BBCF/Bang Shishigami/Strategy

From Dustloop Wiki
 Bang Shishigami



General Tactics

Bang Guide Doc

Our guide will cover Neutral / Nail Management / Pressure / Defense / Float Mixup /Combos / Utilizing OD / Bumpers / Safe Jump setups... and additional tech/character specific resources '

Video Guide

Covers similar stuff to the doc, not quite as in depth but for those who need a visual and audio reference it is a good start that goes pretty deep in its own right '


TL;DR (For Beginners)

Important Moves
  • 5A: Great jab, hits crouchers
  • 2A: Hits low
  • 2B: Poke
  • 6A: Standing low
  • 5C: Standing Overhead
  • j.236X: Nails are a strong neutral tool
  • 214X: Bumpers are good for movement
  • 2D: Antiair

Bang is a versatile character with may options for different situations. His versatility is part of what makes him a great character, but it also means that there isn't "one" way to play him.

Blockstrings

Bang's blockstrings tend to be limited because he suffers particularly hard from Barrier and Instant Barrier block. Regardless, you can get very creative with blockstrings. Take these ideas and try to mix them into your own pressure game.

5A > 5B > 6A

This string leaves you plus on block and still keeps you in 5B range.

2A > 2A > 5B > 5C

A basic string into 5C.

2A > 2A > 5B > 2C

This string will push the opponent out, but keep Bang relatively safe.

5B > 6A > 5B

6A can cancel into 5B as long as Bang hasn't used more than 2 B normals in the string earlier.

Okizeme

For more information on Bang okizeme, check the discord.

2C > 214X

A reliable way to set up bumper from anywhere on the screen. At midscreen, bumpers have more usage for neutral situations. They still have solid usage in the corner, though.

623B in the corner

Offers bumper setups while covering roll.

5D > 214D in the Corner

Lets him side swap during wallbounce and still covers roll.

Tips and Tricks

  • Nails are an amazing neutral tool, but because there's a limited amount Bang can hold, you need to be careful about overusing them.
  • Use your mobility to your advantage!
  • Try to layer Bang's command grab in your stagger pressure.
  • Don't waste Nails. They're a great neutral tool in some matchups, but without them Bang suffers greatly.
  • Use Bumpers for mixups and ambiguous movement
  • Drives are good as a callout tool, not as a true reversal

Fighting Bang

  • Bang's small reach makes him particularly weak to Barrier and Instant Barrier
  • Bang's stagger pressure makes him weak to reversals.
  • You can actually stagger normals to beat out some Drive attacks if you trigger a guard point. A good example is 6D, where you can stagger a low normal.
  • Bang's neutral game suffers hard if his nails run out. Consider making him burn through them in neutral.

DEALING WITH DRIVES

All of Bang's drives lose to throws. This property means that characters with great command throws have a much better time dealing with his Drive. Characters without command throws can still use their regular throw to call out reversal Drive attempts. Under normal circumstances, each drive move (except for j.D) also has one strike property it doesn't cover.

5D loses to High property moves. 6D loses to High property moves. 2D loses to Low property moves. All lose to throw. If Bang becomes reliant on Drive, capitalize on it.

A whiffed Drive also puts Bang in a long state of recovery.


6D > TELEPORT FOLLOWUP

6D guardpoint followups are delayed, meaning there is a gap between 6D > Explosion and 6D > Teleport followups.

Delayed followups can be utilized for certain purposes, but loses to stagger pressure. This is very true vs 6D > Teleport. Good application of stagger pressure will keep Bang from making the most out of guardpoint and get hit from trying to reversal out of the corner.


6D > EXPLOSION FOLLOWUP

Drive guardpoint > explosion followup surrounds Bang with a Massive (Projectile Lvl 5) hitbox, leaves him fully invul and is active for a long period of time.

In most cases, this scenario will occur very fast and capitalizing on it will be difficult. The common option is to recognize the guardpoint animation and put yourself in a safe spot to block. Rapid cancel/jump cancel moves. You will lose your turn (around +2 on block), but you didn't get hit.

Alternatively, whiff punishing Explosion is real. Whether its OD > EA or character specific tools such as Naoto Shift Sway, be sure to recognize the guardpoint animation.

Navigation

 Bang Shishigami



System Pages
Mechanics
Application & Advanced Information
Archived Information