BBCF/Bang Shishigami/Matchups

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 Bang


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BBCF Amane Icon.png BBCF Arakune Icon.png BBCF Azrael Icon.png BBCF Bang Icon.png BBCF Bullet Icon.png BBCF Carl Icon.png
BBCF Celica Icon.png BBCF Es Icon.png BBCF Hakumen Icon.png BBCF Hazama Icon.png BBCF Hibiki Icon.png BBCF Tager Icon.png
BBCF Izanami Icon.png BBCF Izayoi Icon.png BBCF Jin Icon.png BBCF Jubei Icon.png BBCF Kagura Icon.png BBCF Kokonoe Icon.png
BBCF Lambda Icon.png BBCF Litchi Icon.png BBCF Mai Icon.png BBCF Makoto Icon.png BBCF Mu Icon.png BBCF Naoto Icon.png
BBCF Nine Icon.png BBCF Noel Icon.png BBCF Nu Icon.png BBCF Platinum Icon.png BBCF Rachel Icon.png BBCF Ragna Icon.png
BBCF Relius Icon.png BBCF Susanoo Icon.png BBCF Taokaka Icon.png BBCF Tsubaki Icon.png BBCF Valkenhayn Icon.png BBCF Terumi Icon.png
Scale Matchup Legend
Very Favorable Favorable Even Unfavorable Very Unfavorable
  • Replay Theater is a great resource to find matchup footage.
  • Character Strategy pages generally have at least some basic counter-strategy.
  • Please keep in mind the matchup chart is subjective and not all players may agree.


Hazama

Slight favor

Bang has a lot of tools that hazama doesn't like, and has the damage/hp to abuse those tools to make haz somewhat uncomfortable fighting him.

Overview | Frame Data | Matchups | Strategy | Reverse Matchup Return to Top

Defense

  • On defense drives are really good, haz doesn't really have the defensive options or the damage/hp to feel comfortable just straight brawling with bang. Haz has a lot of situations where he's like +2, so gambling on 5d post 5b or 6b or whatever is decent sometimes. Stance barring instant B followup obvi loses to fuzzyjump but bang j.d will cook all options besides that aswell, and if you have the read 6d>explosion will cook b followup. All followups barring B on meaty 214b will lose to 6d>explosion. Haz struggles dealing with 6d on wakeup in general. Ight enough on dealing with Haz's pressure, the bigger issue is definitely neutral.
  • If they try to mix your shit in their OD just pop FRKZ and run away unless you have an insane lead you can risk losing, otherwise trying to block it out isn't worth.

Neutral

  • There are a few major aspects of dealing with haz that bang can use and abuse that other characters can't.
    • 1.) nails (esp b nail) are fantastic at occupying neutral space vs hazama. You can do IAD back B nail and force haz to kinda chill and not spaz out. D nail is good at allowing you to go turbo aggro then if he catches your approach he'll get hit out of whatever he wants to confirm with so you have low risk, and A nail is incredibly strong when you condition him to sit and wait with stance by either fucking him up in the air multiple times prior OR by getting shippugeki and making him play super grounded out of fear of the grab. You wanna route to get shippugeki ASAP to force haz to play in a way where he has to eat nail approaches on the ground.
    • then 2.) most characters after blocking a chain do not have the window to antiair; is not a bang specific issue. But what bang can do is drive the initial chain (with any drive mind you, its a projectile not so 6d/5d/2d/j.d all can cook) and then depending on the read you have on the haz player let the drive rock/tp and force him to not commit with the chain approaches, or if he does commit, just do explosion and he kills himself for trying to get in. You wanna play very floaty and far back from haz and be super non comital. then when you see a chance with decent odds of success you hard commit to things and go in really heavy.
  • Be weary of using shippugeki too much. The threat of it is very strong because it forces haz to not be a fucking spaz in neutral but it itself gets beat by j2c, tk or just high jameijin, his command grab, and B stance followup. If the haz is good at the matchup they'll also do shit like jump then chain pull themself to the ground very quickly to bait your twitch reaction on the jump to super and then punish you so be weary of all that. The super is a lot better bc it forces them to be ready to do all this shit which kinda requires them to play low to the ground or sit around in stance in neutral. When they are doing these things IAD A nail and D nail approaches shit on him, and when bang gets in in this matchup he kinda just wins. You kinda just reign in how much you commit depending on how the hazama ur fighting wants to commit.

Offense

  • Every hazama player is a chronic fuzzyjumper, so kill them for it.
  • 2d 623b works so just route to do that and always get 4 seals off any hit that corners. Burning CT to get 4 if ur too far is also worth imo.
  • Slight delay 2b on wakeup is great bc haz players like to backdash on wakeup. Be careful tho bc they will OD on wakeup a lot, so once you corner them don't commit to anything more than j22a j.b or 2a/5a on wakeup.

Naoto

Even, possible Slight favor

Bang has strong tools to deal with Naoto's simpler gameplan, The matchup is primarily about minimizing risk, running circles around naoto and forcing him to commit to riskier options, and blowing him when he does. If he doesn't Bangs baseline safe neutral approach will usually beat out Naoto's.

Overview | Frame Data | Matchups | Strategy | Reverse Matchup Return to Top

Defense

  • On defense bang has pretty solid options if he so chooses to RPS naoto pressure. 6d/5d/2d all have their place against his pressure, ashura is strong (don't daifunka in this matchup you will get scooped by phantom pain), j.d is decent against certain pressure strings and is solid to bait antiair against naoto.
  • Mostly just try to block things out and only take risks if you feel comfortable. Naoto is not gonna mix you out of your socks, being patient and forcing naoto to overextend so you can contest his pressure or punish him is viable. take care to properly IB/IBB his strings, try to min/max risk reward unless your nasty and you got the read then you can box, yall are gonna do similar damage numbers whoever ends up being right. Difference is you get seals he gets nothing.
  • Shippugeki is a very strong reversal against naoto's pressure, he can't rps and threaten drives and drive cancels as much once you get it.
  • Defensive OD is usually not amazing against naoto, bang is the exception as naoto struggles to deal with bang tweaking out in FRKZ. popping it mid pressure to force him to rps with you is scary for naoto to deal with. The more seals you have the scarier it is for him.

Neutral

  • Against naoto you want to force him to commit to fighting you in the air most of the time. your air buttons aren't too much better but your air mobility is much stronger, and your air confirms are quite high reward whereas Naoto's are not.
  • Nails are very strong against naoto. poison nail is solid in some scenarios, but the angle B nail covers is fantastic against naoto. IAD back B nail is great for stuffing his approaches, IAD forward B nail is great for beating out his antiair. D nail approaches are also incredibly strong but be careful of burning nails as nailless bang vs naoto is kind of tricky.
  • Ultimately its about conditioning naoto to be scared to fight you in the air, then bully your way in with nails once you do force him to play more grounded. If he refuses to respect your superior air control he will eat a stray j.a or j.b or whatever, give you 2-4 seals and be put in the corner from anywhere on the screen.

Offense

  • Utilize j.22a>j.b as a safejump, it will beat all of his reversals options if done perfectly.
  • j.4b is the God offensive option in this matchup. Naoto has a very tough time dealing with it. It will clash with 2c often, as a meaty it will beat out every reversal option. Even tho it leaves you about 3/4s screen away you can still press 3c to fatal punish EN dp attempts on j4b.
  • As naoto is a DP character B nail oki in the corner is strong. Jumping attacks coming from directly above him will beat out reversals used tho so you can get away with set bumper a lot aswell. crossup safejump post 5d 214b is strong, and standard 214d set bumper post 623b 2c is strong aswell.
  • Naoto has a low 2a but don't be too scared to go for 2d in pressure to bait reversals, it is amazing to have an option that is a consistent answer to phantom pain, en dp, and his supers all in one so keep it in the back pocket and bust it out when you feel its worth using.
disadvantage (6-4/5.5-4.5)

The carl Matchup is a tricky matchup for many players, due to several reasons. One of them is the lack of Carl players in general, and the other is that Carl is just a very strong character in general.

Dealing with his Doll is a big part the matchup, and not knowing what to do about it is frustrating, and can get to a person easily.

These are a few tips to help overall in the matchup, should give you a general basis on how to approach this matchup.

Overview | Frame Data | Matchups | Strategy | Reverse Matchup Return to Top

Blocking Carl in the air is perfectly A-okay, since he struggles to jail to the ground. It helps that getting air clashes is a winning situation for Bang, meaning Bang can start the counter offense against them.

Challenging Carl in the air has better Risk-Reward the further away you are from his doll, so keep that in mind if you wanted to get him in the air.

The general way you should view fighting Carl is punishing him for trying to hit you, instead of trying to force your offense or cheesing him on defense.

On the Unblockable set up Carl has, you should aim to OverDrive it. Hold the 2A, and get the OD macro to neutral, proceed to blow Carl up via the scramble.

Overdrive Guard Cancel is VERY strong against Carl, he’s one of the few character who ODc is better on, compared to just standard Overdrive. You may think it’s bad since you lose half your OD timer, but OD Neutral vs Carl is disadvantageous due to Counter Hit movement, so the low timer is fine.

If Carl tries to extend pressure with the doll, ODGc can force them to gamble against what you do.

At airdash height, he can jail you but at Super jump height, he really can’t.

Carl has to commit pretty hard when you’re falling above his head. From there, j.22A and other shenanigans are what can net you some good rewards. If you aren’t confident though, empty jump Barrier is essentially risk free. As an added benefit, if you cross Carl, you can change the position of you being sandwiched between Carl and his Doll, to Carl between Bang and the Doll, which means he has less access to Doll options.

Doing a jump while he’s in range of j.B > punish is pretty good.

His Doll can’t cover Carl as well as when he summons it, and even then it can be a small victory because your forcing him to spend meter.

Go for big jumps, air Instant Block and double jump airdash away when he tries to jail you, airdashes are kinda scary.

This matchup is about constantly struggling for position and constantly whittling at his resources to force so Carl burns bar and spends meter, and thus gets him worse damage.

The ground game should be played sometimes, because if his Doll isn’t is messed up places (i.e, behind you), Bang generally wins in that aspect. As a general tactic, force a situation early, confirm that carl picks a good option for the scenario, get out and force him to burn the ada gauge while not ever taking a major risk yourself. You’re already playing hard, so play smart to capitalise correctly.

B Nail (j.236B) is pretty good at stopping Carl to cover himself while the Doll is covering some other place on the screen.

When it comes to Carl’s dash allegretto, don’t be afraid to just stand IB and punish when his Doll isn’t in a very favourable position.

Carl SHOULD struggle when trying to catch Bang. That’s how this matchup is Ideally played. Big air movements, single jumps, neutral is all about safety and non commitment.

Make sure to do tighter strings, such as 66 5A > 623C instead of 5A > 66 > 623C


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