BBCPE/Bang Shishigami and GGST/Goldlewis Dickinson/Combos: Difference between pages

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(Fixed the P starter combo description and added its other starter options)
 
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{{Combo Notation
| game=GGST
}}
 
==Combo Theory==
With how much Goldlewis struggles in neutral, he really does not want to end a combo without oki. Fortunately for him, he can get it off of every stray hit he does with {{clr|4|684H}}, but that doesn't mean that's the best ender for every situation.
 
{{clr|1|5P}}, {{clr|1|2P}}, {{clr|1|6P}} {{clr|2|2K}}, {{clr|2|5K}}, {{clr|3|2S}}, and {{clr|3|f.S}} he all wants to end in {{clr|4|684H}}, as this is one of the only two Behemoth Typhoon (BT) options he can combo in to with these buttons at range, and {{clr|4|684H}} gives much better oki compared to {{clr|4|624H}}. If point blank, he can combo into {{clr|4|248H}} for a sideswitch and a small combo, but he can only confirm this combo from {{clr|2|2K}} > {{clr|5|2D}} point blank, as every other cancel must be immediate off a single button due to its incredibly small range. However, {{clr|4|248H}} is safe on block, and a frametrap if done from {{clr|1|5P}}, {{clr|1|2P}}, or {{clr|2|2K}}, with good reward on counterhit or raw regular hit, so it has its uses.
 
{{clr|3|c.S}} and {{clr|4|5H}} he wants to end in {{clr|4|268H}}, giving slightly better oki than {{clr|4|684H}} with much better corner carry. In the corner, this is his main starter for most combos. At longer ranges of {{clr|4|5H}} {{clr|4|268H}} will whiff meaning you'll want to go back to using {{clr|4|684H}}.
 
His other buttons will depend on the situation. {{clr|4|2H}} he'll want to end in {{clr|4|486H}} midscreen for a combo extender, {{clr|4|426H}} also midscreen if he's close enough to the corner to get the wallbounce, and {{clr|4|268H}} at  the corner to start combos.
 
Every {{clr|4|426H}} combo will roughly follow the two below, the first being damage optimal and the second working at higher gravity scaling:
 
{{clr|4|426H}}, dash {{clr|3|c.S}} > {{clr|4|248H}}, dash {{clr|3|c.S}} > {{clr|4|426H}} WS {{clr|4|426H}}
 
{{clr|4|426H}}, dash {{clr|3|c.S}} > {{clr|4|2H}} > {{clr|4|426H}} WS {{clr|4|426H}}
 
No matter how far out you are, and seemingly no matter your starter, you can always combo into one of these two variants. If you want to get into Goldlewis' high damage routes, you'll need to learn these!
 
==Read First==
* All damage values were tested against Ky at full life with the R.I.S.C Level at 0.
* For readability purposes, Behemoth Typhoon should be notated with only cardinal directions as opposed to the whole input. For example, 63214H should be 624H.
 
==Combo List==
 
 
===Beginner Combos===
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"
|+Beginner Combos
|-
|-
!Bang Shishigami
! Combo !! Position !! Damage !! Tension Gain !! Works on: !! Difficulty !! Notes
|-
|-
||
|| {{clr|1|5P}}/{{clr|1|2P}}, {{clr|1|2P}} > {{clr|4|684H}} || Anywhere || 75/72 || 14% || Everyone || {{clr|1|Very Easy}} || Go-to {{keyword|abare||}} combo, or to capitalise on {{clr|1|5P/2P}} hitting when intending to go for plus frame pressure.
[[File:BBCP_Bang_Portrait.png|350px|center]]
|-
|| {{clr|1|5P}}/{{clr|1|2P}}/{{clr|2|2K}} > {{clr|4|248H}}, {{clr|1|5P}} > {{clr|4|684H}} || Anywhere || 114/111/108 || 20% || Everyone || {{clr|2|Easy}} || Point blank sideswitch. {{clr|4|248H}} is safe on block and any starter here is a frametrap fast enough to beat throws.
|-
|| {{clr|2|2K}} > {{clr|5|2D}} > {{clr|4|684H}} || Anywhere || 82 || 15% || Everyone || {{clr|1|Very Easy}} || Low confirm. There's a 3f gap between {{clr|2|2K}} and {{clr|5|2D}}, so point blank a reversal throw will punish the cancel.
|-
|| {{clr|3|c.S}} > {{clr|4|5H}} > {{clr|4|624H/684H}} || Anywhere || 126 || 18% || Everyone || {{clr|1|Very Easy}} || {{clr|4|624H}} to knock them away, {{clr|4|684H}} to keep them close. In a majority of situations, {{clr|4|684H}} will be the preferred option.
|-
|| {{clr|3|f.S}}/{{clr|3|2S}} > {{clr|4|624H/684H}} || Anywhere || 85/83 || 11% || Everyone || {{clr|1|Very Easy}} || Autopilot poke string. Even on block you'll deal good chip damage so there's very little reason to ever not use this string. Will fall out at the absolute max range of {{clr|3|2S}}
|-
|| CH {{clr|4|5H}} > {{clr|4|486H}}, dl {{clr|3|2S}} > {{clr|4|624H/684H}} || Anywhere || 16 || 27% || Everyone || {{clr|2|Easy}} || You'll commonly get CH {{clr|4|5H}} from the natural frametrap of {{clr|3|c.S}} > {{clr|4|5H}}, making this a useful conversion to pick up a conversion on people mashing. At farther ranges of {{clr|4|5H}} {{clr|4|624H/684H}} can whiff, {{clr|4|684H}} is recommended as its upwards swing can mean it can combo at ranges where {{clr|4|624H}} would not.
|-
|| {{clr|5|5[D]}}, {{clr|5|j.D}} jc {{clr|5|j.D}} > {{clr|3|j.S}} adc {{clr|1|j.P}}x2 || Anywhere || 198 || 19% || Everyone except AN || {{clr|1|Very Easy}} || Easy bake {{clr|5|5[D]}} combo that can be done from anywhere. Just be careful not to air throw after the jump cancel. Against Anji, you can replace {{clr|1|j.P}} with {{clr|3|j.S}}
|-
|-
||{{CharData-BBCPE
|health=11,500
|comboRate=80%
|jumpStartup=4
|backdashTime=36
|backdashInv=1-9
}}
;Movement Options
:Double Jump, 2 Airdashes, Dash type: Run
;Play-style
:Offensive, Heavy Rushdown, Mixup
|}
|}
{{CharNav |charMainPage=BBCPE/Bang Shishigami
|videos=http://horibuna.web.fc2.com/BBCP/BBCP_BA.html
|forums=http://www.dustloop.com/forums/index.php?/forums/forum/65-bang-shishigami/
}}
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<!--USE THIS STYLING FOR SHORT NAVIGATION-->
==={{clr|1|Punch}} Combos===
<div style="height:250px;width:1px;">
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"
  &nbsp;
|+{{clr|1|Punch}} Combos
</div>
|-
==Overview==
! Combo !! Position !! Damage !! Tension Gain !! Works on: !! Difficulty !! Notes
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. In BBCP, the story takes place in Bang's home country of Ikaruga, in which he will have a major role in story's plot.
|-
| | {{clr|1|5P}}, {{clr|1|2P}} > {{clr|4|684H}} || Anywhere || 72 || 14% || Everyone || [1] {{clr|1|Very Easy}} || Go-to meterless combo for getting someone off you, or to capitalize on the hit of {{clr|1|5P/2P}}
|-
| {{clr|1|5P}}, {{clr|1|2P}} > {{clr|4|684H}} || Anywhere || 75 || 15% || Everyone except GI || [2] {{clr|2|Easy}} || 5P link combo. Does not work on crouching opponents nor standing Giovanna.
|-
| | {{clr|1|2P}}, {{clr|3|c.S}} > {{clr|4|5H}} > {{clr|4|684H}} || Anywhere || 101 || 20% || Everyone || [2] {{clr|2|Easy}} || Crouch confirm
|-
| | {{clr|1|5P}}, {{clr|1|2P}}, {{clr|2|2K}}, {{clr|3|c.s}} > {{clr|4|248H}} > walk > {{clr|3|c.S}} > {{clr|4|268H}} > {{clr|4|684H}} WS > {{clr|4|624H}}  || Goldlewis in Corner || 201 || ~30% || Everyone || [3] {{clr|3|Medium}} || Most consistent and fast version (in terms of special used to wall stick) of this combo, which converts a 5P, 2P (200 damage), 2K (197 damage), or c.S (259 damage) hit into a wallbreak when cornered. The difficulty comes down to getting the timing right on the walk > c.S so that you properly cross-up the opponent in time for the rest of the combo to hit. [https://streamable.com/9us1ya Streamable]
|-
|}


Bang is a balanced character with all sorts of ninja tools. Bang is good at extremely close range combat. He has attacks that are straight-forward, as well as attacks that are tricky. He is a fun character for both beginners and advanced players alike. A major part of his playstyle is his mix-up tools, with advanced mix-ups coming from his "Bumpers" and "FRKZ". <br/>
==={{clr|2|Kick}} Combos===
<br/>
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"  
===Drive: Burning Heart===
|+{{clr|2|Kick}} Combos
Bang's Drive is called "Burning Heart." Most attacks that involve "D" will have an auto-guard period, in which the attack itself can block most incoming attacks. After blocking an attack, Bang will continue with the "D" attack and can perform "Secret Art: Bang's Shadowstep Jutsu" or simply put "Teleport". Each "D" attack has different auto-guard attributes, and each button pressed (A/B/C) after an auto-guard will cause Bang to travel different distances.
Also, when any of the "D" attacks hit your opponent, an icon in the "Fu-Rin-Ka-Zan" Gauge will light up. In BBCP, Bang needs to get one of each specific drive hit to satisfy the conditions to use his new Distortion Drive: Hurricane Fury. This attack functions as a ground to ground/air command grab that does massive damage.<br/>
5D = Fu - Gives 4 Airdashes in FRKZ <br/>
6D = Rin - Allows Bang to dash through characters in FRKZ <br/>
j.D = Kaa - Gives better proration in combos<br/>
2D = Zan - Makes all Drives full guardpoint in FRKZ<br/>
<br/>
===Overdrive: FuRinKaZan (FRKZ)===
FuRinKaZan, previously a distortion drive, is now Bang's overdrive in Chrono Phantasma.  It offers similar properties as before where Bang loses the ability to block in exchange for very strong movement options.  He gains a dash that goes in 8 ways which he can cancel into normals and specials for strong mixup and good combos.  Both of Bang's fire punches now wall bounce both in corner and midscreen.  Generally used to close out a round.  It isn't used very often in neutral due to it's relative short period duration compared to previous iterations.  When used in combos, j.C loops are very strong.  Within blockstrings, the ability to dash cancel most of Bang's normals make this very strong for mixup. Bang's attack power also rises to 120%.
<br/>
===Pros/Strengths===
* Strong neutral game
* FuRinKaZan
* Really good mobility
* High Health
<br/>
===Cons/Weaknesses===
* Very poor defensive options without meter
* Guardpoints have very specific uses
* Inability to late-chain (gatling into normals late) most of his normals
<br clear=all/>
{| class="wikitable" style="text-align: center;"
|+Remaining Health vs. Overdrive Duration (in Frames)
|-
|-
!Health !! 100 - 90% !! 89 - 80% !! 79 - 70% !! 69 - 60% !! 59 - 50% !! 49 - 40% !! 39 - 30% !! 29 - 20% !! 19 - 10% !! 9 - 0%
! Combo !! Position !! Damage !! Tension Gain !! Works on: !! Difficulty !! Notes
|-
|-
!Overdrive
| | {{clr|2|5K}} > {{clr|5|2D}} > {{clr|4|684H}} || Anywhere || 89 || 16% || Everyone || [1] {{clr|1|Very Easy}} ||
|| 120F || 120F || 180F || 240F || 240F || 300F || 360F || 360F || 600F || 600F
|-
|-
| | {{clr|2|2K}} > {{clr|5|2D}} > {{clr|4|684H}} || Anywhere || 82 || 15% || Everyone || [1] {{clr|1|Very Easy}} ||
|-
| | {{clr|2|2K}} > {{clr|4|248H}}, (microwalk) {{clr|3|c.S}} > {{clr|4|268H}}, {{clr|4|624H}} WS {{clr|4|624H}} || Back to Corner || 197 || 34% || Everyone but MA & IN || [3] {{clr|3|Medium}} || Must be very close to opponent. A microwalk or dash is required to get the sideswitch only if you are completely back against the wall. Works on May and I-No if they are crouching. A {{clr|2|2K}} > {{clr|5|2D}} starter can be used on some characters for a better confirm, but it is very character and range specific.
|}
|}
{{warning|This data is all copied over from BBCP 1.1. Replace with 2.0 data as it becomes available (and delete this warning)}}


==Normal Moves==
==={{clr|3|Slash}} Combos===
====== <font style="visibility:hidden" size="0">5A</font> ======
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"
{{MoveData
|+{{clr|3|Slash}} Combos
|image=BBCS_Bang_5A.png
|-
|caption=Standard Jab
! Combo !! Position !! Damage !! Tension Gain !! Works on: !! Difficulty !! Notes
|name=5A
|-
|data=
| | {{clr|3|c.S}} > {{clr|4|2H}} > {{clr|4|486H}} > dash {{clr|2|5K}} > {{clr|4|684H}} || Anywhere || 180 || 30% || Everyone || [2] {{clr|2|Easy}} || Can optionally end in {{clr|4|268H}} for a different knockdown
{{AttackData-BBCPE
|-
|damage=300
| | {{clr|3|c.S}} > {{clr|4|2H}} > {{clr|4|268H}}, {{clr|4|426H}}, dash {{clr|3|c.S}} > {{clr|4|2H}} > {{clr|4|426H}} WS dash {{clr|4|624H}} || Corner || 270 || 44% || Non-Heavyweights || [3] {{clr|3|Medium}} || Easy to execute on lightweights
|cancel=SOJR
|-
|guard=All
| | {{clr|3|c.S}} > {{clr|4|2H}} > {{clr|4|268H}}, {{clr|4|426H}}, dash {{clr|3|c.S}} > {{clr|4|2H}} > {{clr|4|684H}} || Corner || 223 || 40% || Non-Heavyweights || [3] {{clr|3|Medium}} || Non-WS version of above combo
|startup=6
|-
|active=3
| | {{clr|3|c.S}} > {{clr|4|2H}} > {{clr|4|426H}}, dash {{clr|3|c.S}}, {{clr|4|248H}} > {{clr|4|426H}} WS {{clr|4|624H}} || Corner || 266 ||  || || [4] {{clr|4|Hard}} || Double sideswapping combo that works on everyone
|recovery=9
|-
|frameAdv=0
| | {{clr|3|c.S}} > {{clr|4|268H}} > {{clr|4|2H}} > {{clr|4|426H}} > walk > {{clr|3|c.S}}, {{clr|4|2H}} > {{clr|4|268H}} WS dash > {{clr|4|624H}} || Corner || 274 || ~40% || || [3] {{clr|3|Medium}} || Good meterless wallbreak combo if you're ready to confirm off of the c.S with a special. [https://streamable.com/13xda7 Streamable]
|attribute=B
|-
|invul=-
| | CH {{clr|3|c.S}}/{{clr|4|5H}} > {{clr|4|486H}} > microdash {{clr|3|c.S}} > {{clr|4|2H}} > {{clr|4|426H}} > dash {{clr|3|c.S}} > {{clr|4|2H}} > {{clr|4|426H}} > WS dash {{clr|4|624H}} || Near Corner || 276 || 52% || Everyone || [4] {{clr|4|Hard}} || Can connect with CH f.S starter at the closer end of its range. Works on lightweights at near midscreen, but requires much closer corner positioning on heavyweights.
|hitbox=bang/5A
|-
|description=
| | CH {{clr|3|c.S}} > {{clr|4|486H}}, dash {{clr|3|c.S}} > dl {{clr|4|248H}}, {{clr|3|c.S}} > {{clr|4|624H/684H}} WS {{clr|4|624H/684H}} || Back to Corner || 267 || 47% || Everyone || [3] {{clr|3|Medium}} || Sideswitch after CH {{clr|3|c.S}}, hitting the second {{clr|3|c.S}} too early will cause {{clr|4|248H}} to whiff, too late and you'll get OTG connect and no combo.
*List what the move is used for
|-
*List interesting properties in bullet points like invul, floating opponents on CH, etc.
| | {{clr|3|c.S}} > {{clr|4|248H}}, microwalk forward {{clr|3|c.S}} > {{clr|4|5H}} > {{clr|4|426H}}, dash {{clr|3|c.S}} > {{clr|4|2H}} > {{clr|4|426H}} WS dash {{clr|4|624H}} || Back to Corner || 271 || 48% || Everyone || [3] {{clr|3|Medium}} || Alternate cornered route. Doesn't require counterhit. Sideswitches after microwalk. Light characters may wall splat early from the {{clr|4|2H}} if too close to the wall, leading to less damage; the best way to avoid this is to delay the first {{clr|3|c.S}}.
Follow the [[Help:Writing_Character_Pages]] guidelines
|-
}}
| | {{clr|3|f.S}} > {{clr|4|684H}} 66.PRC, dash {{clr|3|c.S}} > {{clr|4|2H}} > {{clr|4|426H}}, dash {{clr|4|2H}} > {{clr|4|426H}} WS {{clr|3|236S}} || Midscreen || 233 || -36% || Everyone || [4] {{clr|4|Hard}} || The second {{clr|4|2H}} must hit as deep as possible for them to be low enough for {{clr|3|236S}} to connect. It is usually possible to dash up and {{clr|4|624H}} after wall splat for some extra damage.
}}
|-
====== <font style="visibility:hidden" size="0">5B</font> ======
| | {{clr|3|c.S}} > {{clr|4|2H}} > {{clr|4|426H}}, dash {{clr|3|c.S}} > {{clr|4|248H}}, dash dl {{clr|3|c.S}} > {{clr|4|6H}} WS > {{clr|1|1080P}} || Corner || 291 || -36% || Everyone || [4] {{clr|4|Hard}} || Big damage corner combo. Delay as much as possible for the second dash
{{MoveData
|-
|image=BBCS_Bang_5B.png
| | {{clr|3|c.S}} > {{clr|5|2D}} > {{clr|4|248H}}, {{clr|3|c.S}} > {{clr|4|268H}}, {{clr|4|426H}} WS {{clr|4|426H}} || Back to Corner || 256 || 42% || Everyone || [3] {{clr|3|Medium}} ||
|caption=Standard Poke
|-
|name=5B
|}
|data=
{{AttackData-BBCPE
|damage=640
|cancel=SOJR
|guard=HL
|startup=9
|active=2
|recovery=17
|frameAdv=-2
|attribute=B
|invul=-
|hitbox=bang/5B
|description=
*List what the move is used for
*List interesting properties in bullet points like invul, floating opponents on CH, etc.
Follow the [[Help:Writing_Character_Pages]] guidelines
}}
}}
====== <font style="visibility:hidden" size="0">5C</font> ======
{{MoveData
|image=BBCS_Bang_5C.png
|caption=Go to Overhead
|name=5C
|data=
{{AttackData-BBCPE
|damage=760
|cancel=SOJR
|guard=H
|startup=18
|active=8
|recovery=19
|frameAdv=-8
|attribute=B
|invul=-
|hitbox=bang/5C
|description=
*List what the move is used for
*List interesting properties in bullet points like invul, floating opponents on CH, etc.
Follow the [[Help:Writing_Character_Pages]] guidelines
}}
}}
====== <font style="visibility:hidden" size="0">2A</font> ======
{{MoveData
|image=BBCS_Bang_2A.png
|caption=Low Jab
|name=2A
|data=
{{AttackData-BBCPE
|damage=300
|cancel=CSOR
|guard=LA
|startup=8
|active=3
|recovery=9
|frameAdv=-2
|attribute=F
  |invul=-
|hitbox=bang/2A
|description=
*List what the move is used for
*List interesting properties in bullet points like invul, floating opponents on CH, etc.
Follow the [[Help:Writing_Character_Pages]] guidelines
}}
}}
====== <font style="visibility:hidden" size="0">2B</font> ======
{{MoveData
|image=BBCS_Bang_2B.png
|caption=Situational Poke
|name=2B
|data=
{{AttackData-BBCPE
|damage=620
|cancel=SO(J)R
|guard=HL
|startup=13
|active=5
|recovery=20
|frameAdv=-8
|attribute=B
|invul=-
|hitbox=bang/2B
|description=
*List what the move is used for
*List interesting properties in bullet points like invul, floating opponents on CH, etc.
Follow the [[Help:Writing_Character_Pages]] guidelines
}}
}}
====== <font style="visibility:hidden" size="0">2C</font> ======
{{MoveData
|image=BBCS_Bang_2C.png
|caption=Sweep
|name=2C
|data=
{{AttackData-BBCPE
|damage=750
|cancel=SO(J)R
|guard=L
|startup=13
|active=3
|recovery=18
|frameAdv=-4
|attribute=F
|invul=-
|hitbox=bang/2C
|description=
*List what the move is used for
*List interesting properties in bullet points like invul, floating opponents on CH, etc.
Follow the [[Help:Writing_Character_Pages]] guidelines
}}
}}
====== <font style="visibility:hidden" size="0">6A</font> ======
{{MoveData
|image=BBCS_Bang_6A.png
|caption=Only Plus Normal
|name=6A
|data=
{{AttackData-BBCPE
|damage=540
|cancel=SOR
|guard=L
|startup=17
|active=3
|recovery=13
|frameAdv=+1
|attribute=F
|invul=-
|hitbox=bang/6A
|description=
*List what the move is used for
*List interesting properties in bullet points like invul, floating opponents on CH, etc.
Follow the [[Help:Writing_Character_Pages]] guidelines
}}
}}
====== <font style="visibility:hidden" size="0">6B</font> ======
{{MoveData
|image=BBCS_Bang_6B.png
|caption=Overhead #2
|name=6B
|data=
{{AttackData-BBCPE
|damage=780
|cancel=R
|guard=HA
|startup=22
|active=3
|recovery=9+8L
|frameAdv=-1
|attribute=H
|invul=-
|hitbox=bang/6B
|description=
*List what the move is used for
*List interesting properties in bullet points like invul, floating opponents on CH, etc.
Follow the [[Help:Writing_Character_Pages]] guidelines
}}
}}
====== <font style="visibility:hidden" size="0">6C</font> ======
{{MoveData
|image=BBCS_Bang_6C.png
|caption=Standing Combo Filler
|name=6C
|data=
{{AttackData-BBCPE
|damage=780
|cancel=SOJR
|guard=H
|startup=14
|active=3
|recovery=15+27L
|frameAdv=-24
|attribute=H
|invul=-
|hitbox=bang/6C
|description=
*List what the move is used for
*List interesting properties in bullet points like invul, floating opponents on CH, etc.
Follow the [[Help:Writing_Character_Pages]] guidelines
}}
}}
====== <font style="visibility:hidden" size="0">3C</font> ======
{{MoveData
|image=BBCS_Bang_3C.png
|caption=BEST ANTI AIR
|name=3C
|data=
{{AttackData-BBCPE
|damage=880
|cancel=R
|guard=L
|startup=15
|active=9
|recovery=26
|frameAdv=-14
|attribute=F
|invul=11-23H
|hitbox=bang/3C
|description=
*List what the move is used for
*List interesting properties in bullet points like invul, floating opponents on CH, etc.
Follow the [[Help:Writing_Character_Pages]] guidelines
}}
}}
====== <font style="visibility:hidden" size="0">j.A</font> ======
{{MoveData
|image=BBCS_Bang_jA.png
|caption=Jumping Jab
|name=j.A
|data=
{{AttackData-BBCPE
|damage=300
|cancel=CSOJR
|guard=HA
|startup=7
|active=2
|recovery=9
|frameAdv=-
|attribute=H
|invul=-
|hitbox=bang/jA
|description=
*List what the move is used for
*List interesting properties in bullet points like invul, floating opponents on CH, etc.
Follow the [[Help:Writing_Character_Pages]] guidelines
}}
}}
====== <font style="visibility:hidden" size="0">j.B</font> ======
{{MoveData
|image=BBCS_Bang_jB.png
|caption=Air-to-Air Poke
|name=j.B
|data=
{{AttackData-BBCPE
|damage=560
|cancel=SOJR
|guard=HA
|startup=10
|active=5
|recovery=20
|frameAdv=-
|attribute=H
|invul=-
|hitbox=bang/jB
|description=
*List what the move is used for
*List interesting properties in bullet points like invul, floating opponents on CH, etc.
Follow the [[Help:Writing_Character_Pages]] guidelines
}}
}}
====== <font style="visibility:hidden" size="0">j.C</font> ======
{{MoveData
|image=BBCS_Bang_6C.png
|caption=Air-to-Air Poke
|name=j.C
|data=
{{AttackData-BBCPE
|damage=600
|cancel=SOJR
|guard=HA
|startup=10
|active=4
|recovery=18
|frameAdv=-
|attribute=H
|invul=-
|hitbox=bang/jC
|description=
*List what the move is used for
*List interesting properties in bullet points like invul, floating opponents on CH, etc.
Follow the [[Help:Writing_Character_Pages]] guidelines
}}
}}
====== <font style="visibility:hidden" size="0">j.4B</font> ======
{{MoveData
|image=BBCS_Bang_j4B.png
|caption=Crossup kick
|name=j.4B
|data=
{{AttackData-BBCPE
|damage=840
|cancel=SOJR
|guard=HA
|startup=11
|active=4
|recovery=16
|frameAdv=-
|attribute=H
|invul=
|hitbox=bang/j4B
|description=
*List what the move is used for
*List interesting properties in bullet points like invul, floating opponents on CH, etc.
Follow the [[Help:Writing_Character_Pages]] guidelines
}}
}}
====== <font style="visibility:hidden" size="0">j.2C</font> ======
{{MoveData
|image=BBCS_Bang_jC.png
|caption=Air-to-Ground normal
|name=j.2C
|data=
{{AttackData-BBCPE
|damage=650
|cancel=SOR
|guard=HA
|startup=12
|active=4
|recovery=21
|frameAdv=-
|attribute=H
|invul=-
|hitbox=bang/j2C
|description=
*List what the move is used for
*List interesting properties in bullet points like invul, floating opponents on CH, etc.
Follow the [[Help:Writing_Character_Pages]] guidelines
}}
}}
<br clear=all/>


===Drive Moves (Burning Heart)===
==={{clr|4|Heavy Slash}} Combos===
====== <font style="visibility:hidden" size="0">5D</font> ======
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"
{{MoveData
|+{{clr|4|Heavy Slash}} Combos
|image=BBCS_Bang_5D.png
|-
|name=5D
! Combo !! Position !! Damage !! Tension Gain !! Works on: !! Difficulty !! Notes
|caption=
|-
|data=
| | CH {{clr|4|5H}} > {{clr|4|426H}} > {{clr|3|c.S}} > {{clr|4|2H}} > {{clr|4|684H}} || Corner || || || || {{clr|2|Easy}} || Basic {{clr||5H}} frame trap confirm into oki. (please optimize this)
{{AttackData-BBCPE
|-
|damage=562[672][840]
| | CH {{clr|4|5H}} > {{clr|4|486H}}, microdash {{clr|3|c.S}} > {{clr|4|248H}}, {{clr|3|f.S}} > {{clr|4|624H/684H}} WS dash {{clr|3|f.S}} || Back to Corner || 255 || || || {{clr|3|Medium}} || Not enough delay to {{clr|3|c.S}} and {{clr|4|248H}} won't connect. Too much and you OTG with no combo.
|cancel=R
|-
|guard=HL
| | {{clr|4|2H}} > {{clr|4|268H}}, {{clr|4|6H}} > {{clr|4|426H}}, microdash {{clr|3|c.S}} > {{clr|4|2H}} > {{clr|4|426H}} WS {{clr|4|6H}} || Corner || 288 || ~43 || || {{clr|3|Medium}} || Works grounded or as anti-air. If anti-air, first 6H must be delayed, but timing is lenient.
|startup=19
|-
|active=4
| | CH {{clr|4|6H}} > {{clr|4|268H}}, {{clr|4|426H}}, {{clr|4|2H}} > {{clr|4|248H}} > 66 {{clr|3|c.S}} > {{clr|4|862H}} WS {{clr|4|426H}} || Corner || 314 || || || {{clr|4|Hard}} || Very high (possibly max) damage meterless corner CH combo. Should be able to be done with most CH launchers, with 6H being the most rewarding. {{clr|4|2H}} can be replaced with a delayed {{clr|3|c.S}} to make the combo easier at the cost of 3 damage.
  |recovery=28
|-
  |frameAdv=-15
| | CH {{clr|4|6H}} > {{clr|4|268H}}, {{clr|4|426H}}, {{clr|4|248H}} > 66 {{clr|3|c.S}} > {{clr|4|2H}} > {{clr|4|426H}} WS {{clr|4|624H}} || Corner || 315 || 49 || || {{clr|5|Very Hard}} || Variant of above combo. Likely character dependant; Ky will usually WS a frame or two before the last {{clr|4|426H}} lands, why he doesn't every time is unknown (may require a delay to {{clr|4|248H}}?)
|attribute=B
|-
|invul=3-10GP
| | CH {{clr|4|6H}} > {{clr|4|268H}}, {{clr|4|426H}}, {{clr|3|c.S}} > {{clr|4|248H}} > 66 {{clr|3|c.S}} > {{clr|4|426H}} WS microdash {{clr|1|1080P}} || Corner || 335 || -5 || || {{clr|4|Hard}} || Buffer the 1080 motion during {{clr|4|426H}} so that you can hold forward, use the dash macro to advance, then press P once you're close enough for the cinematic. If you don't get the cinematic, you only lose out on 3 damage for 332, so better to not dash too much than to try and dash too much and drop the combo. If you don't use the dash macro, you can dash {{clr|1|632146P}} and get the cinematic for 329 damage quite easily.
|hitbox=bang/5D
|-
|description=
|}
*List what the move is used for
*List interesting properties in bullet points like invul, floating opponents on CH, etc.
Follow the [[Help:Writing_Character_Pages]] guidelines
}}
}}
====== <font style="visibility:hidden" size="0">2D</font> ======
{{MoveData
|image=BBCS_Bang_2D.png
|name=2D
|caption=
|data=
{{AttackData-BBCPE
|damage=710[852][1065]
|cancel=SOJR
|guard=HL
|startup=24
|active=3
|recovery=26
|frameAdv=-10
|attribute=B
|invul=7-23GP
|hitbox=bang/2D
|description=
*List what the move is used for
*List interesting properties in bullet points like invul, floating opponents on CH, etc.
Follow the [[Help:Writing_Character_Pages]] guidelines
}}
}}
====== <font style="visibility:hidden" size="0">6D</font> ======
{{MoveData
|image=BBCS_Bang_6D.png
|name=6D
|caption=
|data=
{{AttackData-BBCPE
|damage=710[852][1065]
|cancel=(S)O(J)R
|guard=L
|startup=24
|active=2
|recovery=28
|frameAdv=-13
|attribute=F
|invul=1-14GP
|hitbox=bang/6D
|description=
*List what the move is used for
*List interesting properties in bullet points like invul, floating opponents on CH, etc.
Follow the [[Help:Writing_Character_Pages]] guidelines
}}
}}
====== <font style="visibility:hidden" size="0">j.D</font> ======
{{MoveData
|image=BBCS_Bang_jD.png
|name=j.D
|caption=Nice Pick Up.
|data=
{{AttackData-BBCPE
|damage=630[756][945]
|cancel=(S)O(J)R
|guard=HA
|startup=24
|active=1
|recovery=24
|frameAdv=-5
|attribute=H
|invul=4-15GP
|hitbox=bang/j.D
|description=
*List what the move is used for
*List interesting properties in bullet points like invul, floating opponents on CH, etc.
Follow the [[Help:Writing_Character_Pages]] guidelines
}}
}}


==={{clr|5|Dust}} Combos===
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"
|+{{clr|5|Dust}} Combos
|-
! Combo !! Position !! Damage !! Tension Gain !! Works on: !! Difficulty !! Notes
|-
| | {{clr|5|5[D]}}~8 > {{clr|5|j.D}} > {{clr|3|j.S}} > adc > {{clr|3|j.S}} > {{clr|3|j.S}} || Anywhere || 183 ||  || Everyone || [1] {{clr|1|Very Easy}} ||
|-
| | {{clr|5|5[D]}}~8 > {{clr|5|j.D}} > 9jc > {{clr|5|j.D}} > {{clr|3|j.S}} > adc > {{clr|5|j.D}} > {{clr|5|j.D}} || Anywhere || 206 ||  || Everyone || [2] {{clr|2|Easy}} ||
|}


'''<big>Teleport / Air Teleport (Secret Art: Bang's Shadowstep Jutsu) (A/B/C after Guard Point off Drives)</big>'''
==={{clr|5|Throw}} Combos===
<br>
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"
When your D move autoguards an attack, pressing A, B, or C will have Bang teleport, then finish the attack.
|+{{clr|5|Throw}} Combos
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.
|-
! Combo !! Position !! Damage !! Tension Gain !! Works on: !! Difficulty !! Notes
|-
| | {{clr|5|4/6D}} > 88RC > 6 > {{clr|3|c.S}} > {{clr|4|2H}} > {{clr|4|426H}} >  {{clr|3|c.S}} > {{clr|4|5H}} > WS > {{clr|4|426H}} > WB || Corner || 167 || Positive Bonus || Everyone || [2] {{clr|2|Easy}} || Need to hit the first {{clr|3|c.S}} as high as possible
|-
| | {{clr|5|4/6D}} > 66PRC, {{clr|3|c.S}} > {{clr|4|2H}} > {{clr|4|426H}}, {{clr|2|5K}} > {{clr|4|268H}}  WS 66 {{clr|4|624H}} || Corner or Near Corner || 176 || -30%+PB || Everyone || [3] {{clr|3|Medium}} || PRC as early as possible (i.e. right after hitstop on the last headbang). Drift PRC is optional if in corner.
|-
| | {{clr|5|4/6D}} > 66PRC, {{clr|3|c.S}} > {{clr|4|2H}} > {{clr|4|486H}}, {{clr|4|684H}} || Anywhere || 131 || -33% || Everyone || [2] {{clr|2|Easy}} || Basic midscreen throw RC combo
|}


<br clear=all/>
===Air Starter Combos===
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"
|+ Air Starter Combos
|-
! Combo !! Position !! Damage !! Tension Gain !! Works on: !! Difficulty !! Notes
|-
| | {{clr|2|j.K}} > {{clr|4|j.248H}} > microdash {{clr|3|c.S}} > {{clr|4|2H}} > {{clr|4|426H}}/{{clr|4|684H}} || Anywhere || 150 || - ||  || {{clr|4|Hard}} || Basic jump-in combo. Corner extension is possible. Use {{clr|4|426H}} if youre near the corner as it leads to a longer combo, and use {{clr|4|684H}} midscreen for a better knockdown.
|-
| | {{clr|2|j.K}} > {{clr|4|j.248H}} > microdash {{clr|3|c.S}} > {{clr|4|2H}} > {{clr|4|684H}} > {{clr|4|624H}} || Anywhere || 174 || - ||  || {{clr|4|Hard}} || Better damage + corner carry, but worse oki. Your choice between the two combos really.
|}


==Universal Mechanics==
===Behemoth Mixup Route Combos===
====== <font style="visibility:hidden" size="0">Ground Throw (Forward)</font> ======
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"
{{MoveData
|+ Behemoth Mixup Route Combos
|image=BBCS_Bang_GroundThrow.png
|-
|name=Ground Throw (Forward)
! Combo !! Position !! Damage !! Tension Gain !! Works on: !! Difficulty !! Notes
|caption=
|-
|data=
| | non tip {{clr|4|486H}}, {{clr|3|c.S}} > {{clr|4|2H}} > {{clr|4|684H}} || Anywhere || 157 || || || {{clr|2|Easy}} || Point blank midscreen confirm. Microdash in corner to get {{clr|3|c.S}}. Early connect {{clr|4|486H}} gives 177 damage
{{AttackData-BBCPE
|-
|version=Forward Throw
| | {{clr|4|486H}}, {{clr|4|268H}}, {{clr|4|684H}} || Anywhere || 159 || || || {{clr|3|Medium}} || Point blank midscreen confirm alternate route. Early connect {{clr|4|486H}} gives 180 damage
|damage=0x2, 1400
|-
|cancel=-, R, SOR
| | {{clr|4|486H}} > {{clr|4|5H}} > {{clr|4|426H}} || Anywhere || 139 || - ||  || {{clr|2|Easy}} || In corner, a wallbreak extension is possible (see below). Confirm when not point blank. Early connect {{clr|4|486H}} gives 157 damage
|guard=-
|-
|startup=7
| | {{clr|4|486H}} > {{clr|4|5H}} > {{clr|4|426H}} > microdash {{clr|3|c.S}} > {{clr|4|2H}} > {{clr|4|426H}} > WS {{clr|4|6H}} || Corner || 241 || - || || {{clr|3|Medium}} || Wallbreak extension of above combo. Early connect {{clr|4|486H}} gives 275 damage
|active=3
|-
|recovery=15
| | {{clr|4|486H}} > {{clr|4|5H}} > {{clr|4|426H}} > {{clr|4|2H}} > {{clr|4|426H}} > WS {{clr|4|6H}} || Corner || 237 || - || || {{clr|2|Easy}} || Slightly easier version of above combo.
|frameAdv=-
|-
|attribute=T
| | {{clr|4|486H}}, {{clr|4|684H}} || Anywhere || 118 || || || {{clr|2|Easy}} || Max range confirm. Early connect {{clr|4|486H}} gives 131 damage, but if you get the early connect you're always in range to put {{clr|4|5H}} in the middle for a more optimal combo anyway
|invul=-
|-
|hitbox=bang/groundThrow
| | {{clr|4|862H}} > RRC > {{clr|3|c.S}} > {{clr|4|2H}} > {{clr|4|486H}} > {{clr|4|624H}} || Anywhere || 155 || - ||  || {{clr|2|Easy}} || Near unreactable overhead/low mix RC extension, see below combos for other routes. Least damage, but works anywhere on the screen.
|description=
|-
*List what the move is used for
| | {{clr|4|862H}} > RRC > dash {{clr|3|c.S}} > {{clr|4|2H}} > {{clr|4|426H}} > {{clr|4|2H}} > {{clr|4|426H}} > WS {{clr|3|236S}}  || Midscreen || 237 || - ||  || {{clr|4|Hard}} || Midscreen route. Dash until opponent is about gut level. 2H timing is suprisingly strict.
*List interesting properties in bullet points like invul, floating opponents on CH, etc.
|-
Follow the [[Help:Writing_Character_Pages]] guidelines
| | {{clr|4|862H}} > RRC > {{clr|3|c.S}} > {{clr|4|2H}} > {{clr|4|426H}} > Microdash {{clr|3|c.S}} > {{clr|4|2H}} > {{clr|4|426H}} > WS {{clr|4|6H}} || Corner || 207 || - ||  || {{clr|3|Medium}} || Route for when your opponent is pressed against the corner.
}}
|-
{{AttackData-BBCPE
| | {{clr|4|862H}} > RRC > {{clr|3|c.S}} > {{clr|4|2H}} > {{clr|4|268H}} > {{clr|4|6H}} > WS {{clr|4|624H}}  || Corner || 203 || - ||  || {{clr|3|Medium}} || Slightly easier route for when your opponent is pressed against the corner.
|version=Back Throw
|-
|damage=0x2, 1400
| | {{clr|4|862H}} > 66.PRC, {{clr|3|c.S}} > {{clr|4|6H}} > {{clr|4|426H}}, dash {{clr|3|c.S}} > {{clr|4|2H}} > {{clr|4|426H}} WS {{clr|4|6H}} || Corner || 249 || - || || {{clr|3|Medium}} || Higher damage corner route.
|cancel=-, R, SOR
|-
|guard=-
| | CH {{clr|4|862H}}, {{clr|3|2S}} > {{clr|4|624H/684H}} || Anywhere || 148 || 22 || || {{clr|1|Very Easy}} || Meterless midscreen counterhit overhead combo
|startup=8
|-
|active=3
| | CH {{clr|4|862H}}, {{clr|3|2S}} > {{clr|4|268H}}, {{clr|4|624H/684H}} || Corner || 186 || 28 || || {{clr|2|Easy}} || Corner meterless counterhit overhead combo
|recovery=15
|-
|frameAdv=-
| | CH {{clr|4|862H}}, {{clr|3|2S}} > {{clr|4|268H}}, {{clr|4|6H}} || Corner || 184 || 28 || || {{clr|2|Easy}} || Alternate route for less damage, but you can cancel into {{clr|3|214S}} to end
|attribute=T
|-
|invul=-
| | {{clr|4|842H}} > {{clr|3|2S}} > {{clr|4|624H}} || Midscreen || 135 || - || || {{clr|3|Medium}} || Meterless low mix combo
|hitbox=bang/groundThrow
|-
|description=
| | {{clr|4|842H}} > {{clr|3|2S}} > {{clr|4|684H}} > 66.RRC, dash {{clr|3|c.S}} > {{clr|4|2H}} > {{clr|4|426H}} WS {{clr|4|6H}} || Midscreen || 232 || - ||  || {{clr|3|Medium}} || Low RC extension. At some ranges, the RC will whiff, but the combo still works. When this happens, it deals 247 instead.
*List what the move is used for
|-
*List interesting properties in bullet points like invul, floating opponents on CH, etc.
| | {{clr|4|842H}} > {{clr|3|2S}} > {{clr|4|268H}} > PRC, {{clr|3|c.S}} > {{clr|4|2H}} > {{clr|4|426H}} WS {{clr|4|6H}} || Corner || 267 || - ||  || {{clr|3|Medium}} || Corner version of above. Doesn't matter if PRC whiffs.
Follow the [[Help:Writing_Character_Pages]] guidelines
|-
}}
| | {{clr|4|248H}} > RRC > {{clr|3|c.S}} > {{clr|4|2H}} > {{clr|4|426H}} > Microdash {{clr|3|c.S}} > {{clr|4|2H}} > {{clr|4|426H}} > WS {{clr|4|6H}}  || Corner || 229 || - ||  || {{clr|4|Hard}} || Low route for when your opponent is pressed against the corner. Be quick with the BT before the wallsplat or it will break the wall, leading to less damage.
}}
|-
====== <font style="visibility:hidden" size="0">Air Throw</font> ======
| | {{clr|4|248H}} > 44.PRC, {{clr|3|c.S}} > {{clr|4|2H}} > {{clr|4|426H}}, {{clr|3|c.S}} > {{clr|4|2H}} > {{clr|4|426H}} WS {{clr|4|6H}}  || Corner || 258 || -40 ||  || {{clr|3|Medium}} || Low corner route. Against lightweights and at some ranges against other characters, walking back after the PRC is required to avoid side switching. Everything after the PRC is burst safe.
{{MoveData
|-
|image=BBCS_Bang_AirThrow.png
| | CH {{clr|4|268H}}, dash {{clr|3|c.S}} > {{clr|4|2H}} > {{clr|4|426H}}, dash {{clr|3|c.S}} > {{clr|4|2H}} > {{clr|4|426H}} WS {{clr|4|6H}}  || Midscreen || 282 || ~47 ||  || {{clr|3|Medium}} || Initial launch is high enough to still combo after some trades; e.g. point blank blocked 5K into 268H will trade with 5F moves for full combo.
|name=Air Throw
|-
|caption=
|}
|data=
{{AttackData-BBCPE
  |damage=0x2, 1400
|cancel=-, R, SOR
|guard=-
|startup=7
|active=3
  |recovery=18+3L
|frameAdv=-
|attribute=T
|invul=-
|hitbox=bang/airThrow
|description=
*List what the move is used for
*List interesting properties in bullet points like invul, floating opponents on CH, etc.
Follow the [[Help:Writing_Character_Pages]] guidelines
}}
}}
====== <font style="visibility:hidden" size="0">Counter Assault</font> ======
{{MoveData
|image=BBCS_Bang_5B.png
|caption=GET AWAY FROM ME
|name=Counter Assault
|data=
{{AttackData-BBCPE
|damage=0
|cancel=R
|guard=All
|startup=13
|active=3
  |recovery=34
|frameAdv=-18
|attribute=B
  |invul=1-20Inv
|hitbox=bang/CA
|description=
*List what the move is used for
*List interesting properties in bullet points like invul, floating opponents on CH, etc.
Follow the [[Help:Writing_Character_Pages]] guidelines
}}
}}
====== <font style="visibility:hidden" size="0">Crush Trigger</font> ======
{{MoveData
|image=BBCP_Bang_CT.png
|caption=Wish it was better :<
|name=Crush Trigger
|data=
{{AttackData-BBCPE
|damage=1000
|cancel=R
|guard=B
|startup=30~59
|active=1
|recovery=23
  |frameAdv=0
|attribute=BP
|invul=-
  |hitbox=bang/CT
|description=
*List what the move is used for
*List interesting properties in bullet points like invul, floating opponents on CH, etc.
Follow the [[Help:Writing_Character_Pages]] guidelines
}}
}}
<br clear=all/>
 
==Special Moves==
====== <font style="visibility:hidden" size="0">Bang's Void Tempest Kick</font> ======
{{MoveData
|image=BBCS_Bang_VoidTempestKick.png
|name=Bang's Void Tempest Kick
|input=623C
|caption=
|data=
{{AttackData-BBCPE
|damage=0*2, 600, 653, 842
|cancel=-*2, R*3
|guard=c.T (100)
|startup=13
|active=3
|recovery=37
|frameAdv=-
|attribute=T
|invul=-
|hitbox=bang/623C
|description=
*List what the move is used for
*List interesting properties in bullet points like invul, floating opponents on CH, etc.
Follow the [[Help:Writing_Character_Pages]] guidelines
}}
}}
====== <font style="visibility:hidden" size="0">Bang's Void Tempest Kick EX</font> ======
{{MoveData
|image=BBCS_Bang_VoidTempestKickEX.png
|name=Bang's Void Tempest Kick EX
|input=j.623C
|caption=
|data=
  {{AttackData-BBCPE
|damage=0,700,785,1000
|cancel=-*2, R*3
|guard=c.T (120)
|startup=7
|active=3
|recovery=20
|frameAdv=-
|attribute=T
|invul=-
|hitbox=bang/j.623C
|description=
*List what the move is used for
*List interesting properties in bullet points like invul, floating opponents on CH, etc.
Follow the [[Help:Writing_Character_Pages]] guidelines
}}
}}
====== <font style="visibility:hidden" size="0">Bang's Unstoppable Double Palm Thrust</font> ======
{{MoveData
|image=BBCS_Bang_SuperCrash.png
|name=Bang's Unstoppable Double Palm Thrust
|input=623B
|caption=
|data=
{{AttackData-BBCPE
|damage=1300
|cancel=R
  |guard=HL
|startup=16
|active=2
|recovery=24
|frameAdv=-7
|attribute=B
|invul=-
|hitbox=bang/623B
|description=
*List what the move is used for
*List interesting properties in bullet points like invul, floating opponents on CH, etc.
Follow the [[Help:Writing_Character_Pages]] guidelines
}}
}}
====== <font style="visibility:hidden" size="0">Bang's Heavenly Double Palm Thrust</font> ======
{{MoveData
|image=BBCS_Bang_HeavenlyPhoenix.png
|name=Bang's Heavenly Double Palm Thrust
|input=j.623B
|caption=
|data=
{{AttackData-BBCPE
|damage=1300
|cancel=R
|guard=All
|startup=13
|active=3
|recovery=Landing + 7
|frameAdv=-4
  |attribute=H
|invul=-
|hitbox=bang/j.623B
|description=
*List what the move is used for
*List interesting properties in bullet points like invul, floating opponents on CH, etc.
Follow the [[Help:Writing_Character_Pages]] guidelines
}}
}}
====== <font style="visibility:hidden" size="0">Bang-style Shuriken</font> ======
{{MoveData
|image=BBCS_Bang_ShurikenThrow.png
|caption=shuriken Special!
|image2=BBCS_Bang_ANail.png
|caption2=A Nail (poison)
|image3=BBCS_Bang_BNail.png
|caption3=B Nail (explosion)
|image4=BBCS_Bang_CNail.png
|caption4=C Nail (web)
|image5=BBCS_Bang_DNail.png
|caption5=D Nail(s)
|name=Bang-style Shuriken
|input=j.236A/B/C/D
|data=
  {{AttackData-BBCPE
|version=A Version
|damage=300
|cancel=R
|guard=All
|startup=9
|active=-
|recovery=23+9LT
|frameAdv=-
|attribute=HBFPr
|invul=-
|hitbox=bang/j.236A
|description=
}}
{{AttackData-BBCPE
|header=no
|version=A+D Version
|damage=300*3
|cancel=R
|guard=All
|startup=20
|active=-
|recovery=23+9LT
  |frameAdv=-
|attribute=HBFPr
  |invul=-
|hitbox=bang/j.236A
|description=
*List what the move is used for
*List interesting properties in bullet points like invul, floating opponents on CH, etc.
Follow the [[Help:Writing_Character_Pages]] guidelines
}}
{{AttackData-BBCPE
|header=no
|version=B Version
|damage=300x2
|cancel=R
|guard=All
|startup=16
|active=til rebound (46)4
|recovery=36+9LT
|frameAdv=-
|attribute=HBFPr
|invul=-
|hitbox=bang/j.236B
|description=
}}
{{AttackData-BBCPE
|header=no
|version=B+D Version
|damage=(300x2)*3
|cancel=R
|guard=All
|startup=20
|active=til rebound (46)4
|recovery=36+9LT
|frameAdv=-
|attribute=HBFPr
|invul=-
|hitbox=bang/j.236B
|description=
*List what the move is used for
*List interesting properties in bullet points like invul, floating opponents on CH, etc.
Follow the [[Help:Writing_Character_Pages]] guidelines
}}
{{AttackData-BBCPE
|header=no
|version=C Version
|damage=300
|cancel=R
|guard=All
|startup=18
|active=
|recovery=landing + 9
|frameAdv=-
|attribute=HBFPr
|invul=-
|hitbox=bang/j.236C
|description=
}}
{{AttackData-BBCPE
|header=no
|version=C+D Version
|damage=300*3
|cancel=R
|guard=All
|startup=20
|active=
|recovery=landing + 9
|frameAdv=-
|attribute=HBFPr
  |invul=-
  |hitbox=bang/j.236C
|description=
*List what the move is used for
*List interesting properties in bullet points like invul, floating opponents on CH, etc.
Follow the [[Help:Writing_Character_Pages]] guidelines
}}
{{AttackData-BBCPE
|header=no
|version=D Version
|damage=300*3
|cancel=R
|guard=All
|startup=9
|active=-
|recovery=23 Total
|frameAdv=-
|attribute=HBFPr
|invul=-
|hitbox=bang/j.236D
|description=
*List what the move is used for
*List interesting properties in bullet points like invul, floating opponents on CH, etc.
Follow the [[Help:Writing_Character_Pages]] guidelines
}}
}}


====== <font style="visibility:hidden" size="0">Bang's Shishigami-style Ultimate Technique: "Steel Rain"</font> ======
==Navigation==
{{MoveData
{{#lst:{{BASEPAGENAME}}/Data|Links}}
|image=BBCS_Bang_SteelRain.png
{{Navbar-GGST}}
|image2=BBCS_Bang_Umbrella.png
|name=Bang's Shishigami-style Ultimate Technique: "Steel Rain"
|input=632146B
|caption=
|data=
{{AttackData-BBCPE
|damage=100*64
|cancel=
|guard=All
|startup=92
|active=til ground
|recovery=61F
|frameAdv=-
|attribute=HBFPr
|invul=-
|hitbox=bang/j.623B
|description=
*List what the move is used for
*List interesting properties in bullet points like invul, floating opponents on CH, etc.
Follow the [[Help:Writing_Character_Pages]] guidelines
}}
}}
====== <font style="visibility:hidden" size="0">Flaming Air Attack</font> ======
{{MoveData
|image=BBCP_Bang_FlamingAirAttack.png
|name=Flaming Air Attack
|input=j.22A
|caption=
|data=
{{AttackData-BBCPE
|damage=
|cancel=
|guard=
|startup=
|active=
|recovery=148+5LT
|frameAdv=
|attribute=-
|invul=-
|hitbox=
|description=
*List what the move is used for
*List interesting properties in bullet points like invul, floating opponents on CH, etc.
Follow the [[Help:Writing_Character_Pages]] guidelines
}}
}}
 
====== <font style="visibility:hidden" size="0">Set Nail/Bumpers</font> ======
{{MoveData
|image=BBCS_Bang_NailSet.png
|image2=BBCS_Bang_NailSetDiagram.png
|caption2=Nail Set Diagram. Same when airborne.
|name=Set Nail/Bumpers
|input=214A/B/C/D air OK
|data=
{{AttackData-BBCPE
|version=Ground
|damage=-
|cancel=
|guard=
|startup=-
|active=-
|recovery=30 total
|frameAdv=-
|attribute=-
|invul=-
|hitbox=bang/214A
|description=
*List what the move is used for
*List interesting properties in bullet points like invul, floating opponents on CH, etc.
Follow the [[Help:Writing_Character_Pages]] guidelines
}}
{{AttackData-BBCPE
|header=no
|version=Air
|damage=-
|heatgain=-
|cancel=
|guard=
|startup=-
|active=-
|recovery=33 total
|frameAdv=-
|attribute=-
|invul=-
|hitbox=bang/j.214A
|description=
*List what the move is used for
*List interesting properties in bullet points like invul, floating opponents on CH, etc.
Follow the [[Help:Writing_Character_Pages]] guidelines
}}
}}
 
====== ======
{{MoveData
|name=Nail Dash
|image=BBCS_Bang_NailDash.png
|input=Any direction off Set Nail
|data=
{{AttackData-BBCPE
|version=Ground
|damage=-
|cancel=
|guard=
|startup=-
|active=-
|recovery=16 total
|frameAdv=-
|attribute=-
|invul=7-10Inv
|hitbox=bang/nailDash
|description=
*List what the move is used for
*List interesting properties in bullet points like invul, floating opponents on CH, etc.
Follow the [[Help:Writing_Character_Pages]] guidelines
}}
{{AttackData-BBCPE
|header=no
|version=Air
|damage=-
|cancel=
|guard=
|startup=-
|active=-
|recovery=19 total
|frameAdv=-
|attribute=-
|invul=9-14Inv
|hitbox=bang/nailDash
|description=
*List what the move is used for
*List interesting properties in bullet points like invul, floating opponents on CH, etc.
Follow the [[Help:Writing_Character_Pages]] guidelines
}}
}}
<br clear=all/>
 
==Distortion Drives==
====== <font style="visibility:hidden" size="0">Shishigami-style Secret Technique: "Fatal Eruption" / Daifunka</font> ======
{{MoveData
|image=BBCS_Bang_Daifunka.png
|name=Shishigami-style Secret Technique: "Fatal Eruption" / Daifunka
|input=2363214C
|caption=
|data=
{{AttackData-BBCPE
|version=Normal
|damage=0, 760x4, 0, 4500
|cancel=R
|guard=All
|startup=1+17
|active=24
|recovery=20
|frameAdv=-27
|attribute=Bx5, T, B
|invul=1-25Inv
|hitbox=bang/2363214C
|description=
}}
{{AttackData-BBCPE
|header=No
|version=Overdrive
|damage=0, 760x6, 0, 4500
|cancel=R
|guard=All
|startup=1+17
|active=24
|recovery=20
|frameAdv=-27
|attribute=Bx7, T, B
|invul=1-25Inv
|hitbox=bang/2363214C
|description=
*List what the move is used for
*List interesting properties in bullet points like invul, floating opponents on CH, etc.
Follow the [[Help:Writing_Character_Pages]] guidelines
}}
}}
====== <font style="visibility:hidden" size="0">Shishigami-style Technique: "Bang's Infinite Chaos-Fist of the Void" / Ashura</font> ======
{{MoveData
|image=BBCS_Bang_Ashura.png
|name=Shishigami-style Technique: "Bang's Infinite Chaos-Fist of the Void" / Ashura
|input=236236A
|caption=
|data=
{{AttackData-BBCPE
|damage=0,2476
|cancel=R
|guard=HL
|startup=1+8
|active=3
|recovery=25
|frameAdv=-7
|attribute=B
|invul=1-11Inv
|hitbox=bang/236236A
|description=
*List what the move is used for
*List interesting properties in bullet points like invul, floating opponents on CH, etc.
Follow the [[Help:Writing_Character_Pages]] guidelines
}}
}}
====== <font style="visibility:hidden" size="0">Ultra Technique:"Hyper Shadowstep Strike"</font> ======
{{MoveData
|image=BBCP_Bang_Hurricane_Fury_Ground.png
|name=Ultra Technique:"Hyper Shadowstep Strike"
|input=236236D
|caption=
|data=
{{AttackData-BBCPE
|version=Normal (vs. Grounded Opponent)
|damage=0x2, 570x3, 2400
|cancel=R*
|guard=-
|startup=19+10
|active=1
|recovery=40
|frameAdv=-
|attribute=T
|invul=1-19Inv
|hitbox=bang/2363214C
|description=
}}
{{AttackData-BBCPE
|header=no
|version=Overdrive (vs. Grounded Opponent)
|damage=0x2, 570x3, 2400, 600, 1000
|cancel=R*
|guard=-
|startup=19+10
|active=1
|recovery=40
|frameAdv=-
|attribute=T
|invul=1-19Inv
|hitbox=bang/2363214C
|description=
*List what the move is used for
*List interesting properties in bullet points like invul, floating opponents on CH, etc.
Follow the [[Help:Writing_Character_Pages]] guidelines
}}
{{AttackData-BBCPE
|version=Normal (vs. Airborne Opponent)
|damage=0x2, 490x3, 2400
|cancel=R*
|guard=-
|startup=19+3
|active=2
|recovery=til L+14
|frameAdv=-
|attribute=T
|invul=1-19Inv
|hitbox=bang/2363214C
|description=
}}
{{AttackData-BBCPE
|header=no
|version=Overdrive (vs. Airborne Opponent)
|damage=0x2, 490x3, 2400, 600, 1000
|cancel=R*
|guard=-
|startup=19+3
|active=2
|recovery=til L+14
|frameAdv=-
|attribute=T
|invul=1-19Inv
|hitbox=bang/2363214C
|description=
*List what the move is used for
*List interesting properties in bullet points like invul, floating opponents on CH, etc.
Follow the [[Help:Writing_Character_Pages]] guidelines
}}
}}
<br clear=all/>
 
==Astral Heat==
{{MoveData
|image=BBCS_Bang_TheUltimateBang.png
|name=Shishigami-style Forbidden Technique: "The Ultimate Bang"
|input=j.6321463214D
|caption=
|image2=BBCS_Bang_AstralAnimation.png
|image3=BBCS_Bang_AstralFinishPose.png
|data=
{{AttackData-BBCPE
|damage=Death
|cancel=-
|guard=UNB
|startup=9+24
|active=3
|recovery=until landing
|frameAdv=-
|attribute=T
|invul=1-35GP(A)
|hitbox=bang/j.6321463214D
|description=
*List what the move is used for
*List interesting properties in bullet points like invul, floating opponents on CH, etc.
Follow the [[Help:Writing_Character_Pages]] guidelines
}}
}}
<br clear=all/>
 
==External References==
* Japanese Name:シシガミバング
* [http://www14.atwiki.jp/sisigamibangu/ Japanese Wik]
* [http://jbbs.livedoor.jp/game/45148/ Japanese BBS]
* [http://sp.bbcp.ac/ranking_view.php?mode=exe&type=psr_rank&couse=&charactor=bn&pref=0 Arcade Profile Dan Rankings]
* [http://www.dustloop.com/forums/showthread.php?17447-CP-Bang-Video-Thread Character Video Thread]
<br clear all/>
<br>
<br>
{{CharLinks
|charMainPage=BBCPE/Bang Shishigami
|videos=http://horibuna.web.fc2.com/BBCP/BBCP_BA.html
|forums=http://www.dustloop.com/forums/index.php?/forums/forum/65-bang-shishigami/
}}
{{Navbar-BBCPE}}

Revision as of 21:45, 5 August 2021



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+P becomes 236P.
> = 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
BRC = Blue Roman Cancel
RRC = Red Roman Cancel
PRC = Purple Roman Cancel
YRC = Yellow Roman Cancel
YYXRC = Dash Input X Roman Cancel in Y direction i.e: 22PRC
XRC~Q = Cancel the X Roman Cancel into Q i.e: RRC~5K
WS = Wall Stick/Wall Splat
AB =  A.B.A
AN =  Anji Mito
AS =  Asuka R♯
AX =  Axl Low
BA =  Baiken
BE =  Bedman?
BR =  Bridget
CH =  Chipp Zanuff
EL =  Elphelt
FA =  Faust
GI =  Giovanna
GO =  Goldlewis
HA =  Happy Chaos
IN =  I-No
JC =  Jack-O'
JO =  Johnny
KY =  Ky Kiske
LE =  Leo Whitefang
MA =  May
MI =  Millia Rage
NA =  Nagoriyuki
PO =  Potemkin
RA =  Ramlethal
SI =  Sin Kiske
SO =  Sol Badguy
TE =  Testament
ZA =  Zato-1

Combo Theory

With how much Goldlewis struggles in neutral, he really does not want to end a combo without oki. Fortunately for him, he can get it off of every stray hit he does with 684H, but that doesn't mean that's the best ender for every situation.

5P, 2P, 6P 2K, 5K, 2S, and f.S he all wants to end in 684H, as this is one of the only two Behemoth Typhoon (BT) options he can combo in to with these buttons at range, and 684H gives much better oki compared to 624H. If point blank, he can combo into 248H for a sideswitch and a small combo, but he can only confirm this combo from 2K > 2D point blank, as every other cancel must be immediate off a single button due to its incredibly small range. However, 248H is safe on block, and a frametrap if done from 5P, 2P, or 2K, with good reward on counterhit or raw regular hit, so it has its uses.

c.S and 5H he wants to end in 268H, giving slightly better oki than 684H with much better corner carry. In the corner, this is his main starter for most combos. At longer ranges of 5H 268H will whiff meaning you'll want to go back to using 684H.

His other buttons will depend on the situation. 2H he'll want to end in 486H midscreen for a combo extender, 426H also midscreen if he's close enough to the corner to get the wallbounce, and 268H at the corner to start combos.

Every 426H combo will roughly follow the two below, the first being damage optimal and the second working at higher gravity scaling:

426H, dash c.S > 248H, dash c.S > 426H WS 426H

426H, dash c.S > 2H > 426H WS 426H

No matter how far out you are, and seemingly no matter your starter, you can always combo into one of these two variants. If you want to get into Goldlewis' high damage routes, you'll need to learn these!

Read First

  • All damage values were tested against Ky at full life with the R.I.S.C Level at 0.
  • For readability purposes, Behemoth Typhoon should be notated with only cardinal directions as opposed to the whole input. For example, 63214H should be 624H.

Combo List

Beginner Combos

Beginner Combos
Combo Position Damage Tension Gain Works on: Difficulty Notes
5P/2P, 2P > 684H Anywhere 75/72 14% Everyone Very Easy Go-to abare An attack during the opponent's pressure, intended to interrupt it. combo, or to capitalise on 5P/2P hitting when intending to go for plus frame pressure.
5P/2P/2K > 248H, 5P > 684H Anywhere 114/111/108 20% Everyone Easy Point blank sideswitch. 248H is safe on block and any starter here is a frametrap fast enough to beat throws.
2K > 2D > 684H Anywhere 82 15% Everyone Very Easy Low confirm. There's a 3f gap between 2K and 2D, so point blank a reversal throw will punish the cancel.
c.S > 5H > 624H/684H Anywhere 126 18% Everyone Very Easy 624H to knock them away, 684H to keep them close. In a majority of situations, 684H will be the preferred option.
f.S/2S > 624H/684H Anywhere 85/83 11% Everyone Very Easy Autopilot poke string. Even on block you'll deal good chip damage so there's very little reason to ever not use this string. Will fall out at the absolute max range of 2S
CH 5H > 486H, dl 2S > 624H/684H Anywhere 16 27% Everyone Easy You'll commonly get CH 5H from the natural frametrap of c.S > 5H, making this a useful conversion to pick up a conversion on people mashing. At farther ranges of 5H 624H/684H can whiff, 684H is recommended as its upwards swing can mean it can combo at ranges where 624H would not.
5[D], j.D jc j.D > j.S adc j.Px2 Anywhere 198 19% Everyone except AN Very Easy Easy bake 5[D] combo that can be done from anywhere. Just be careful not to air throw after the jump cancel. Against Anji, you can replace j.P with j.S

Punch Combos

Punch Combos
Combo Position Damage Tension Gain Works on: Difficulty Notes
5P, 2P > 684H Anywhere 72 14% Everyone [1] Very Easy Go-to meterless combo for getting someone off you, or to capitalize on the hit of 5P/2P
5P, 2P > 684H Anywhere 75 15% Everyone except GI [2] Easy 5P link combo. Does not work on crouching opponents nor standing Giovanna.
2P, c.S > 5H > 684H Anywhere 101 20% Everyone [2] Easy Crouch confirm
5P, 2P, 2K, c.s > 248H > walk > c.S > 268H > 684H WS > 624H Goldlewis in Corner 201 ~30% Everyone [3] Medium Most consistent and fast version (in terms of special used to wall stick) of this combo, which converts a 5P, 2P (200 damage), 2K (197 damage), or c.S (259 damage) hit into a wallbreak when cornered. The difficulty comes down to getting the timing right on the walk > c.S so that you properly cross-up the opponent in time for the rest of the combo to hit. Streamable

Kick Combos

Kick Combos
Combo Position Damage Tension Gain Works on: Difficulty Notes
5K > 2D > 684H Anywhere 89 16% Everyone [1] Very Easy
2K > 2D > 684H Anywhere 82 15% Everyone [1] Very Easy
2K > 248H, (microwalk) c.S > 268H, 624H WS 624H Back to Corner 197 34% Everyone but MA & IN [3] Medium Must be very close to opponent. A microwalk or dash is required to get the sideswitch only if you are completely back against the wall. Works on May and I-No if they are crouching. A 2K > 2D starter can be used on some characters for a better confirm, but it is very character and range specific.

Slash Combos

Slash Combos
Combo Position Damage Tension Gain Works on: Difficulty Notes
c.S > 2H > 486H > dash 5K > 684H Anywhere 180 30% Everyone [2] Easy Can optionally end in 268H for a different knockdown
c.S > 2H > 268H, 426H, dash c.S > 2H > 426H WS dash 624H Corner 270 44% Non-Heavyweights [3] Medium Easy to execute on lightweights
c.S > 2H > 268H, 426H, dash c.S > 2H > 684H Corner 223 40% Non-Heavyweights [3] Medium Non-WS version of above combo
c.S > 2H > 426H, dash c.S, 248H > 426H WS 624H Corner 266 [4] Hard Double sideswapping combo that works on everyone
c.S > 268H > 2H > 426H > walk > c.S, 2H > 268H WS dash > 624H Corner 274 ~40% [3] Medium Good meterless wallbreak combo if you're ready to confirm off of the c.S with a special. Streamable
CH c.S/5H > 486H > microdash c.S > 2H > 426H > dash c.S > 2H > 426H > WS dash 624H Near Corner 276 52% Everyone [4] Hard Can connect with CH f.S starter at the closer end of its range. Works on lightweights at near midscreen, but requires much closer corner positioning on heavyweights.
CH c.S > 486H, dash c.S > dl 248H, c.S > 624H/684H WS 624H/684H Back to Corner 267 47% Everyone [3] Medium Sideswitch after CH c.S, hitting the second c.S too early will cause 248H to whiff, too late and you'll get OTG connect and no combo.
c.S > 248H, microwalk forward c.S > 5H > 426H, dash c.S > 2H > 426H WS dash 624H Back to Corner 271 48% Everyone [3] Medium Alternate cornered route. Doesn't require counterhit. Sideswitches after microwalk. Light characters may wall splat early from the 2H if too close to the wall, leading to less damage; the best way to avoid this is to delay the first c.S.
f.S > 684H 66.PRC, dash c.S > 2H > 426H, dash 2H > 426H WS 236S Midscreen 233 -36% Everyone [4] Hard The second 2H must hit as deep as possible for them to be low enough for 236S to connect. It is usually possible to dash up and 624H after wall splat for some extra damage.
c.S > 2H > 426H, dash c.S > 248H, dash dl c.S > 6H WS > 1080P Corner 291 -36% Everyone [4] Hard Big damage corner combo. Delay as much as possible for the second dash
c.S > 2D > 248H, c.S > 268H, 426H WS 426H Back to Corner 256 42% Everyone [3] Medium

Heavy Slash Combos

Heavy Slash Combos
Combo Position Damage Tension Gain Works on: Difficulty Notes
CH 5H > 426H > c.S > 2H > 684H Corner Easy Basic 5H frame trap confirm into oki. (please optimize this)
CH 5H > 486H, microdash c.S > 248H, f.S > 624H/684H WS dash f.S Back to Corner 255 Medium Not enough delay to c.S and 248H won't connect. Too much and you OTG with no combo.
2H > 268H, 6H > 426H, microdash c.S > 2H > 426H WS 6H Corner 288 ~43 Medium Works grounded or as anti-air. If anti-air, first 6H must be delayed, but timing is lenient.
CH 6H > 268H, 426H, 2H > 248H > 66 c.S > 862H WS 426H Corner 314 Hard Very high (possibly max) damage meterless corner CH combo. Should be able to be done with most CH launchers, with 6H being the most rewarding. 2H can be replaced with a delayed c.S to make the combo easier at the cost of 3 damage.
CH 6H > 268H, 426H, 248H > 66 c.S > 2H > 426H WS 624H Corner 315 49 Very Hard Variant of above combo. Likely character dependant; Ky will usually WS a frame or two before the last 426H lands, why he doesn't every time is unknown (may require a delay to 248H?)
CH 6H > 268H, 426H, c.S > 248H > 66 c.S > 426H WS microdash 1080P Corner 335 -5 Hard Buffer the 1080 motion during 426H so that you can hold forward, use the dash macro to advance, then press P once you're close enough for the cinematic. If you don't get the cinematic, you only lose out on 3 damage for 332, so better to not dash too much than to try and dash too much and drop the combo. If you don't use the dash macro, you can dash 632146P and get the cinematic for 329 damage quite easily.

Dust Combos

Dust Combos
Combo Position Damage Tension Gain Works on: Difficulty Notes
5[D]~8 > j.D > j.S > adc > j.S > j.S Anywhere 183 Everyone [1] Very Easy
5[D]~8 > j.D > 9jc > j.D > j.S > adc > j.D > j.D Anywhere 206 Everyone [2] Easy

Throw Combos

Throw Combos
Combo Position Damage Tension Gain Works on: Difficulty Notes
4/6D > 88RC > 6 > c.S > 2H > 426H > c.S > 5H > WS > 426H > WB Corner 167 Positive Bonus Everyone [2] Easy Need to hit the first c.S as high as possible
4/6D > 66PRC, c.S > 2H > 426H, 5K > 268H WS 66 624H Corner or Near Corner 176 -30%+PB Everyone [3] Medium PRC as early as possible (i.e. right after hitstop on the last headbang). Drift PRC is optional if in corner.
4/6D > 66PRC, c.S > 2H > 486H, 684H Anywhere 131 -33% Everyone [2] Easy Basic midscreen throw RC combo

Air Starter Combos

Air Starter Combos
Combo Position Damage Tension Gain Works on: Difficulty Notes
j.K > j.248H > microdash c.S > 2H > 426H/684H Anywhere 150 - Hard Basic jump-in combo. Corner extension is possible. Use 426H if youre near the corner as it leads to a longer combo, and use 684H midscreen for a better knockdown.
j.K > j.248H > microdash c.S > 2H > 684H > 624H Anywhere 174 - Hard Better damage + corner carry, but worse oki. Your choice between the two combos really.

Behemoth Mixup Route Combos

Behemoth Mixup Route Combos
Combo Position Damage Tension Gain Works on: Difficulty Notes
non tip 486H, c.S > 2H > 684H Anywhere 157 Easy Point blank midscreen confirm. Microdash in corner to get c.S. Early connect 486H gives 177 damage
486H, 268H, 684H Anywhere 159 Medium Point blank midscreen confirm alternate route. Early connect 486H gives 180 damage
486H > 5H > 426H Anywhere 139 - Easy In corner, a wallbreak extension is possible (see below). Confirm when not point blank. Early connect 486H gives 157 damage
486H > 5H > 426H > microdash c.S > 2H > 426H > WS 6H Corner 241 - Medium Wallbreak extension of above combo. Early connect 486H gives 275 damage
486H > 5H > 426H > 2H > 426H > WS 6H Corner 237 - Easy Slightly easier version of above combo.
486H, 684H Anywhere 118 Easy Max range confirm. Early connect 486H gives 131 damage, but if you get the early connect you're always in range to put 5H in the middle for a more optimal combo anyway
862H > RRC > c.S > 2H > 486H > 624H Anywhere 155 - Easy Near unreactable overhead/low mix RC extension, see below combos for other routes. Least damage, but works anywhere on the screen.
862H > RRC > dash c.S > 2H > 426H > 2H > 426H > WS 236S Midscreen 237 - Hard Midscreen route. Dash until opponent is about gut level. 2H timing is suprisingly strict.
862H > RRC > c.S > 2H > 426H > Microdash c.S > 2H > 426H > WS 6H Corner 207 - Medium Route for when your opponent is pressed against the corner.
862H > RRC > c.S > 2H > 268H > 6H > WS 624H Corner 203 - Medium Slightly easier route for when your opponent is pressed against the corner.
862H > 66.PRC, c.S > 6H > 426H, dash c.S > 2H > 426H WS 6H Corner 249 - Medium Higher damage corner route.
CH 862H, 2S > 624H/684H Anywhere 148 22 Very Easy Meterless midscreen counterhit overhead combo
CH 862H, 2S > 268H, 624H/684H Corner 186 28 Easy Corner meterless counterhit overhead combo
CH 862H, 2S > 268H, 6H Corner 184 28 Easy Alternate route for less damage, but you can cancel into 214S to end
842H > 2S > 624H Midscreen 135 - Medium Meterless low mix combo
842H > 2S > 684H > 66.RRC, dash c.S > 2H > 426H WS 6H Midscreen 232 - Medium Low RC extension. At some ranges, the RC will whiff, but the combo still works. When this happens, it deals 247 instead.
842H > 2S > 268H > PRC, c.S > 2H > 426H WS 6H Corner 267 - Medium Corner version of above. Doesn't matter if PRC whiffs.
248H > RRC > c.S > 2H > 426H > Microdash c.S > 2H > 426H > WS 6H Corner 229 - Hard Low route for when your opponent is pressed against the corner. Be quick with the BT before the wallsplat or it will break the wall, leading to less damage.
248H > 44.PRC, c.S > 2H > 426H, c.S > 2H > 426H WS 6H Corner 258 -40 Medium Low corner route. Against lightweights and at some ranges against other characters, walking back after the PRC is required to avoid side switching. Everything after the PRC is burst safe.
CH 268H, dash c.S > 2H > 426H, dash c.S > 2H > 426H WS 6H Midscreen 282 ~47 Medium Initial launch is high enough to still combo after some trades; e.g. point blank blocked 5K into 268H will trade with 5F moves for full combo.

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