Bang Shishigami: Unterschied zwischen den Versionen

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* 5A or 2A, 5B,2B,2C
* 5A or 2A, 5B,2B,2C
      you will use this chain a lot when playing Bang. 5A has less proration than 5B and is faster, so try and start your combos with this move.
you will use this chain a lot when playing Bang. 5A has less proration than 5B and is faster, so try and start your combos with this move.
* 5A or 2A,5B,2B,6C [only against standing opponents]
* 5A or 2A,5B,2B,6C [only against standing opponents]
      This is an alternative to the chain above that can lead to some funky combos.
This is an alternative to the chain above that can lead to some funky combos.
* 5A or 2A, 5B,2B,2C,2363214C , [costs 50% heat, 3468/2479 damage]
* 5A or 2A, 5B,2B,2C,2363214C , [costs 50% heat, 3468/2479 damage]
      a ghetto way to combo into the super - works against everyone except noel and carl. keep in mind that there are much more damaging ways to land this super (like after an OTG 2B,623B), but if it kills your opponent and keeps him from bursting, why not go for it.
a ghetto way to combo into the super - works against everyone except noel and carl. keep in mind that there are much more damaging ways to land this super (like after an OTG 2B,623B), but if it kills your opponent and keeps him from bursting, why not go for it.
* jump over opponent, j.4C, \/, dash, 5A...
* jump over opponent, j.4C, \/, dash, 5A...
      You actually have time to dash if you hit with j.4C (provided you didn't do instant air dash j.4C).
You actually have time to dash if you hit with j.4C (provided you didn't do instant air dash j.4C).
* j.A,j.B, dj.C
* j.A,j.B, dj.C
      an example air combo. With Bang, air chains should be rather short - otherwise they might whiff. If you end your air combo with a j.C like in this example, the enemy will be knocked downwards. Now, while you fall, you can mix him up by air dashing at the very last moment, or simply land and do something else.
an example air combo. With Bang, air chains should be rather short - otherwise they might whiff. If you end your air combo with a j.C like in this example, the enemy will be knocked downwards. Now, while you fall, you can mix him up by air dashing at the very last moment, or simply land and do something else.
* j.A, j.B, dj.A,dj.B, 623B
* j.A, j.B, dj.A,dj.B, 623B
      example air combo into palm thrust. Since it is quite character specific how many hits you need in the air, it is best to judge on the fly how much more hits you do before the 623B.
example air combo into palm thrust. Since it is quite character specific how many hits you need in the air, it is best to judge on the fly how much more hits you do before the 623B.




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