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- The Beginner’s Guide to Manliness v.CP 1.0
- Before reading anything, look at this link and read all about the various system data there: http://www.dustloop.com/wiki/index.php?title=BlazBlue:_Chrono_Phantasma
- Bang Frame Data for reference:
- http://www.dustloop.com/wiki/index.php?title=Bang_Frame_Data_%28BBCP%29
- Table of Contents:
- I:Who is Bang Shishigami?
- II: Should I play Bang?
- III: Bang Terminology
- IV: Bang's moves and their general uses
- V: Combos
- VI: Pressure and Mixup
- VII: FuuRinKaZan
- VIII: Misc. Tips
- IX: Links
- X: Closing
- XI: To do.
- XII: Disclaimer.
- I:Who is Bang Shishigami?
- Taken from the official site (CT character profile, no biggie)
- "Profile:
- Height: 192 cm
- Weight: 105 kg
- Birthday: January 1
- Blood Type: B
- Race: Human
- Hobbies: Training, thinking of names for his special moves
- Values: The 6-foot nail (memento of his master)
- Likes: Justice
- Dislikes: Evil
- Personality:
- A real man, who never compromises in either his duty or his desires. He’s very impulsive, although whether that’s a good trait or a bad one is open to interpretation. As he a ninja, he takes good care of his henchmen and subordinates.
- Backstory:
- After losing their home in the Ikaruga Civil War, Bang and his clan of ninjas fled to Kagutsuchi to regroup and wait for a chance to restore their homeland to its former glory. While in Kagutsuchi, Bang decides to make his debut as a “Vigilante of Justice”. When he learns that Ragna the Bloodedge has come to Kagutsuchi, he decides to bring the legendary criminal to justice!"
- In CS, Bang is looking for Lord Tendo’s son and of course any opportunity to impress Litchi. It is confirmed he has a Nox, but it is not active.
- In CP, Bang is still looking for Lord Tenjou’s son, and knowing about the nox nyctores that slumbers within his nail, he sets out to find out its true purpose.
- II: Should I play Bang?
- That is a question you need to answer yourself, I can only guide you there. First some pros and cons
- Pros:
- A fairly fast character with plenty of mobility to be found in his speed, 2 air dashes (or an airdash + double jump in the same jump), teleportation during his autoguard, dash bumpers, and FuuRinKaZan overdrive.
- A strong mixup and decent pressure. He can do double overheads, 5c is a 24 frame fairly ambiguous overhead, C nails can be used for pressure reset attempts as well as a command grab. FRKZ turns the mixup from good to godlike with the ability to cancel most normals into an 8-way command dash, as well as giving him amazing damage everywhere!
- Above average HP (11500), tied with Jin for third highest life in the game.
- Decent damage in the corner, and now alright midscreen damage!
- Manliest character in the game!
- Cons:
- Some air-unblockable normals, but still has a weak anti-air game.
- Has to rely on shaky auto-guard and counter assaults to get out of any solid pressure. Basically you'll need good blocking ability to be consistently successful.
- Lacks range.
- Essentially, if you like speedy mixup or pressure characters that can still take hits, and don't mind some range and defense issues Bang will be a solid choice for you
- III: Bang terminology:
- Directions will be referred to with a number pad system. Imagine an arcade stick or dpad for a moment...then imagine a desktop computer's keyboard, the number pad:
- 789
- 456
- 123
- So basically 5 represents a neutral position, 9 jump forward, 2 a crouch, 1 pressing back and down diagonally, etc.
- A/B/C/D Nails - Bang's air 236 A/B/C/D. The button used is referenced.
- Bumper - Bang's 214 A/B/C/D. Maybe used with A/B/C/D first to refer to specific ones.
- Command grab (may refer to air or TK versions if said) - Bang's 623C, a command grab!
- FRKZ/Bang Install/Overdrive AKA OD - FuuRinKaZan. Bang's overdrive when he presses ABCD in neutral with a full burst.
- Umbrella – Bang’s Nail Rain super now turned into a special. Command now is 41236A, and takes up only four nails.
- Fire Punch/Phoenix Crash- Bang’s fire punch special. An integral part to many of his combos. Command is 623B for air and ground versions.
- Autoguard - During Bang's 5D, j.D, 2D, and 6D he has certain frames that have him automatically block certain attacks, and continue the move. The game will look like it paused for a moment with the opponent's move striking Bang mid move.
- DaiFunka – Bang’s autocombo super. 2362314 C. Has an overdrive version.
- Ashura – Bang’s explosion super. 236236 A.
- Shippugeki – Bang’s new reward for getting all 4 seals in a match. A full screen auto tracking command grab super that does decent to excellent damage. 236236 D. Has an overdrive version.
- Even still, I will refer to most moves by their command!
- IV: Bang's moves and their general uses
- The move’s command – Description- Starter Rating
- General uses and expectations for the move.
- Bang tends to give his special and supers stupidly long names that don’t say much to us, so those will be left out of here…
- Also, refer to this page to see how the combo system works in CP: http://www.dustloop.com/wiki/index.php?title=Damage_%28BBCP%29
- Normals:
- 5a – Bang throws a quick left jab – Short.
- A decent poke. 6 frames. Also neutral on block, making it 95% safe on instant block. Alright anti-air as well. Jump cancellable on block as well, but less important given it's your poke and combo starter. Prorates pretty badly compared to...
- 5b – Bang throws a right straight – Normal.
- CS1 5b IS BACK! Ok not really, but it's looking better than CS2 AND CSE! Has range and damage over 5a, but starts up slower. 9 frames and -2 but still fairly safe and decent priority compared to most of Bang's normals. Better hitbox than CS2. Oddly enough will combo into 5c on counterhit. Air unblockable property makes it a moderate anti-air, better against turtlers holding up back nearby though. It is also jump cancellable on block, allowing you to reset pressure or to get away and create space.
- 5c – Bang slams his hands on top of his opponent – Normal
- Overhead. Part of the mixup game. Doesn't lead to much damage unless you're in the corner. Starts up in 18 frames but doesn't actually hit crouchers until frame 24....Fatal counters. Jump cancellable on block
- 5d – Bang’s gauntlets glow, then he lunges with an uppercut – Short.
- Only autoguards mids and highs from frames 3-11, and grants the Fuu seal on hit. Major change to the properties of this move...again - hitting with it causes Staggar on ground hit, floats away on air hit, gives a small wallbounce in the corner, and on air CH, causes the opponent to wallbounce. When autoguarding with this or Bang's other D moves, pressing a, b, or c will teleport him forward, usually behind the opponent. Heavier button - longer distance. 5D is no longer special cancellable at all, unless you are in FuuRinKaZan.
- All D normals grant a unique seal on hit. 4 Seals allow you to unleash the incredible force of Shippugeki and unlock the fullest potential of FuuRinKaZan!
- 6a – Bang lifts his leg up then thrusts it low – Normal
- Hits low, but kinda slow. Doesn’t connect much outside of combos. This is no longer jump cancellable on block. 5c can gatling into this for safer high->low than 5c, 2c (6a is +1, and good for frame traps). But 2c is unreactable and forces a guess. 6a grants a slightly better reward, with 2c being forced tech (more on that in its writeup). Bang can also gatling 6a into an overhead, which is his 6bm or into a combo filler, which is his 6c. Overall, a great move given Bang rarely gets frame advantage, but watch out for barrier pushback when pressuring.
- 6b – Bang does a flip forward connecting with his leg – Normal
- Overhead. Only -1 on block too! Airborne properties give it an edge vs. low moves and stop you from getting thrown. Even more useful overall. 5c, 6b is a double overhead gatling! Combo on counterhit or RC. Imo, underrated overall.
- 6c – Bang leaps forward with a high kick – Normal
- Doesn’t hit crouching. A combo filler move. For the 5th game in a row, we are cursed with this move that doesn't hit crouching characters.
- 6d – Bang turns around and delivers a low kick – Short
- Starts up way faster (24 compared to 30 frames). Autoguards mids and lows from frames 1-14. Hits low, and loses its special cancel on block, forcing Bang to commit to it entirely when it gets blocked, but is useful in combos and as an occasional defensive maneuver! It also grants the Rin seal on hit.
- 2a – Bang crouches down and gives a quick chop to a feet – Short
- The same as CSE essentially. Fast and hits low. Horrible proration though so try not to start a combo with it very often. Can pick up people off the ground, both in combos or when you catch sleeping. Note for new players - can only use twice in succession.
- 2b – Bang thrusts his elbow forward – Normal
- A move that is a bit less important because it lost its jump cancel on block, but is fast enough not to be reacted against in pressure, with some possible extreme exceptions . It is important because it is used for a variety of reasons in many combos, and it has a long reach for Bang. Can also gatling into 5b, which gives it a better use in neutral situations, and into 6b for an overhead during pressure.
- 2c – Bang does a sweep kick – Normal
- Hits low. -4 on block. Now your opponent can tech right when they hit they ground, making this move near useless. This property is changed in FRKZ, where you'll be using this move in combos because it floats up higher, letting you 6c and continuing from there. This is now used also in Bang's corner combos, since you'll 623b before they hit the ground.
- 2d – Bang’s gauntlets glow as he crouches, then he uppercuts – Short
- AKA Fist Pump (Bang's been hanging out in Jersey it seems). Decent move but lacks range. Unlike other D moves, you CAN cancel this on block with a jump. Combos into j.d now, regardless of character. Autoguards highs and mids. Can anti-air sometimes. CH launches higher on hit. Grants Zan seal on hit
- 3c – Bang does a slide kick ala Dictator, Claw, Dhalsim, what feels like most of the Marvel 3 cast, etc - Normal
- Unsafe on block. This move has head invulnerability for some god forsaken reason. No seriously, why does it have head invuln? Oh well, it CAN be used as a weird anti-air sometimes. On hit, can combo 2a to pop ‘em up depending on distance. Fatal counters. Use 2b to combo in such a case. Also used outside the corner for a free extra hit after an air throw (in the corner you can do oh so much more...).
- j.a – Bang throws a quick air punch. Can be repeated for a couple of punches switching hands – Short
- Fast short range air poke, a way to potentially anti-air even. You can use air and ground command grabs as well as air unblockable ground normals to trap after this move. Give it a shot!
- j.b – Bang kicks horizontally in the air – Normal
- Longer range air to air, used in air combos and a potential poke. Can go into an ground bread and butter if hitting a grounded opponent.
- j.2c – Bang kicks downward – Normal
- Air to ground. Will send an aerial opponent to the ground. Can go into an ground bread and butter if hitting a grounded opponent. Can crossup, but harder to do. Easier on fatties like Tager. Command has changed from j.c to j.2c, so it may take some getting used to at first.
- j.d – Bang gathers energy into his hands and slams downward.
- Autoguard 4-15 properties, against mid and high attacks. Used in some air combos as well. Downs opponent no matter where you hit them (air or ground). Halts aerial momentum. Horrible proration now. On counterhit, this move ground bounces.
- j.4b – Bang kicks behind him -Normal
- Bang’s old j.4c (for players coming from CT! Welcome!), basically j.c in the other direction. Crossup tool. Hits pull them towards you.
- j.c – Bang performs what looks like a 6c in the air – Normal
- Air to air and combo filler mainly. Jump cancellable on hit. Great proration, lots of untechable time, and a command change from j.4c to j.c makes IAD j.c combos now actually doable in CP.
- Throw (bc) - Bang grabs his opponent, disappearing before coming out with a drop kick – Short
- Wallbounces. Combos midscreen with an airdash, specials in general! Most commonly followed by j22a for Combos. It works in the corner too! Buffed!
- Air throw (j.bc) – Bang grabs his opponent, then disappears before teleporting behind (infront if you input 4bc) with a kick – Short
- Causes groundslide. Followups are possible by either 3c or 2b, which are height dependant.
- Special moves:
- Guardpoint A/B/C – When your D move autoguards an attack, pressing A, B, or C will have Bang teleport, then finish the attack.
- Button pressed determines distance teleported, A being the shortest, C being the longest. Learn to know which to use, or even to teleport at all, depending on the situation.
- 623c – Bang grabs the opponent, sending them upward delivering a few hits before kicking them downward – Short
- Command throw, though pretty slow and doesn't have great range...Part of your mixup game, as it cannot be broken outside of hit or blockstun. You retain aerial options (such as jumping, dashing, etc.). Rapid the last launching kick to get some combo follow ups. NERFED HARD in CP, damage scales WAY too horribly. It is recommended to rapid the first launching kick and then Overdrive in order to get decent damage.
- j. 623c – Bang grabs his opponent, kicking them up once, then downwards, followed by launching them in the air – Short
- Aerial command grab. Catch predictable techs or jumps for some solid damage. Halts momentum if whiffed. Rapid before the launch (but after Bang gets to the ground) to go for combo follow ups, again damage scales decently, but not too well.
- 623b – Bang throws a punch with both arms engulfed in flame – Normal
- No longer wallbounces midscreen. Gives a small groundslide, which is essential for damage output. -7 on block now means it's not so great a poke, make sure to space it properly. CH lets it wall bounce midscreen. In FRKZ, it is given a wallbounce property, allowing follow-ups to occur.
- j.623b – Bang lunges forward once again throwing a punch with both arms engulfed in flame - Normal
- Similar to 623b. Game counts it as a different move for damage scaling purposes. Better recovery time. Gives a small wallstick in the corner, allowing you to pickup with 5A or 5B when close to the corner, depending on how low you were and how high your opponent was when you used it. CH allows for a wallbounce midscreen. TK623b will get you -4 total. Dora wannabe? Also, like 623B, gains a wallbounce property in FRKZ, allowing for follow-ups, mainly 5c.
- j.236a/b/c/d – Bang throws a nail from his supply of 12. The button pressed determines the nail – Short
- A nails are thrown at a 30 degree angle and Bang retains his momentum. These nails poison on hit. The poison is pretty solid and can be worth using after a j.c depending on preference, as it can be used in corner combos to rack up an unprorated 800 damage into any combo. Can be used to maintain distance from afar or approach by cancelling your airdash with one (Bang retains the momentum). Now in CSEX, these nails will knockdown airborne characters. Learn to cancel this move from airdashes to give yourself a great approach!
- B nails are thrown at around a 30 degree angle, and Bang retains his momentum. These nails will bounce off the ground or whatever they hit and then make a small explosion. Covers some space, though not as effective as d nails.
- C nails are thrown at a 60 degree angle and Bang stays in place. These nails upon hit will ensnare the opponent in a net. Useful for getting some extra damage midscreen and with the change to d nails, may be used to reset pressure...
- D nails are 3 nails thrown at a time at all 30, 45, and 60 degree angles. They retain Bang’s in the air, and bounce off the ground. They are also fast to come out and recover. D nails have a ton of versatile uses, such as controlling space, keeping distance, providing cover, and used in combos. As expected, they consume 3 nails from your stock instead of 1 unfortunately.
- Due to the change of Bang’s D nails, they are no longer used to reset pressure. Bang players have to play a lot more solid in order to pressure effectively and maintain advantage, but you can glide with D nails now, though.
- Bang also has a variant of nails by entering 236(command)+D, which allows him to throw out 3 of a specified nail, but I haven’t found a use for it yet.
- 214a/b/c/d – Bang lifts his arm up and places a bumper on screen.
- A and B versions set bumper in front of you, C above you, D behind you. Jumping into a bumper then pressing a direction will cause you dash in that direction. Only one bumper of each version will be set at a time, setting a second say, A bumper will get rid of the old one, but setting a C bumper while an A bumper is out, will have both of them on screen. Experiment and create your own setups! Remember you can also cancel normals into this, though you will probably be at disadvantage.
- Can be done in the air. Location is also dependent on how high you set it.
- 41236a – Bang throws an umbrella above his opponent, causing many nails to rain from it – Normal
- Consumes 4 nails, and is now a special. Umbrella vanishes if Bang takes damage. Generally Bang’s other specials are more viable, but this has uses too.
- j22a - Bang deploys a cape that he floats with, a la Mario from Super Mario World.
- A new special that is key to his air combos both midscreen and corner. Can be used in neutral, but can only be used if he hasn't used any of his air options. Bang can fly through other characters while using this special.
- 5a+b – Bang spits out flames in front of him – Normal
- Bang’s universal guard crush called a crush trigger. Takes 25 meter and is counted as a projectile. It’s a rather poor crush trigger with limited use, BUT in FRKZ, it’s a different story. Usually used at the end of FRKZ combos or in the middle of certain midscreen and corner combos for extra, unscaled damage into an already high damage combo, allowing for amazing, flashy combos.
- Distortion Drives:
- 2363214c – Bang dashes forward, if he connects, will perform a damaging autocombo. OD version kicks the opponent around for three more hits before slamming them into the wall.
- Carries opponent to the corner. Has invincibility on dash (frames 1-24 after flash). Not as easy to combo into now and may not be worth it (unless you will win of course). Unsafe on block. Can no longer follow up. Overdrive version is the most used ender for 50 heat, seeing as you get corner oki from it landing, and a lot of unscaled minimum damage.
- 236236a – Bang goes into a powerup stance releasing tons of energy around him. On hit, the opponent will get sent up and 2 Bang’s will appear, attacking in an X formation, as the opponent drops down, Bang will pose like a Kamen Rider.
- Unlike Daifunka, covers above him. This plus the invincibility can make this a reversal of choice. Forces opponents to respect you when pressuring or getting up or get hit. Not terribly safe at -7, but not too bad. On the other hand, you can RC this move and you no longer get put at frame disadvantage on hit. And the extra startup is after the flash, where Bang is invincible. Bang's best direct damage super now imo, and due the nature of his combos, his meter ender.
- 236236d – Bang strikes a pose, then teleports behind the opponent and grabs them. The normal version ends with a upward nail, and the OD version ends with a downward nail.
- A full screen, auto tracking command grab that only gets activated whenever you fully achieve all four of Bang’s seals. Bang is fully invincible when he strikes the pose, so it can be used as a reliable reversal, but the moment he gets behind his opponent, he can be hit out of the super, so be careful. The air and ground versions are determined by the position of your opponent when the superflash goes off. Ground version comes into contact with the opponent after 10 frames after the superflash, so most likely, you will be mashed out of by 5a’s, 2a’s, grabs and a few 5b’s and 2b’s. Aerial version comes out at a whopping 3 frames after superflash, making evasion next to impossible unless the following happens:
- A. A character holding a full burst decides to overdrive
- B. A character uses a DP or an invincible move
- C. a move with a hitbox close to the character’s hurtbox and/or hits behind them is already active
- D. teching the grab when it purples on you or immediately teching as soon as bang is behind you, expecting to reset you.
- Unless the following are met, the opposition will be eating 2.5-2.7K or 4.6-4.9K (OD), depending whether overdrive is active or not.
- Astral Heat:
- j.6321463214d – Bang will get the giant nail off of his back and stab. Connecting will cause Bang to go through many random old Japanese styled doorways on his way to drive the nail into his victim. Bang will then do his FuuRinKaZan victory pose (crossed arms posed with the letters on the side)…without wearing anything but a scarf and underwear.
- No minimum height requirement allow this to be tk’d! Has lots of autoguard everywhere. Oh and it's unblockable too . Can also be combo’d into from Bang’s normal throw in the corner! If you have the heat at the end of the match, go for it! You’ll be the hero at your arcade/tournament/gathering for sure.
- V: Combos
- See the combo thread listed in the Bang boards for specific combos. Some general notes:
- 5b as a starter will generally lead to greater damage and longer combos than 5a and 2a.
- All d normals have same move proration. Unless you're about to end your combo, always make sure you use different d moves in your combos.
- Stage awareness is pretty big for Bang in this game. It can easily cause way more or less damage in combos, but Bang's midscreen combos have been buffed to makes this less a factor.
- Learn to confirm if your opponent is standing, crouching, or in the air.
- Here are some basic BnB’s to get you started.
- Standing: (5a, 2a) > 5b > 2b > 6c > j.d > 5a > 5b > j.a > j.b > j.c > double jump j.c > j.2c
- Crouching: (5a, 2a) > 5b > 2b > 5d
- (5a, 2a) > 5b > 2b > 2c > 623B
- Corner: (5a, 2a) > 5b > 2b > 2c > 623b > 662b (2a) > 5b > j.a > j.b > j.c > double jump j.c > j.2c
- VI: Pressure and Mixup
- This is Bang’s specialty! First, a list of moves with special hit properties to get you an idea.
- 5a - jump cancellable on block, neutral on block.
- 2a – low, -2 on block.
- 6a – low, +1 on block, cancels into 6b and 6c, no longer jump cancellable on block.
- 2c – low, -4 on block
- 6d – low, no longer special cancellable on block, -13 on block.
- 5c – high, jump cancellable on block, -8 on block.
- 6b – high, -1 on block
- 5b – jump cancellable on block, -2 on block.
- 2b – no longer jump cancellable on block, cancels into 6B or 2C for some high, low mixups.
- 2d - jump cancellable on block.
- 6c - jump cancellable on block. Doesn't hit crouching.
- 623c – grab – untechable.
- 4/5/6bc – grab – techable.
- 2369c- nails close to the ground. Use after a jump cancellable move for advantage and reset/trap your mixup!
- However, despite these options, let's go over some of the shortcomings.
- Bang's normals and command grab lack range - this will either force the need to try reset or end your pressure, and make you more predictable.
- Bang gets pushed back far from barrier guard - With problem number 1, this can cause you to whiff moves in unexpected situations. However, take advantage of barrier - they need to drop it to jump, and causes longer blockstun. It may be a good time to break out a throw if you're opponent barriers often.
- Lesser advantage - 5b, 2c, and 2369d all lost some frame advantage or aren’t used in pressure all that much anymore. 5b's improvements in CSEX and CP make up for this though. 2c should probably be once in the bluest of moons, and 2369d now retains momentum if thrown, so it is no longer used as a pressuring tool.
- Bumpers:
- Although these are somewhat of a gimmick to begin with, and take from the important nail supply, a well placed bumper can still lead to damage and open opponents up. Generally you’ll be placing them above your head or infront. Try to use your dash similar to a FuuRinKaZan dash to catch your opponent off guard with a mixup. You can go for a crossup j.c, a 2 or 3 or dash into a mixup or pressure, or a grab. A simple example of placement is to try after a 6d that won't lead to a corner wall bounce.
- The key to utilizing Bang's mixup is to both be innovative and diverse and potentially be repetitive at the same time. How so? Well naturally you'll need mixup and creativity to open people up. But if you find something that works, USE IT!
- VII: FuuRinKaZan:
- The most tool unique in any fighting game. Lost its ability to run away due to time freezing in overdrive. Sacrificing your ability to block, FRKZ is about total offense now. And what an offense it is! Going with the example of an unreactable j.2c, if your opponent guesses right, you can dash cancel into the following options:
- 6 dash to another j.c or j.b - a crossup and another overhead.
- 2 dash to the ground and a move with great frame advantage that the dashes exploit more (5a, 5b, 6a)
- 2 dash to the ground and a high low mixup.
- 2 dash to the ground and throw. Generally once you have people in range of Bang, they'll be scared and block. Beware of invincible dragon punch moves though!
- Change a 2 dash to a 3 dash to retain those options and cross up your opponent.
- And every one of those options with the exception of the throw can reset into another one (8 or 9 dash from the ground for jumping options. Experiment to create your own shenanigans!
- Not only is it easy to open up opportunities, but you'll be doing tons of damage off a hit confirm with any dash cancellable move! Our combo thread already has some great FRKZ combos!
- The activation of Overdrive is an effective reversal tool as well. There's generally 3 times to activate:
- When you are or know you can get in: After a knockdown or sending an opponent flying or cancelling from a normal to build more frame advantage.
- To continue a combo: Start a combo, activate, and continue it with the FRKZ movement properties and damage boost.
- Punish!: Instant block a move, wait until you can move again, activate FRKZ and throw out a 5a like it's CS1 all over again! Just be aware of what you can and can't do.
- FRKZ’s 4 seals actually do something in overdrive, changing various combos and damage values within the intricate combos. Various drives and their effects are:
- 5D = Fu - Gives 3 additional Airdashes in FRKZ
- 6D = Rin - Allows Bang to dash through characters in FRKZ
- j.D = Kaa - Gives better proration in combos
- 2D = Zan - Makes all Drives full guardpoint in FRKZ
- FRKZ can be a great asset to any Bang, and should be learned by all to always have the option.
- VIII: Misc. Tips for Bang and for improvement.
- Do your best to learn to instant block. It builds tons meter and reduces one's frame advantage by about -3 (moreso in the air) This lets you punish many more moves even potentially mid string, particularly with Bang's invincible supers.
- Be unpredictable, and even creative when you can. Bang is a rushdown character, following the same patterns every/most times will lead to you getting read and punished. But you can cause confusion, panic, and frustration when you manage to continuously break your opponent's guard, which makes their mistakes more likely to happen. Creativity can be especially useful, because doing things no one sees before, means they're figuring out what you're doing, before they can even fathom how to stop you.
- Similar to the above, Bang was blessed with many types of nails, bumpers, autoguards, invincibility frames, untechable throws, fast attacks and a super mode. When something important in your normal gameplan stops working, mix it up with something else. Better than trying the same thing 4 times in a row and getting stuffed. Use what works, and discard the rest.
- But when something is working. Don't necessarily stop. You need to make everything count. If they always barrier, throw! If they always wakeup with DP, bait! Any repeated behavior you find, exploit it!
- Training mode is the most important mode. Even more than online. Not just combos though. You can practice anything. You can record opponents to react in ways. Or you can test punishments on characters. Or even your blocking by setting up specific strings and situations you're having trouble with. You will get out exactly what you put in the lab.
- Don't whine seriously about the character's lesser abilities or other character's greater abilities when you lose. You make the decision to pick Bang on the character select screen, and that binds you to a contract with his moves and abilities vs. your opponents. Figure out WHY you lost and fix it. Ask around. Ask here. Ask me. Ask friends. Ask opponents. Don't ask the news and videos only threads though. Don't like it? Shell out 800 Yen for Kokonoe and be completely broken with herm for all I care. Glad you wasted your time then
- IX: Links
- http://www.dustloop.com/wiki/index.php?title=Bang_Shishigami_%28BBCP%29 Bang wiki, contributed to from the users of the Bang boards. Has some info. BEWARE THE HITBOXES HAVE NOT BEEN CALCULATED YET!
- http://Shoryuken.com – The legendary fighting game site, Blazblue is minor there, though. It is also home to the boards for Evo2k, the US’s biggest fighting game tournament each year. Blazblue won't be a main event, but there will surely be a strong side tournament!
- http://www14.atwiki.jp/sisigamibangu/ - specific Bang page. LOTS of great info...in moonspeak. Translators would be praised to the highest degree!
- http://jbbs.shitaraba.net/game/45148/ - This site holds some information on all the characters in CP, including Bang. It’s in moonruins, so translators are once again appreciated.
- X: Closing
- I hope you guys found a use for this guide. Bang is a strong character in CP, but you have to work to make him effective. Like Bang himself, a man build up on hard work and dedication, you must put in the effort to be successful now. This guide is only the beginning though. There is much more information to be found on these boards, and in the game itself. I think this is the best and most fun Bang and Blazblue have been, a solid character that requires some thought and work and rewards you appropriately based on your merits vs. your opponent.
- I would like to thank all Bang boards regulars. You guys are fucking awesome, as always. :3
- XI: To Do
- Suggestions always open.
- XII: Disclaimer.
- Bang is mid tier, this guide may lead to adequate performance, good feelings and character loyalty. I'm not responsible for any potential negative experiences with Bang. There may be some positive experiences as evidenced in line 1. For more information, explore the rest of the Bang boards, dustloop, and ASK PEOPLE (in the appropriate places). Thank you, and have a great day.
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