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. Note that some characters can duck under 5A if they aren't already in hitstun - '''Noel, Taokaka, Litchi and Rachel'''. Also, if you pressure certain chars, some of them can low profile under 5A - for example Noel, Taokaka (and probably a couple more). Make sure to either rush them with 5B or 2A in those situations - mix it up.
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. Note that some characters can duck under 5A if they aren't already in hitstun - '''Noel, Taokaka, Litchi and Rachel'''. Also, if you pressure certain chars, some of them can low profile under 5A - for example Noel, Taokaka, Jin (and probably a couple more). Make sure to either rush them with 5B or 2A in those situations - mix it up.
* '''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). '''Important:''' if you do a [B]jump-in[/B] and try to do any combo with juggles, '''try to connect with 5B,2B instead of 5A,5B,2B''' - if your chain is too long, some of the 2B,6C and 2B,623B combos will become techable (impossible).
 
*'''5A or 2A,5B,2B,6C''' ''[only against standing opponents, only against '''Ragna, Hakumen, Tager, Litchi, Arakune, V-13''']''<br/>
This chain can lead to some highly damaging combos, with 2-3 seals. For details, see the character-specific combo section.
*''' 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.
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