BBCF/Bang Shishigami/Strategy: Difference between revisions

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{{NavTabs|game=BBCF|chara=Bang Shishigami|discord=https://discord.gg/0vosUUs3cQllw8vw|forums=http://www.dustloop.com/forums/index.php?/forums/forum/65-bang-shishigami/|videos=http://horibuna.web.fc2.com/BBCF/BBCF_BA.html|active=strategy}}
{{NavTabs|game=BBCF|chara=Bang Shishigami|discord=https://discord.gg/0vosUUs3cQllw8vw|forums=http://www.dustloop.com/forums/index.php?/forums/forum/65-bang-shishigami/|videos=https://keeponblaz.in/#/?p1chars=bang&versions=CF2|active=strategy}}


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==General Tactics==
==General Tactics==
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. These bullet points are meant to be helpful guidelines to playing Bang more effectively.
<!--There's a lot to be added, but even the Bang discord is vague on stylistic choices. Seems they want people to play for a while to start forming specific questions-->
*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
*Bang's pressure is a mixture of staggers, command grabs, and high/lows
*Drives are good as a callout tool, ''not'' as a true reversal


==Blockstrings==
==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 so don't let these be the end all be all.
'''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 > 2B'''
6A can cancel into 2B and 5B as long as Bang hasn't used them more than once in the string earlier.
==Okizeme==
==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==
==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
*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!
*Use your mobility to your advantage!
*Try to layer Bang's command grab in your stagger pressure
*Try to layer Bang's command grab in your stagger pressure.


==Fighting Bang==
==Fighting Bang==
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====Dealing with Drives====
====Dealing with Drives====
Keep in mind that all of Bang's drives lose to throws. This property means that characters with great command throws naturally have a field day with his Drive. Characters without command throws can still use their regular throw to call out reversal Drive attempts. With the exception j.D, each drive move also does has one strike property it does not cover. 6D and 5D lose to H property moves, 2D loses to lows, and so on.
Keep in mind that all of Bang's drives lose to throws. This property means that characters with great command throws naturally have a field day 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 does't cover. 6D and 5D lose to H property moves, and 2D loses to lows.


==Navigation==
==Navigation==
{{#lst:BBCF/Bang Shishigami/Data|Links}}
{{#lst:BBCF/Bang Shishigami/Data|Links}}
{{Navbar-BBCF}}
{{Navbar-BBCF}}

Revision as of 15:26, 9 December 2020

  Overview   Combos   Strategy/Counter Strategy   Full Frame Data   Discord   Forums   Videos    


General Tactics

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. These bullet points are meant to be helpful guidelines to playing Bang more effectively.

  • 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
  • Bang's pressure is a mixture of staggers, command grabs, and high/lows
  • Drives are good as a callout tool, not as a true reversal

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 so don't let these be the end all be all.

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 > 2B

6A can cancel into 2B and 5B as long as Bang hasn't used them more than once 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.

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

Keep in mind that all of Bang's drives lose to throws. This property means that characters with great command throws naturally have a field day 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 does't cover. 6D and 5D lose to H property moves, and 2D loses to lows.

Navigation