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Jan 24th, 2017
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  1. Offensively Bang is weak. Mixup is alright at best, frame trap game is pretty gucci and delay gattlings are almost non-existant. Special cancel rps is alright due to 623b being only -1 on block, the reward being not too much unless it CH. Not worth the risk imo. And 623c which will do ~2.3k but if you get fuzzy guarded or OD'd through it, prepare to take a chunk of health.
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  3. Bang can turn small hits into big ones though if he catches the opponent on standing, or get's a counterhit somewhere using his frame trap game.
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  5. His pressure isn't extremely scary, but he can take a chunk of life of you very easily if he has the right setup. Bang offense is scary due to how far he can take certain hits, it's just not very safe. Using his natural resource (nails), cornercarry and even damage can be high in the right situations (5b [standing], 2c ch, 5a ch[standing], 2b[standing], 5c).
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  7. Whilst his mixup isn't good, he can kill in 2-3 hits, in the right conditions, which can be very scary for the opponent.
  8. Bang having little damage on crouchers really hurts him though. So you have to overextend to even hope to get a good hit in.
  9. His overdrive opens up his mixup game a lot, 8-way dash, decent damage if you have seals etc, but his defensive options almost don't exist in that mode since you're always trying to open your opponent up which can lead to getting mashed pretty easily whilst you try and mix them up. Normally, an early round OD will net you AF and 4 seals, but you waste an OD confirm that gives other characters loads of damage, barely any for the ability to try and get lucky later on in the round with OD and more meter.
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  11. A large portion of your neutral game involves nails which is both a pro and con (pro being you start off with 12 and don't need to setup anything, the con being you only have 12 and can't do much without them). They all have different uses in neutral, but the main point is that if someone just avoids them and can avoid them until you run out, you may as well give up lmao.
  12. Bang relies a lot on his movement making for offensive pressure using positioning with things like double airdash, very fast run speed and solid air control with j.C, j.623C, j.B and D nails bouncing from the ground and going up to the ceiling.
  13. Causing openings through his movement to create an advantage is his biggest advantage over the majority of the cast. Loads of jump cancel on block buttons means that whilst they aren't very strong on block, he can either jump and continue pressure, or jump away and reset to neutral and try and find another opening.
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  15. So his pressure for the most part isn't terribly committal until you throw out a bad button.Certain characters do take away his great movement ability and usage of nails in order to cause openings! (Izayoi lmao, Arakune lmao etc). His buttons aren't terribly great, but they aren't the worst. Instant blocking 2B immediately cancels a lot of his options and forces your turn against him due to weak options from it.
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  17. Overall I would not call Bang a very "stable" character. Far too many things can both go wrong and right. So whilst you may have a very usable frame trap game, good movement, nails, the rewards for all these requires your opponent to be standing to start off with, your overdrive isn't very stable either due to needing either setup before, or landing a hit in or confirming OD beforehand to gain your seals to get your damage going. Nails also being a big factor in your game means that once they run out, you are a very, very weak character.
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