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GreekAngel

Blazblue CF Bang Changes by Greek

Jun 2nd, 2016
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  1. Changes that I have observed/heard about about CF Bang. This list is mainly a sort of thing I need to remember when watching CF Bang compared to CPE Bang. I sorta read about this stuff in uhm... twitter I guess? Also had Stayfree in the arcades relaying me back info plus I watched some CF Bang footage so I had to refresh on that knowledge alot. If I miss anything, let me know @GreekAngel5A on twitter. HOPEFULLY THIS IS A CLEAR LIST! DON'T YELL AT ME IF I GET IT WRONG, MOM!
  2.  
  3. Key:
  4. +: Buff -:Nerf ~:Middle of the road I guess?
  5.  
  6. 5A > 2A gatling got removed -
  7.  
  8. 2A > 2A gatling returns +
  9.  
  10. 6C gains more hitstun (attack level buff?) so you can do 6C > jc.JD during short starters after IAD combos for example. +
  11.  
  12. 6B knocks down on hit. Basically CT Status. Combos into 2A on CH. ~ (RIP 6B Loop forever. You will be missed.)
  13.  
  14. 3C now moves farther, is faster, and floats on hit. Dash 5A can combo after it, on fatal(?) and also Dash 5B on fatal if spaced correctly. +
  15.  
  16. Drives in general took a starter rating nerf. Now can really only do a super short combo. -
  17.  
  18. Drives now have a D Followup: Drive Explosion. Fatals, invincible, VERY active againt block, very safe. Best DP(?) depending on the drive used determines when the explosion comes out. 6D explosion followup takes a year lol (really bad) +
  19.  
  20. 5D has slightly more startup, to the point where you can still do 5D in common places, but not during crouching combos like 2B > 5D. 5D also floats on hit, so 5C > 5D can actually get corner carry IAD combos. FINALLY!! Also, has more recovery. Also, 5D wallbounce now has less hitstun, so act quickly after the corner wallbounce. +
  21.  
  22. Drives now special cancel on block. Only 5D and 2D from what I've seen. +
  23.  
  24. JD took a proration nerf. -
  25.  
  26. 2D jump cancel on block returns. Respect the 2D! +
  27.  
  28. J.623C: Air Command grab. Can combo off of it now. sj.JB for a followup or ASHURA. Burst safe BOIZ!! +
  29.  
  30. J.22A No longer consumes a jump. Can now do it twice in the air. +
  31.  
  32. Poison nail (J.236A) ticks faster now, so damage is now more pronounced. Also A nail relaunch combos midscreen became easier because it got more hitstun? Unsure, but still good. Also has more blockstun. +
  33.  
  34. Explosion Nail (J.236B) now retains momentum like A nail. Generally makes corner combos better and grant better 4 Seal combos. +
  35.  
  36. Web Nail (J.236C) webs on block. +
  37.  
  38. Bumpers now can only be used up to 3 times before disappearing. You can bumper cancel any move as long as you are near the bumper. Command grab, 623B, Ashura, Daifunka, 6B, 3C, etc. are just some of the things that can be cancelled. + (Excellent mixup time boiz!!)
  39.  
  40. Umbrella (632146B) tracking now improved, but umbrella can be hit. Also has faster startup. We got setplay now? ~
  41.  
  42. Crush Trigger became faster, so its a much better combo piece. Lost its ignoring combo rate property buuuut... also, guardbreak is very small, so gotta be close to follow it up with 5A. Also bumper cancellable.... because fuck it, wynaut. ~
  43.  
  44. Ashura is now punishable on block. It had no business being -4. But... I think it took a damage buff into 2.2K. Soo... eh?? ~ (thinking more of a nerf but whatever)
  45.  
  46. Shippugeki (Command Grab Super AKA New Super) got its damage slightly reduced. -
  47.  
  48. Exceed Accel causes bang to throw out multiple nails, shurikens and knives. Afterwards, he tosses bombs and transitions into his taunt pose. Opponent can roll after this knockdown and bang is slightly minus during it(?) Forces Active Flow on hit if active flow isn't active.
  49.  
  50. Barrier Cancellable taunt. +
  51.  
  52. TL;DR Bang certainly seems stronger in CF than he was in CPE. Quite possible the strongest version to date. I could be wrong because Dora says that Bang is currently weak right now but... Looking through these changes, I honestly do not see this. Maybe for Matchups in this game like Carl, Arakune, Izayoi and Azrael, which is what I think Dora meant. SMP changes also help him since he can now do multiple 5Ds for corner carry and not have to suffer from combo time dying because of it.
  53.  
  54. He seems fine I guess. Once again, I could be wrong so like... don't hesitate to let me know, ok?
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