BBCPE/Bang Shishigami

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Overview

A reliable ninja who is prepared to spill his blood for love and justice. After fleeing from his home country of Ikaruga, he became a vigilante, biding his time until he could restore his country's honor. After learning of the existence of his former lord's son, he appears on the scene once again. In BBCP, the story takes place in Bang's home country of Ikaruga, in which he will have a major role in story's plot.

Bang is a balanced character with all sorts of ninja tools. Bang is good at extremely close range combat. He has attacks that are straight-forward, as well as attacks that are tricky. He is a fun character for both beginners and advanced players alike. A major part of his playstyle is his mix-up tools, with advanced mix-ups coming from his "Bumpers" and "FRKZ".
Bang Shishigami

BBCP Bang Portrait.png

Health: 11,500

Combo Rate: 80%

Jump Startup: 4

Backdash Time: 36

Backdash Invincibility: 1-9

Movement Options
Double Jump, 2 Airdashes, Dash type: Run
Drive: Burning Heart

Bang's Drive is called "Burning Heart." Most attacks that involve "D" will have an auto-guard period, in which the attack itself can block most incoming attacks. After blocking an attack, Bang will continue with the "D" attack and can perform "Secret Art: Bang's Shadowstep Jutsu" or simply put "Teleport". Each "D" attack has different auto-guard attributes, and each button pressed (A/B/C) after an auto-guard will cause Bang to travel different distances. Also, when any of the "D" attacks hit your opponent, an icon in the "Fu-Rin-Ka-Zan" Gauge will light up. In BBCP, Bang needs to get one of each specific drive hit to satisfy the conditions to use his new Distortion Drive: Hurricane Fury. This attack functions as a ground to ground/air command grab that does massive damage.

  • 5D = Fu - Gives 4 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
    Overdrive: FuRinKaZan (FRKZ)
FuRinKaZan, previously a distortion drive, is now Bang's overdrive in Chrono Phantasma. It offers similar properties as before where Bang loses the ability to block in exchange for very strong movement options. He gains a dash that goes in 8 ways which he can cancel into normals and specials for strong mixup and good combos. Both of Bang's fire punches now wall bounce both in corner and midscreen. Generally used to close out a round. It isn't used very often in neutral due to it's relative short period duration compared to previous iterations. When used in combos, j.C loops are very strong. Within blockstrings, the ability to dash cancel most of Bang's normals make this very strong for mixup. Bang's attack power also rises to 120%.

 Bang Shishigami is a Heavy Rushdown, Mixup character

Pros
Cons
  • Strong neutral game
  • FuRinKaZan
  • Really good mobility
  • High Health
  • Very poor defensive options without meter
  • Guardpoints have very specific uses
  • Inability to late-chain (gatling into normals late) most of his normals


Remaining Health vs. Overdrive Duration (in Frames)
Health 100 - 90% 89 - 80% 79 - 70% 69 - 60% 59 - 50% 49 - 40% 39 - 30% 29 - 20% 19 - 10% 9 - 0%
Overdrive 120F 120F 180F 240F 240F 300F 360F 360F 600F 600F
Ambox warning.png This data is all copied over from BBCP 1.1. Replace with 2.0 data as it becomes available (and delete this warning)

Normal Moves

5A

Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
300 SOJR All 6 3 9 0 B -
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5B

Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
640 SOJR HL 9 2 17 -2 B -
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5C

Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
760 SOJR H 18 8 19 -8 B -
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2A

Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
300 CSOR LA 8 3 9 -2 F -
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2B

Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
620 SO(J)R HL 13 5 20 -8 B -
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2C

Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
750 SO(J)R L 13 3 18 -4 F -
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6A

Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
540 SOR L 17 3 13 +1 F -
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6B

Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
780 R HA 22 3 9+8L -1 H -
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6C

Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
780 SOJR H 14 3 15+27L -24 H -
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3C

Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
880 R L 15 9 26 -14 F 11-23H
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j.A

Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
300 CSOJR HA 7 2 9 - H -
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j.B

Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
560 SOJR HA 10 5 20 - H -
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j.C

Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
600 SOJR HA 10 4 18 - H -
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j.4B

Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
840 SOJR HA 11 4 16 - H -
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j.2C

Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
650 SOR HA 12 4 21 - H -
  • List what the move is used for
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.

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Drive Moves (Burning Heart)

5D

Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
562[672][840] R HL 19 4 28 -15 B 3-10GP
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2D

Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
710[852][1065] SOJR HL 24 3 26 -10 B 7-23GP
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6D

Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
710[852][1065] (S)O(J)R L 24 2 28 -13 F 1-14GP
  • List what the move is used for
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.

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j.D

Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
630[756][945] (S)O(J)R HA 24 1 24 -5 H 4-15GP
  • List what the move is used for
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.

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Teleport / Air Teleport (Secret Art: Bang's Shadowstep Jutsu) (A/B/C after Guard Point off Drives)
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. Typically you will teleport behind the opponent. Learn to know which to use, or even to teleport at all, depending on the situation.


Universal Mechanics

Ground Throw (Forward)

Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
Forward Throw 0×2, 1400 -, R, SOR - 7 3 15 - T -
Back Throw 0×2, 1400 -, R, SOR - 8 3 15 - T -
  • List what the move is used for
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.

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Air Throw

Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
0×2, 1400 -, R, SOR - 7 3 18+3L - T -
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Counter Assault

Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
0 R All 13 3 34 -18 B 1-20Inv
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Crush Trigger

Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
1000 R B 30~59 1 23 0 BP -
  • List what the move is used for
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Special Moves

Bang's Void Tempest Kick

623C

Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
0×2, 600, 653, 842 -*2, R*3 c.T (100) 13 3 37 - T -
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Bang's Void Tempest Kick EX

j.623C

Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
0,700,785,1000 -*2, R*3 c.T (120) 7 3 20 - T -
  • List what the move is used for
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.

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Bang's Unstoppable Double Palm Thrust

623B

Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
1300 R HL 16 2 24 -7 B -
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Bang's Heavenly Double Palm Thrust

j.623B

Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
1300 R All 13 3 Landing + 7 -4 H -
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Bang-style Shuriken

j.236A/B/C/D

Version Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
A Version 300 R All 9 - 23+9LT - HBFPr -
A+D Version 300×3 R All 20 - 23+9LT - HBFPr -
B Version 300×2 R All 16 til rebound (46)4 36+9LT - HBFPr -
B+D Version (300×2)*3 R All 20 til rebound (46)4 36+9LT - HBFPr -
C Version 300 R All 18 - landing + 9 - HBFPr -
C+D Version 300×3 R All 20 - landing + 9 - HBFPr -
D Version 300×3 R All 9 - 23 Total - HBFPr -
  • List what the move is used for
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Bang's Shishigami-style Ultimate Technique: "Steel Rain"

j.22A

Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
100×64 - All 92 til ground 61F - HBFPr -
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  • List interesting properties in bullet points like invul, floating opponents on CH, etc.

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Flaming Air Attack

j.22A

Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
- - - - - 148+5LT - - -
  • List what the move is used for
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.

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Set Nail/Bumpers

214A/B/C/D air OK

Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
Ground - - - - - 30 total - - -
Air - - - - - 33 total - - -
  • List what the move is used for
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Nail Dash

Any direction off Set Nail

Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
Ground - - - - - 16 total - - 7-10Inv
Air - - - - - 19 total - - 9-14Inv
  • List what the move is used for
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.

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Distortion Drives

Shishigami-style Secret Technique: "Fatal Eruption" / Daifunka

2363214C

Version Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
Normal 0, 760×4, 0, 4500 R All 1+17 24 20 -27 Bx5, T, B 1-25Inv
Overdrive 0, 760×6, 0, 4500 R All 1+17 24 20 -27 Bx7, T, B 1-25Inv
  • List what the move is used for
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.

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Shishigami-style Technique: "Bang's Infinite Chaos-Fist of the Void" / Ashura

236236A

Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
0,2476 R HL 1+8 3 25 -7 B 1-11Inv
  • List what the move is used for
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.

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Ultra Technique:"Hyper Shadowstep Strike"

236236D

Version Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
normal (vs. Grounded Opponent) 0×2, 570×3, 2400 R* - 19+10 1 40 - T 1-19Inv
Overdrive (vs. Grounded Opponent) 0×2, 570×3, 2400, 600, 1000 R* - 19+10 1 40 - T 1-19Inv
normal (vs. Airborne Opponent) 0×2, 490×3, 2400 R* - 19+3 2 til L+14 - T 1-19Inv
Overdrive (vs. Airborne Opponent) 0×2, 490×3, 2400, 600, 1000 R* - 19+3 2 til L+14 - T 1-19Inv
  • List what the move is used for
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.

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Astral Heat

Shishigami-style Forbidden Technique: "The Ultimate Bang"

j.6321463214D

Version Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
Death - UNB 9+24 3 until landing - T 1-35GP(A)
  • List what the move is used for
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.

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External References


Navigation

BlazBlue: Chrono Phantasma Extende
Click [*] for character's frame data
System Explanations

HUDControlsFrame DataSystem Data


Movement/CancelingOffenseDefenseDamage/ComboAttack AttributesHeat/Barrier/Burst GaugeMisc