eventually)


Basic beginner combo
Easy


5A > 5B > 2B > 6C > j.D > 5B > 2B > jc j.B > j.C > jc j.B > (j.C >) j.2C/j.623B
A very basic route against standing opponents. If you don't know where to start and are tired of crouch confirms doing no damage, here's a good place to start


j.D > j.236C > 66 5C Routing
Easy


5A > 5B > 2B > 6C > j.D > j.236C > 66 5C > 5D > jc B > j.C > jc j.B > (j.C) > j.2C/j.623B
Similar combo to the on above but including the 'Microdash'. Microdashing is something you'll want to do as Bang, since it opens you to further combo extension, corner carry, damage and seals


IAD demonstration
Easy ~ Medium


5A > 5B > 2B > 6C > j.D > j.236C > 66 5C > 5D > IAD (j.C >) j.2C
Same combo as above but has one major difference: The IAD.

An IAD stands for Instant Air Dash is done with the input of 766, 866, 96(6) or the same but replace the 6's with 4's. In this case, you'd be using 96.

The 96 input is actually a 956 input, since you need to let got of the stick, but that looks stupid and makes it seem more complicated than it is.

And for why you'd use the IAD in the first place, it's to get more corner carry, come extensions (Poison nail routes and such) and most importantly, Okizeme From Japanese "起き攻め". Attacking an opponent about to wake up after they were knocked down, usually with meaty attacks or mix-ups.. Doing 66 2A lets you catch roll and continue your pressure far more effectively


Combo for 2D seal
Easy


5A > 5B > 2B > 6C > j.D > j.236C > 66 5C > 2D > jc j.B > j.C > jc j.B > (j.C >) j.2C/j.623B
Combo that gets you the 2D seal. Useful since that seal is pretty hard to get sometimes


6C > jc j.D combo
Easy ~ Medium


5A > 5B > 2B > 6C > jc j.D > j.236C > 66 5C > 2D > jc j.D > j.236C > 66 5C > [6D]/[5D > IAD (j.C >) j.2C]
Showcase of 6C > jc j.D, which is a fundemental route you'll need to learn eventually. Also gets you 3 seals midscreen, which is nice


Nailess BnB practice
Easy ~ Medium


5A > 5B > 2B > 6C > jc j.D > j.22A > j.B > j.C > 9 j.B > j.C > IAD (j.C >) j.2C
The Nailess routing for 6C > jc j.D. Helps when you need to save nails and is a fundamental route of midscreen nailess combos.

This is a combo that helps you practice that routing and have a beginner nailess combo with okay damage


Sideswap combo
Easy ~ Medium


5A > 5B > 2B > 6C > j.D > j.236C > 66 5B > 2B > jump back j.B > j.C > IAD j.C > j.2C/j.623B
A sideswap route. Can be a bit difficult to know where to jump, so to quickly explain, the opponent will be sent in the opposite direction after the 66 5B > 2B so in the opposite direction you started in

BnB's

Nailess BnB
Medium ~ Hard


5A > 5B > 2B > 6C > IAD j.C > (Delay) j.2C > 5A > 5B > 6C > jc j.D > j.22A (buffered during j.D) > j.B > j.C > 9 j.B > j.C > IAD > (j.C >) j.2C
The nailess BnB. Culmination of what you've learned so far plus a bit extra, which should hopefully accustom you to delaying your attacks mid combo.

More information once you get to the midscreen section, where this combo'll pop up again


Poison Nail BnB
Medium ~ Hard


5A > 5B > 2B > 6C > (Delay) IAD j.C > j.2C > j.236A > 66 5A > 5B > 6C > jc j.D > > (Delay) j.236C > 66 5C > 5D > (j.C) >) j.2C
The BnB you've been working towards this entire time. More information in the Midscreen section, but if you can do this combo, then congratulations! You're no longer in the beginner skill level for combos!

Now you can try the other BnBs and learn more about Bang from them.


All these routes can be done with 2A, 5B, and 2B starter, for convenience's sake. 6A goes into 5B routes, just skip the 2B.

2C just goes into a special move and 3C just ends the combo.

IMPORTANT NOTE: After pretty much every combo, doing a microdash (66) 2A, you can catch rolls. Ending at lower heights by doing j.2C early can let you as a beginner catch people abusing roll.

There is also 6A, but that is mainly only for corner and you lose your meaty (Attack on opponents wakeup)

To combo from these, do 2A/6A > 5B > 6C > jc j.C > j2C OR …6C > jc j.D

(Also, Beginner routes aren't meant to be optimal, but easy enough for you to start)


Other Important Beginner combos

5C midscreen beginner combo
Easy


5C > 5D > jc j.B > j.2C/j.C > j.623B
A very basic 5C combo. In case you didn't know, 5C can combo into 5D, which gets you some solid corner carry even without optimal combos


5C midscreen beginner combo (Alternative)
Easy


5C > 5D > jc (j.A >) j.B > j.C > jc j.B > [j.2C]/[j.C > j.623B]
Same combo as above, but more damage! Worse oki due to there being more space between the ground, which means j.2C will push the opponent further away (since j.2C sends at an angle)


5C midscreen beginner combo (IAD)
Easy ~ Medium


5C > 5D > jc j.B > j.C > IAD (j.C >) [j.2C]/[j.C > j.623B]
It's once again, same combo as above but this time, the oki is better because IAD travels more forwards than upwards


5C > 2C confirm
Very Easy


5C > 2C > 623B
5C > 5D is not Hitconfirmable, meaning you can't react to 5C landing and then do 5D. However, 2C does let you hitconfirm, which means if you ever feel unsure and want to react to 5C hitting or not, here's your best bet


5C > 6A confirm
Very Easy


5C > 6A > 5B > 2B > 3C
In the same vein, 6A will also be used if you expect 5C to be blocked.

The big difference being that 2C ends the combo with minimal damage, while 6A lets you get a bit more damage and better Okizeme From Japanese "起き攻め". Attacking an opponent about to wake up after they were knocked down, usually with meaty attacks or mix-ups., which helps continue pressuring the opponent

The downside is that this isn't hitconfirmable, but does let you continue pressure when blocked, meaning it's safer to guess with than 5D (Safety in exchange for damage)


Air hit 2B beginner combo
Easy


(Air hit) 2B > 5D > jc j.B > j.C > jc j.B > j.2C/j.C > j.623B
Air hit 2B goes into 5D, so you can get big damage off it when optimised (by optimised I mean copying optimal 5C routes)


Air hit 2B beginner combo (Alternative)
Easy


(Air hit) 2B > j.A > j.B > j.C > jc j.B > j.2C/j.C > j.623B
In case you think 5D won't hit or if your just not confident 2B will hit, this is an easy confirm to guarantee damage


5D basic confirm
Easy


5D > jc j.B > j.C > jc j.B > j.2C/j.C > j.623B
Basic combo off 5D starter. Nothing much to say here


2D combo (3 Seals)
Easy ~ Medium


2D > jc j.D > Delay j.236C > 5C > 5D/6D
2D confirm into 3 Seals! If you're hitting raw 2D in the first place, this is pretty much all you're going to get at any level of play


2D combo (Beginner/Alternative)
Easy


2D > jc (j.A >) j.B > j.C > jc j.B > j.2C/j.C > j.623B
For when you don't think jc j.D will hit


6D midscreen confirm
Very Easy


6D > 214D/623B
6D doesn't get you much midscreen, but you can at least cancel into a special


Standard j.D combo
Easy


j.D > j.236C > 5C > 5D/6D
Not much to say here, you've probably seen this route so many times you're sick of it


Guardpoint Explosion BnB
Easy ~ Medium


Guardpoint from any drive > Drive explosion (Hit D again) > (66) 5C route
Guardpoints are the frames where you don't tale damage because someone attacked your during you drives (6/5/2/j.D) at specific places (dependent on the drive)


Garb confirm (j.236B)
Easy ~ Medium


Grab (B+C) > j.236B (whiff) > 66 5C > 5C routes
Grab routes are hard to get starting off, so using B nail as a substitute can do the job.

Remember, you are using a nail, so it's not super sustainable


Grab confirm (j.623C)
Medium


Grab (B+C) > j.623C (Whiff) > 2B > 5D > 9jc j.B
Whiffing j.623C is generally how you do most grab combos, so if you can get that part down, you can get more damage than usual because 2B is a strong starter


Counter hit 3C Beginner's confirm
Medium


CH 3C > 2B > 2D > jc j.B > j.C > j.D > (Delay) j.236C > 66 5C > 5D > 9jc j.B > j.C > jc j.B > j.2C/j.C > j.623B
A very, very basic CH 3C combo. Gets you okay damage (for 3C combos), but lets you get something off it.

I'm guessing you're likely a beginner if you're reading this, so you should know in advance that you'll hit random 3C counterhits more than you should at the start (because everyone is mashing and 3C goes stupid far)

Beginner Corner combos

5A Corner Basic BnB
Easy


5A > 5B > 2B > 6C > j.623B > 5A > 5B > 2B > jc j.B > j.C (> jc j.B > j.C >) j.623B
A relatively simple combo in the corner. It gets you damage, that's for sure.

Ending in j.623B gets you awkward Okizeme From Japanese "起き攻め". Attacking an opponent about to wake up after they were knocked down, usually with meaty attacks or mix-ups., you can set up a Meaty Hitting an opponent to cover the moment as they lose invincibility. The most common one is performing an attack early on okizeme to gain frame advantage and bait reversals. or catch roll with 6A


5A corner BnB (4 Seals)
Easy


5A > 5B > 2B > 6C > j.D > j.236C > 5C > 2D > jc j.D > (delay) j.236C > 5C > 5D > 8/9jump (delay) j.236C > 5C > 6D > 623B
A Costly 4 Seal combo. Costs a lot of nails for not a lot of damage, so only use it if you think you'll need 4 seals


5B corner BnB (Simplified)
Easy


5B > 2B > 6C > j.623B > 5B > 2B > jc j.B > j.C > jc j.B > j.C > j.623B
A simple but somewhat effective 5B combo that gets you good(-ish) damage in the corner


5C Beginner corner combo
Medium


5C > 5D > jc j.D > j.236C > 5C > 2D > delay j.236C > 5C > 6D > 623B
5C lets you get 4 seals for less nails, so if you land 5C (you will in the beginning), you can always cash out for nails


Basic crouch confirm for corner
Easy ~ Medium


2C > 623B > (66) 2B > 5B > 6C > jc j.C > j.623B
The basics for crouch confirms in the corner. the 66 (microdash) is there because at certain distances, 2B won't connect unless you dash up a bit


Guardpoint Explosion (Corner)
Easy


Guardpoint from any drive > Drive explosion (Hit D again) > (66) 5C route
Getting Guardpoint in the corner allows for 5C combos, and can generally net you more damage than in midscreen

Core combos

Intermediate.png Core combos balance potency with consistency. They:
  • Work against most characters of a selected weight or hurt box type
  • May require moderate adjustments to account for variables such as screen position, hit count, resources, and opposing character
  • Are expected to be consistently performable by most intermediate and advanced players who main the character

Midscreen

5A BnB
Medium


5A > 5B > 2B > 6C > delay IAD > j.C > j.2C > j.236A > 665A > 5B > 6C > jc > j.D > Delay j.236C > 665C > 5D > jump > IAD (j.C >) j.2C
One of Bang's most useful combos as it can be done from 5A and 2AA albeit at lower damage. The microdash before the 5A is required on most characters of the cast, or the 6C > jc > j.D will drop. j.C whiffs on some characters, so just be careful when doing it


Nailess BnB
Medium


5A > 5B > 2B > 6C > IAD j.C > Delay j.2C > 5A > 5B > 6C > jc > j.D > j.22A > j.B > j.C > jump > j.B > j.C > IAD > j.2C
Similar combo without the nail, which results in less damage, however saves on recources. Finnicky on Jin, Izanami and Kokonoe, and doesn't work on Jubei at all.


5B Nailess BnB
Easy


5B > 2B > 6C > IAD j.B > j.C > j.D > 5B > 2B > jc > j.B > j.C > IAD > j.C > j.2C
Easy Nailess combo from 5B starter. You have to do the IAD as past as possible or else the second 5B won’t pick up.

Crouching

Crouch combo
Very easy


5A > 5B > 2B > 2C
Bang doesn't get much if the opponent is crouching midscreen. You can do all sorts of gatlings but he does not get a launcher without using 50 meter to RC as 6C whiffs on crouchers. You can set up bumper after 2C.


Crouch combo
Very easy


5A > 5B > 2B > 3C
The most basic combo from crouching midscreen. Leads to good 'Okizeme From Japanese "起き攻め". Attacking an opponent about to wake up after they were knocked down, usually with meaty attacks or mix-ups.' with 66 2A (Forces tech or else opponent will get Combo'd again. Also catches rolls.)


5C combo
Medium ~ Hard


5C > 5D > j.B > j.C > IAD > j.C > j.2C > j.236A > 66 (5A >) 5B > 6C > jc > j.D > j.22A > j.B > j.C > jump > j.B > j.C > IAD > (j.C >) j.2C
One of the many combos you can do from 5C. You want to delay the jump cancel a little bit before j.B, IAD j.C, j.2C, and j.236A.

You can also remove the 5A and replace it with 5B but then the combo difficulty becomes ‘Hard’. Much easier to do on counterhit.

Corner

Important Combo Piece

5C > 2D > 623B
Very Easy


This conversion is very useful as it allows you to get 2D as a seal, which is the hardest seal to get in combos. Instead of doing 6D, you can use this to get the 2D seal if you are still missing it and it does more damage overall. This works on almost half the cast. Namely: Ragna, Rachael, Taokaka, Litchi, Arakune, Hakumen, Hazama, Valkenhayn, Platinum, Relius, Azrael, Kokonoe, Terumi, Celica, Bang.

It can be done on the rest of the cast with a delay before 623B, however it doesn't have enough scaling most of the time to properly combo in most circumstances.

Standing

5A basic BnB
Medium


5A > 5B > 2B > 6C > j.623B > 5A > 5B > 6C > jc > j.D > j.236C > 5C > 5D > j.D > j.236C > 5C > 6D > 623B > Bumper set
Alternative ender would be ending on 5D > 623B > 2C > Bumper set, instead of unlocking 3 seals.


5A BnB
Medium


5A > 5B > 2B > 6C > delay > j.22A > j.C > delay > j.623B > 2B > 623B > 665C > 5D > j.D > j.236C > 5C > 6D > 623B > Bumper set
This combo is extremely finicky on some characters (Azrael, Bullet, Hibiki...). Can be made easier by doing it no delays with 5B > 2B > 623B


5B BnB
Medium


5B > 2B > 6C > delay > j.22A > j.C > delay > j.623B > 5B > 2B > jc > j.C > j.22A > j.C > j.22A > j.2C > j.236B > 5A > 5C > 6D > 623B > 662B > 6C > jc > j.C > j.2C > j.236B (whiff)
The good ‘ol 5B corner combo. Has high damage and sets up B nail oki which is pretty nice. Remember, you can act out of 623B a bit faster than you think.


5B 4 Seal combo
Medium


5B > 2B > 6C > j.22A > delay > j.C > delay > j.623B > 2B > 623B > 662D > jc > j.D > delay j.236C > 5C > 5D > 9jc j.236C > 5C > 6D > 623B
The 5B 4 seals combo. Should be universal across the board, meaning you don’t need to worry about the character. You can act after 623B a bit faster than you think (especially important in this combo)

Crouching

5A crouch BnB
Medium


5A > 5B > 2B > 2C > 623B > 66 > 2B > 5B > 6C > jc > j.D > j.22A > j.B > j.C > 623B > 66 > 5D > 623B > 2C Bumper set
The trick to j.D > j.22A j.B > j.C is to buffer the j.22A during j.D. Other than that, this combo is pretty standard


5C Combo 1
Medium


5C > 5D > TK j.22A > j.C > j.22A > j.C > j.623B > 2B > 623B > 665C > 5D > j.D > j.236C > 5C > > 6D > 623B > Bumper set
You don’t need to do a ‘292’ input to get the j.22A, you can just hold 9 and buffer the j.22A. You have to do it fast or else you’ll go too high and the 2B will whiff. Otherwise, time the delays on j.22A’s and 623B


5C Combo 2
Medium


5C > 5D > tkj.22A > j.C > j.22A > j.C > j.623B > 5B > 6C > jc > j.D > j.236C > 5C > 2D > 623B > 6D > 623B > Bumper set
Only do this combo on characters where 5C > 2D > 623B works as it unlocks all seals in one combo

Combo list

Bang has too many variations to his combos, a lot of them having more optimal routes and some very, very silly combos

The combo tables are still in progress. Feel free to add your own combos!

5A/2A starter
# Combo Position Damage Heat Gain Consistency issues Difficulty Notes
1 5A > 5B > 2B > 2C (> 623B) Anywhere 1251 (1656) 8 (11) None Very Easy The simple BnB. Can be done by anyone, and is your crouch confirm. All 5A can be done with 2A(A), but with less damage
2 5A > 5B > 2B > 3C (> 66 2A...) Anywhere 1308 9 None Very easy The other simple BnB. Even if it can be done anywhere, fullscreen/midscreen is preferred since you can get much more damage in the corner
3 ...66 2A > 5B > jc j.D > j.236C > 5C > 5D > (DL) IAD j.B > j.C > 6C > jc j.C > j.2C/j.623B Fullscreen/Midscreen 2520 / 2570 18 A delay is required on j.236C. At some heights, j.C > j.2C will whiff so skip j.C if unsure (loses 100 damage and 1 heat Easy ~ Medium Oki pickup. Can go back into 66 2A >...
4 5A > 5B > 2B > 6C > IAD j.C > (Delay) j.2C > 5A > 5B > 6C > jc j.D > j.22A (buffered during j.D) > j.B > j.C > 9 j.B > j.C > IAD > (j.C >) j.2C Fullscreen/Midscreen 2752 19 Jin, Izanami and Kokonoe require a microdash 5A for j.22A > j.B > j.C to hit, mess around with delays open enough time for 66 5A. Does not work on Jubei Medium Nailless BnB. Useful for conserving nails, and getting some good corner carry while you're at it
5 5A > 5B > 2B > 6C > delay IAD > j.C > j.2C > j.236A > 665A > 5B > 6C > jc > j.D > Delay j.236C > 665C > 5D > jump > IAD j.2C Fullscreen/Midscreen 3106 17 j.D > j.236C will drop if there is no microdash 5A. You can add j.C before the last j.2C, but it drops on some characters Medium ~ Hard Poison nail BnB. The most useful & essential Bang combo. Poison nail adds about 600 damage every time it's used
5B/2B starter
# Combo Position Damage Heat Gain Consistency issues Difficulty Notes -
2B specific combos
# Combo Position Damage Heat Gain Consistency issues Difficulty Notes -
5C starter
# Combo Position Damage Heat Gain Consistency issues Difficulty Notes -
2C starter
# Combo Position Damage Heat Gain Consistency issues Difficulty Notes -
6A starter
# Combo Position Damage Heat Gain Consistency issues Difficulty Notes -
6B starter
# Combo Position Damage Heat Gain Consistency issues Difficulty Notes -
Drive starters
# Combo Position Damage Heat Gain Consistency issues Difficulty Notes -
CH 3C/6C starter
# Combo Position Damage Heat Gain Consistency issues Difficulty Notes -
Air starters (j.A/B/C/D)
# Combo Position Damage Heat Gain Consistency issues Difficulty Notes -
j.2C starter
# Combo Position Damage Heat Gain Consistency issues Difficulty Notes -
j.4B starter
# Combo Position Damage Heat Gain Consistency issues Difficulty Notes -
Raw 623B starter
# Combo Position Damage Heat Gain Consistency issues Difficulty Notes -
B nail oki starter
# Combo Position Damage Heat Gain Consistency issues Difficulty Notes -
Bumper combos
# Combo Position Damage Heat Gain Consistency issues Difficulty Notes -
The Sillies
# Combo Position Damage Heat Gain Consistency issues Difficulty Notes -


Combo theory

Click "Expand" to view the combo theory (lot's of words)

Notice: Bang combo's are much harder to do based off inputs compared to seeing a video of it

IAD's

Bang’s combos are notoriously timing specific and full of IAD An air dash performed from a standing position as quickly and as low to the ground as possible from a jump. Done by inputting 956 754, and depending on the game, using a dash macro right after a jump.’s (Instant air dash), Nails, micro dashes, and lots, lots of damage. Even on the worst scaled combo starters he’ll still get a combo worth around 3000~ damage give or take 300~.

Seal gains

Not only does Bang get high damage, He also gets lots of corner carry thanks to IAD’s and generally reaches the corner in 1-2 combos (assuming the opponent is not crouching). Get used to the IAD inputs and the delays surrounding them, as well as just delays in general. You will be in the air for a lot of bang’s combos, so be ready to take to the skies.

In every combo, you’ll be getting around 2-3 Seals on average. The purpose of seals are to boost damage by collecting all 4 seals (Drive normals receive a +25% damage boosts), with each seal getting their respective drive 20% extra damage. It also gets boosts in overdrive, but that will be covered later.


Do note: The corner allows for some specific 4 Seal combo's, or you can get 4 seals midscreen with the use of CT This keyword does not have an entry in the Glossary in combo's such as ...6D > CT This keyword does not have an entry in the Glossary > 665C > 5D or any other drive, but it's usually not worth it as you can rotate between drives in combos, and the corner allows for the 2D seal to be obtained kind of easily.


It also gets boosts in overdrive:

  • 5D Seal (Fu)
    • Gains 2 extra dashes in Overdrive
  • 6D Seal (Rin)
    • Makes dashes projectile invulnerable and makes them look like teleports
  • j.D Seal (Ka)
    • Grants 20% damage boost to every attack in Overdrive
  • 2D Seal (Zan)
    • Makes all guard point attacks full guard points
      • E.g 2D can guard point lows
    • Allows Bang to block while dashing
    • Guard points can block unblockable attacks

So since having all seals gets you 25% extra damage + the extra 20% damage per drive on their own seal + the j.D seal getting 20% extra damage per attack, adding up to 65% extra damage on D attacks and 20% extra damage on everything else.

Common starters

5/2A

The common 5A starters lead to big damage, like basically all of his moves. You do a basic string like 5A > 5B > 2B and choose how to continue the combo. On Standing opponents go into 6C and if you’re in fullscreen/midscreen go into an IAD to combo afterwords. If you’re in corner, you get to do 6C > j.22A > j.C > j.623B to combo for more damage and seals.

Roughly you’ll get somewhere between 2.8K – 3.3k damage.

None of that considers crouching confirms, which usually lead to almost no damage midscreen/fullscreen or less damage in corner. Simply either go into 2C or 3C. 3C is better most of the time since you can at least try and force tech, while 2C should really only be used to set up bumper, which is hard to capitalise off.

In the corner, you can do a simple 5A > 5B > 2B > 2C > 623B > 662B > etc. it does lower damage but generally lets you set up much better oki.

2A works in replacement of 5A but generally does a couple hundred less damage.

5B

The 5B starter is essentially the 5A starter but stronger. More damage, more combo extensions, more corner carry and generally better. If you were to land 5B though, you’d get roughly 3.9K~4.5K damage per combo.

Anywhere but (near-)corner you can do …6C > j.22A > j.C > 2B/665B > sj j.C > etc or do 5B > 2B > 6C > IAD j.B > j.C > j.D > 5B pickup. 5B scales better, but the more damaging routes are going to be harder to pull off.

He still has to end in the same way 5A does on crouching opponents, however in the corner he can do TK j.623B after pick up 662B to get better scaling for the rest of the combo e.g …2C > 662B > TK j.623B (8/9623B) > 5B > etc.

CH 5B

Now, on Counterhit you can do 5B > 5C and continue with a 5C route, but if you aren’t ready for it the 5C won’t confirm. And on 6A, go into 5B, skip 2B, and continue the combo.

2B

2B is interesting as it’s Bangs best scaling ground normal, however it leads to mostly the same routes as 5B… unless you get a counterhit or anti-air, in which case you can combo into 5D and go from there. Again, this is his best scaling ground starter so you can get massive damage in these situations. Has some fancy stuff with Counterhit and Crush Trigger.

5C

5C is a starter with high damage, but not as good scaling. It combos the same on crouching opponents so it has consistency in its routing. Generally you’d go into 5D and pick between the two routes

  • IAD > j.B > j.C > 665C > 5D > …
    • Generally used for corner carry
      • Has delays everywhere, before IAD, slight delay before j.B
      • Can be done up to 2 times on normal hit, 3 times on counter hit (if fullscreen)
    • Not optimal, used in other routes besides 5C
      • Becomes optimal on 2D > 623B character where you can end up in the corner by the first loop and can do 665C > 2D > 623B > etc
  • jc j.B > j.C > IAD j.C > j.2C > j.236A > 665A/B
    • Lots of delays; delay before jumping, IAD j.C, slight delay j.2C and j.236a
    • Optimised for damage and is still rewarding in corner carry

In corner this is the same thing, however after 5D you cancel into [j.22A > j.C] x2 > j.623B > 5/2B > etc for big damage.

There is a big problem with all of this, being 5C > 5D isn’t hit-confirmable (you can’t combo on reaction). You can still hit-confirm with 2C so you can salvage good damage in the corner. In midscreen, you have to guess by doing 6A and combo with 5C > 6A > 5B > 2B > 3C for a low damage combo.

CH 5C

On counterhit 5C does the same thing and 5D is more hit-confirmable. The routes are different in corner, as you can do 5B > 5C > etc after the basic corner combo starter. Considering how much this button does, and also an overhead, leads to a very useful button on hit/block.

2C

2C is a good button to combo off, generally doesn’t get much midscreen without counter hit (CH 2C > 2B > 5D > etc). And in the corner, you can do some very saucy combos that have a lot of rules, but do a lot of damage (and look cool) so it’s worth it.

6B

6B can’t combo on its own without a resource (RC, Bumper), counterhit or an air hit (which rarely happens). Generally results in around 2.2K~ to 2.4K~ish damage and if you RC 6B fast enough, you can pickup with 2B and combo into 5D > etc.

Fatal Counter 3C/6C

Counterhit 6C and Counterhit 3C generally have similar combo structures. In fact, sometimes they can outright have the exact same core combo within them, no matter where on the screen they are. [6C will be used as a DP punish]

Generally they can be broken into 3 zones:

  • Fullscreen
  • Midscreen
  • Corner

All of these have different routings, but they share one common factor: the start.

For 3C specifically, you start with 662B > 2D for all routes and continue depending on the screen.

CH 623B

623B also has Counterhit combos which you can continue with 5B > 6C or 6C > poison route. It does good damage, around 3K-3.6K damage depending on whether you use the poison route or not.

Air normals (j.A/B/C)

For all air normals (besides j.D), go into one of two routes:

  • …> j.C > IAD > j.C > j.2C > j.236A > 665B/5A
    • There’s a lot of delays like normal, on basically everything before 665B/A
    • Good damage, Bang has some of the best Air-to-ground confirms in the game
  • j.C > IAD > j.C > j.D > delay j.236C
    • Very easy basic confirm
    • Less damage, but more easily confirmable
    • Can remove IAD > j.C if you’re already air dashing

This doesn’t include Overdrive combos, but that is the basic theory for each of his main attacks.

Combo Enders

Generally you don’t get many options midscreen for ending combos, but the most utilised ones are:

  • …IAD j.C > j.2C
    • Used after 665C > 5D mostly
  • …IAD j.B > j.C > (land) 6C > jc j.C > j.623B
    • used if you are near enough to corner that j.623B will stick opponent to the wall
    • sometimes the combo scales too hard to end in this
  • 2C > 214X
    • Crouch confirm
    • Not really worth it, but setting a bumper can help in some situations.
  • 3C
    • Crouch confirm
    • Leads to good ‘Okizeme From Japanese "起き攻め". Attacking an opponent about to wake up after they were knocked down, usually with meaty attacks or mix-ups.
      • A 662A (Manually timed input) will catch roll and no tech leading to a combo afterwords

In the corner you get some better oki options, and oki options that work better specifically in the corner.

2C (slight delay) > 214D: The bumper oki. You can use any bumper but 214D is usually the most useful. Sometimes the combo wont have enough scaling to hit 2C, so you’ll skip it in that case.

With this, you get several options afterwords.

6A lets you catch roll and no delay. Combos afterwards on no tech/roll with 6A > 5B > (623B >) etc. You can access 3C Loops by doing [3C> 4dash 3C] until one bumper charge left > 6dash 5B/6C > etc. 6A will not let you meaty if they can avoid it on wakeup.

There are many different combo routes due to the pressure here but the general rule goes: X button (> 623B) > 3C loops > 6dash 5B/6C > extension > ender. Some buttons like 3C require you to 6dash > 5/2B > 623B > 3C loops to confirm. 6B requires a 2dash > 2B > 623B > 3C loops > etc.

Lots of whacky stuff you can do with bumpers, best to avoid them until you’ve gotten Bang down as a whole.


B Nail Oki: A strong Okizeme option that can be done a couple of ways:

  • Pickup 662B > 6C > jc > j.C > j.2C > j.22A > j.236B (whiff)
  • 5D > jc > j.D > IAD j.236B

Since the nail doesn’t hit the opponent, it bounces off the floor and set up for a meaty with 2A > Explosion > 5C > etc. Does decent damage and is one of Bang’s better options for Okizeme.

Does cost a nail, so be mindful of resources when using this. More so than Bumpers because this gives you one opportunity compared to the bumpers 3 dashes.


TK j.B (282A j.B): A safejump that catches roll and can set up a meaty if you think the opponent will respect it. Best done after 6D.

OD Combo theory

Click "Expand" to view the combo theory (lot's of words)

Bang Shishigami’s overdrive is a very complicated one at first. Having your regular movement be replaced by Dashes and having to deal with each seal affecting your drive makes it ore situational than most Overdrives. That said, it can be still be used like every other overdrive.

His damage becomes absolutely explosive, with most combos doing 4K unoptimized and leads to lots of resets if you start with a bad starter (e.g 5A > 5B > 2B > 9 j.2C)

The movement is similar to Bang’s Bumper dash, except he can cancel the dash into himself up to 2 times normally, and up to 4 times if he has the 5D Seal (Fu).

5D Seal (Fu) and j.D Seal (Ka). Are really all you need for a good offensive overdrive, and they are luckily the most common seals to get, too.

Be wary as you lose the ability to neutral in Overdrive, so it can be Jank (kinda like everything else bang has), especially considered he gains new gatling options.

If you dash, you can cancel drives into each other and it leads to some big damage with all seals. In that sense, also be wary of how far your dashes will go.

As mentioned earlier, you can cancel your dashes into dashes, or even buttons. This will halt the movement and go straight into the attack, unlike bumpers who have a bigger delay. It’s kind of like a ‘microdash’ in OD and can mess up combos that should normally be no issue. Try not to buffer too hard, because that will cause your dash to go basically nowhere and may whiff your attack.

In another sense, being able to distance your dashes can open up a lot of opportunities in combos and pressure, as well as moving in general.


Important Combo Pieces - OD

Midscreen/Fullscreen

These are key combo pieces for Bang's OD combos in general:

2C > OD cancel > 5B > 2B > TK j.623B > 5C
Medium ~ Hard


A basic confirm that works on pretty much everyone, but has some weird interactions with some characters. You need to buffer the TK j.623B during 2B, so it can be difficult until you get the hang of it.


In OD …2C > 5D > TK j.623B > 5C
Medium ~ Hard


A high damaging string inside your combos. Universal, or should be, and is pretty tight since you need to buffer 9623B during 5D.


In OD …2C > 5D > 9 j.D > 3 5C > 6D > 6 5C > 2D > 9 j.C > j.623B > 5C...
Easy ~ Medium


Used in combos with longer OD time, or on raw OD for 4 seals (also double super routes with long OD timer). Replace 5C with EA [(5)ABCD]


OD > 5B > 2B > 2C > 6C > j.623B > 5C
Easy


The most simple OD confirm out there. Basically, if you don’t know what to do after raw OD 5B, this is your go-to.


OD > CH 5B > 5C > 5D > TK j.623B > 5C
Medium~Hard


THE Throw punish. Use it to punish throw or other risky attacks and capitalise off around 5K damage on minimum OD time. At maximum time, you can go into a double super full/mid screen by replacing TK j.623B with 9 j.D and continuing onwards with a specific route for more damage.


6D > OD cancel > 2C > 5D
Easy


Basic OD extension. Sometimes the opponent is too high to get hit by 2C so you’ll have to micro delay it.


…OD. 6D > 214D > (…)2B > OD. Ashura (236236A) > 9 bumper dash j.236C > Daifunka (236214C)
Medium


Double super for midscreen. The trick to hitting Daifunka (236214C) consistently is to buffer it so that you are at the ‘4’ input when you hit the ground, then press C. Can extend with 2C > 623B before 2B if you have time left.

In cases where you don’t want to be burst after web nail, use double Ashura (236236A).


(In OD) […5C Air hit > 2D > 6dash 5C…] / …[2C > 6C > j.623B > 2D > 6dash 5C…]
Easy ~ Medium


Basic sideswap routes in Overdrive. Useful if you are backed in the corner and land a stray hit.

This is all just basic things midscreen, but should help when you design your overdrive routes. There is still more to learn, but this is a good enough starting point. Remember, at any moment you can cancel in to 9dash j.2C as long as the opponent is standing for a reset.

Corner

Corner has a much, much easier time just explaining what you can do. There aren’t many options, but they are simple to understand, except the double super, which is Jank.


2C > OD cancel > 5B > 6C > (9dash) j.D > 2dash 5C
Easy


Combo extension in corner! Not much else to say, it’s probably the most simple thing to do, but can still mess you up if you aren’t used to the inputs/not paying attention.


(In OD) 5D > 6dash 6D > D Bumper > 2C > (6C > j.623B > ) OD. Daifunka (236214C) > 6dash Daifunka (236214C)
Medium~Hard


A simple introduction to corner double super. The 6dash 6D will sideswap, and since OD. 236214C also sideswaps, you can use the bumper again to, well, super again.

Set the bumper in the new direction you end up in the corner, so it would be something like 6D > 236D if you started in P1 side.

Time the buffer for 6dash 236214C to make sure you don’t do the input too early. It would look like a [63214 214] input. Better watch a video than listen to words.

OD combos

The combo tables are still in progress. Feel free to add your own combos!

Raw OD
# Combo Position Damage Heat Gain Time Consistency issues Difficulty Notes -
OD Cancel
# Combo Position Damage Heat Gain Time Consistency issues Difficulty Notes -

Video Examples

Examples of BnBs
More Bang Combos


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