Overview
Bang Shishigami tries his best
- Mobility: Bang has some of the best mobility in the game with his naturally fast run, two airdashes, guard point teleports, bumper dashes and the obscenely quick and endless 8-way dashes from his titular FRKZ install
- Timer-Scamming: Scummy, but one of Bang's main option in this game, with his Fu-Rin-Ka-Zan dashes making him untouchable with his speed
- No Damage: This guy deals basically no damage compared to the rest of the CT cast, struggling to deal any more than 2500 damage from any hit without Distortions, Rapid Cancel, or an impractical starter.
- Nail Economy: Bang's mixup, setups, neutral coverage and offense are tied to managing 12 nails per round which don't renew at all. While he is not limited to just resources, they are very valuable and without them he loses most of his neutral capabilities, combo potential, and lots of oki.
- Middling Defense: Bang tends to struggle on defense with little to no moves with reliable anti-air potential and his only invincible reversal being relatively slow.
Bang's Drive attacks have a period of guard point frames, unique to each Drive attack. However, none of Bang's drive attacks guard throws, even after Guard Point is triggered. After successfully triggering Guard Point, Bang can input an attack (A/B/C) button to use "Shadowstep Jutsu" to teleport forward at different distances before continuing the attack.
Some of Bang's specials require one or more nails to use, preventing them from being used recklessly:
- Bang starts with 12 nails in stock which only renews in every beginning of a round. This is displayed above his Heat gauge.
- Throwing nails (j.236X), placing bumpers (214X) and summoning his nail rain super (632146D) will all cost a certain amount of nails.
- Specials that require nails will still do the animation even if he has none in stock, however it won't do anything.
- If Bang has less nails than the cost, the special will still be performed but with either fewer nails or less summoning time for the umbrella.
Normal Moves
5A
Standard anime game jab
- Whiffs on crouchers
- Possible to cancel to itself after 13F
5B
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5C
- Jump cancellable on connect
- Hits crouching opponents after 24F
Taijutsu chop overhead. Decent speed but reactable, and has a couple good options after it, the only issue is stringing into it without getting mashed on since all gatlings into it have a mashable gap that gets way worse with IB. On hit, it can go into a BNB, or on block can frame trap into a few other buttons or Drives.
- Force crouching on ground, knocks down in air
- untechable and hit crouching opponent at 24F.
2A
Quick foot poke that's used for a low in mixup or to pressure/tick throw, however note that it's not mashable on block and can't chain into 5A like vice versa. Fastest option to knock people up for OTG combos but prorates quite a bit.
2B
- Jump cancellable on connect
Crouching elbow strike. Not that good of a button on its own as it's slower to start up and recover compared to 5B for little benefit other than being jump cancellable on block for pressure. It has some great use in combo filler though, as it OTGs well into a 6C or 623B for extensions or a knockdown.
2C
- Knocks down on hit
2C is a low sweep that's mostly filler in blockstrings to catch an opponent low late into a string, however it's essential to combos as the long knockdown gives Bang access to the second half of his combos with 6D, IAS Instant Air Special
Conceptually includes Tiger KneePerforming a special as soon as possible after becoming airborne. Usually, but not always, involves an input trick.
For Example: 2369S for a j.236S input. j.236C, and 623B. It can also allow for a bumper setup mid-combo, however he then will only have time to OTG with a 2A.
- Knocks down on hit, untechable on ground hit
6A
- Jump cancellable on connect
Standing low that seems like it's intended to be a frametrap, however it can be mashed on and fuzzy jumped from any attempt to gatling into it. Mainly used in some OTG combo filler(?), becomes a good pressure tool in FRKZ(?). The only gatling Bang has out of this is 2C which gives him a combo if 6A hit or an opportunity to rethink his decisions of not jump cancelling the button if it was blocked.
6B
- Knocks down on hit
Bang's 6B is a faster overhead than 5C, but is unsafe on block and also requires RC to get any combo out of it. Still gives Bang an okizeme situation if he doesn't RC.
- 11~ Airborne
- knocks down on hit, untechable
6C
- Jump cancellable on connect
- Does not hit on standing Arakune, Bang, Noel, Rachel, and Taokaka
Incredibly slow hopkick that whiffs on all crouchers, and even on some standing characters, even if they're in hitstun. Due to Bang not being able to chain to this from any moves that force the opponent to stand so he can at least abuse the jump cancel on block, it's rarely used outside of combos, however in combos it can be used like ...2B > 6C > j.D
for an extension.
- 5~ Airborne
- launches on hit.
3C
Sliding sweep that travels pretty far and also low profiles many moves, however is very unsafe on block with its frame advantage and having no cancels.
- Knocks down on hit, untechable when on ground hit
j.A
Its a jab, in the air
- 13~ follow up cancelable
j.B
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- Untechable duration changes to 29 in Furinkazan.
j.C
- Plummets the opponent on hit
Big downward kick, a great jump-in button. Bang uses j.C to hit opponents below him faster than they expect and also to end combos as it sends them down to the ground on hit, or can be cancelled into j.236A to apply poison.
- Slam down when hit in the air
j.4C
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- Vacuum effect
Drive Moves
5D
- Jump cancellable on connect
Bang guardpoints for a little bit before hitting the opponent with a fiery punch for the first of his four armored buttons. While it can guardpoint attacks, it only starts on frame 4 and ends halfway through the startup so it is NOT advisable as a reversal outside of specific situations that must be labbed properly. Another trend you will notice in Bang's D buttons is that they're incredibly slow to start up and recover and struggle to combo in many situations. For 5D in particular, NONE of Bang's normal buttons combo into this button at all, even on crouching Counter Hit, however it can be used to combo after j.236C sometimes.
On Counter Hit, the opponent cannot tech until they land.
- Full body Guard Point
- Guard Point follow ups cancelable until 23F after activation
- launches on hit
- 18F hit stop
6D
- Jump cancellable on connect
Bang's slowest to start up and also most unsafe on whiff guardpoint attack. It's the only one with frame 1 guardpoint, so he may try to use it as a true reversal, however this doesn't work out often because it's so slow that the opponent has time to jump/gatling/block it if it's caught. On hit, it can combo into IAS Instant Air Special
Conceptually includes Tiger KneePerforming a special as soon as possible after becoming airborne. Usually, but not always, involves an input trick.
For Example: 2369S for a j.236S input. j.236C to start something, and can be used in the middle of combos as an OTG after 2C.
Despite 6D not being directly special cancellable, it can still be combo'd into 623B by jump cancelling it on hit and then cancelling the prejump frames into the special. This is typically referred to as a "Jump Cancel Cancel" or "TK An input method to perform a special move in the air as fast as possible after you leave the ground. Short for "Tiger Knee". For Example: 2369 for a j.236 input. Cancel". This technique can also be used to set up a bumper after landing this and still let Bang run up to catch rolls or meaty.
- Guard point only works on attacks that can be blocked high or low
- Guard point follow ups cancelable until 26F after activation
- knocks down on hit, untechable on ground hit
- hitstop 18F
2D
- Jump cancellable on connect
Supposedly an anti-air Drive, but again it's so slow that the opponent has probably landed and thrown you before this move comes out. Also has very short range, to where Bang can only really combo into it after j.236C and a raw point blank 2C.
The only button that can combo into this on normal hit is 2C but only if Bang is close enough. On standing Counter Hit he can combo it from 5C, and on crouching Counter Hit he can get it off of 2B but again only if he is close enough. From there, 2D can combo into a jump cancel to j.D for a combo extension.
- Guard point only works on attacks that can be blocked mid or high
- Guard point follow ups cancelable until 25F after activation
- launches on hit
- 18F hit stop
j.D
This one is a dunk which knocks down and starts a combo on CH
- Full body Guard Point
- Guard point follow ups cancelable until 20F after activation
- knocks down on hit, untechable on ground hit
- 18F hit stop
Teleport
A/B/C during guardpoint (air OK)
Bang teleports in the middle of his autoguard, then finishes the move. The distance traveled depends on button pressed (A being the shortest, and C being the longest).
This can be used to get in range for the attack to hit if Bang isn't already in range already, such as after autoguarding long pokes or projectiles. If Bang is close enough, he is also able to cross up the opponent if the teleport destination will put him past them, which can let him dodge retaliation. Judgment and experience are necessary to determine which to use and in what situation, if at all.
Teleports CANNOT steal the corner from the opponent, so do not use it if the opponent has their back all the way to the corner else Bang will teleport in front of them but attack the wrong way and get mauled for it.
A/B/C during guard point:
- Teleport starts 1F after pressing the button
- distance traveled depends on button pressed (A is shortest, C is farthest)
j.A/B/C during guard point:
- Teleport starts 1F after pressing the button
- distance traveled depends on button pressed (A is shortest, C is farthest)
Universal Mechanics
Ground Throw
5B+C
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5B+C:
- Second hit staggers (50)
- third hit blasts opponent away
- 0F hit stop on second hit
4B+C:
- Second hit staggers (50)
- third hit blasts opponent away
- 0F hit stop on second hit
Air Throw
j.B+C
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- Second hit vacuum effect
- third hit blasts opponent away
- 0F hit stop on second hit
Counter Assault
6A+B while blocking
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- wall bounce on hit
- 30F hit stop
Special Moves
Bang's Void Tempest Kick
623C
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- Third and forth hit launches
- fifth hit slams down, untechable
- On hit, Bang can move 25F after fifth hit
Bang's Void Tempest Kick EX
j.623C
Whack.
An air version of Bang's command grab. Good for catching the ever-prevalent fuzzy jumps in this game since it's untechable but he gets absolutely nothing else good on hit.
- Second and forth hit launches
- third hit floor bounce, untechable
- On hit, 25F landing recovery (not CH vulnerable)
Bang's Unstoppable Double Palm Thrust
623B
- Wall bounces on hit
Giant tiger boom move that really only sees use in combos since it's unsafe on block and has doesn't have any interesting disjoint. Can be used as both a combo part and combo ender due to the wallbounce, which can be combo'd into from B buttons and stronger, and then either followed up with dash 5A/5B/2B for an extension or even just link straight into ranbu super (2363214C). For some reason, it can also whiff on crouchers at point blank.
623B can additionally set up for a safejump via superjumping immediately after recovery into j.C (tested to work vs Inferno Divider, more testing is needed with other reversals).
- Wall bounce on hit
Bang's Heavenly Double Palm Thrust
j.623B
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- Wall bounce on hit
Bang-style Shuriken
j.236A/B/C/D
Bang's j.236X series throws nails at the opponent with various different angles and effects depending on the button used. They each have their own uses in neutral, pressure, and combos, however Bang must use them wisely as he has a limited supply. It's also important to note that the hitstun on all of these nails (except for C Nail due to its special properties) are incredibly short, making them very difficult if not impossible to use to start or extend combos, even if they Counter Hit.
- Costs 1 nail
- Goes in a shallow angle
A Nail poisons the opponent on hit which deals unscaled damage over time. Bang's momentum is not halted when using this nail, so when paired with air dashes and nail dashes he can have pretty decent to absurd approach options from afar when it's performed immediately after one (called a "Nail Glide Specifically refers to a technique in the early BlazBlue (and by extension P4A) series where a character cancels their air dash into a series of actions that alters their trajectory downward instead of following the full airdash trajectory."). Using it this way keeps him pretty safe to anti-airs as he'll land pretty early and the nail's Body attribute also lets it hit AA buttons while in front of him.
The poison can be applied in the middle of combos, however if the combo continues after the nail then it'll remove the poison. There is an exception in that if he starts the combo with the nail hit or if the opponent recovers after getting the poison applied on them, subsequent hits will not remove the poison until its duration is over. This means that he can end combos with this and have the benefit of the poison backing him in the next interaction even if he lands a hit.
The opponent hitting Bang will also take the poison off of them.
- Costs 1 nail
- Goes in a medium angle
B Nail throws an explosive nail that bounces into the air and explodes after some time. Bang can try to use IAS j.236B mid pressure as the nail explosion after the bounce will drag down opponents who are trying to 7 jump out of the nail reset, however the explosion is air blockable even without Barrier and getting hit is techable almost immediately so Bang gets no reward if that happens.
- Costs 1 nail
- Goes in a sharp angle
C Nail throws a sticky nail that sticks the opponent in place for a small bit. Probably the nail that Bang will use the most as its the cornerstone of his combos, letting him combo into things that he normally can't get on normal hit or on certain characters such as combos into 5D or 6C launch.
C Nail also adds little bit of trolling to his timerscam strategy as he can lock the opponent in place with it and possibly get an opportunity to increase the opponent's health deficit if he's close enough to combo or hit another button at the least.
Bang's most common way to combo into C Nail is with either after 2C or 6D. He can also do it after Counter Hits in certain situations such as off of 5C CH or 2B CH, but he needs to be close and it's hard to confirm so they're impractical.
- Costs 3 nails
D version throws 3 nails in all 3 angles at once that also bounce off of the ground. Typically used for neutral as it covers so much ground space at once, but it takes up so many nails at once compared to trying to get in with j.236A nail glide 3 times.
j.236A:
- Landing recovery is not CH vulnerable
- projectile property
- 0F hit stop
- Poison effect is 60 Health every 60F (Max 600 Health over 600F)
- consumes one nail on start up
j.236B:
- Second hit launches
- landing recovery is not CH vulnerable
- projectile property
- 0F hit stop
- 32F duration between first hit of second hit when it touches ground
- Frame Advantage of second hit is +42
- nail disappears if Bang gets hit
- consumes one nail on start up
j.236C:
- Landing recovery is not CH vulnerable
- projectile property
- 35F hitstop on hit
- 7F hitstop on block
- consumes one nail on start up
j.236D:
- Projectile property
- 5F hitstop
- consumes three nails on start up
Set Nail
214A/B/C/D (air OK)
Bang consumes a nail to set up a bumper on the screen in a specific position depending on the button used. When he touches a bumper in the air, pressing any direction will have Bang do a fast dash in that direction that does not consume an air dash (a "Nail Dash", as detailed in the next move card below). Used on occasion to strengthen his mixup and oki game as he can perform fast and potential cross-up high/lows with them.
Air versions of this move set them relative to your current position in the air, and each bumper also has an unlimited number of uses. Bang's best bet for getting these out is in neutral where its hardly predictable movement shines the most, or after a knockdown where he has advantage to do so.
Set Nail:
- Consumes one nail on 16F
Air Set Nail:
- Consumes one nail on 13F
Nail Dash
Any direction next to a set nail
This is the special kind of air dash that Bang does when he presses a direction next to a set nail bumper. The most commonly used dashes are 3 dash and 6sh, with 3 dash being an ambiguous left/right with the proper spacing, or a 6 dash to go through certain moves in neutral or can also be a left/right with spacing too.
- able to use drive and special attacks at 1F
- able to use Nail Dash at 5F
- able to use attack and throw cancel in the air
- can Nail Dash three times in air
FuRinKaZan Dash
Any direction during FuRinKaZan
This is your movement while in FU-RIN-KA-ZAN
- 1~10 can go through opponents
- able to cancel the motion with specials and throws
- able to cancel normals and throws with Furinkanzan Dash
Distortion Drives
Shishigami-style Forbidden Art: "Fu-Rin-Ka-Zan"
214214D with all 4 seals lit
BANG BIG BIG BANG
After landing 4 Drive attacks, Bang gains access to a Dragon Install-Type super focused on mobility. After activation, for the entire rest of the round he gains various buffs:
- Bang's attack damage is buffed by 20%
- All of Bang's movement is overridden with his Fu-Rin-Ka-Zan Dash listed above
- Most buttons (the exceptions are 6B and 3C) are FRKZ dash cancellable on connect
- The amount of Guard Libra damage Bang deals is reduced by 50%
- He can no longer normal block, only Barrier block
- The current BGM is replaced with BEAT A NAIL WITH YOUR HAMMER
Once this install is active, Bang is very difficult if not impossible to play normally, but is equally difficult to pin down, and if you've been obnoxious to him the earlier part of the game he can now finally pin you down and pack you up if he wants to as well.
His rapid FRKZ dashes paired with being able to early cancel them with buttons and nail glides, while still being able to utilize bumpers for more air actions lead him on to a very unpredictable neutral game (if that even exists anymore). Not only can he dash in and out however he wants, he also now has a viable strategy of timerscamming certain characters if he can pop this while at a life lead. Some characters can at least try to fight this or may never be at a life deficit against him to begin with, but others just have to suffer. A saving grace is that he has to be very wary not to run into projectiles or large buttons while zipping around, as he MUST use Barrier to block but can't Barrier cancel his movement, and so if he is playing defensively he will be forced to drain that gauge out.
Bang is also capable of absurd pressure and mix-up strings if he can catch the opponent blocking since he can dash cancel every button into every button. This gives him the opportunity to do 3-way mixups off of every touch, such as in strings like (string into 2C) > 9dc j.C > 9dc j.C > 3dc 2A > repeat
. That's a double cross-up high into a cross-up low, and only one basic permutation of the strings he can do.
- Attack Damage x 1.2
- guard crush value x 0.5
- Bang can move 2F before opponent
Secret Technique: "Fatal Eruption"
2363214C
Reversal super that is horribly unsafe on block
- first and third hit staggers (30, 50)
- second hit hitstun is 50
- fourth hit slides down
- fifth hit floor bounce
- seventh hit wall bounce
Shishigami-style Ultimate Technique: "Steel Rain"
214214B
Bang tosses an umbrella out that rains down nails. This super consumes all of his stocks of nails and its duration is dependent on how many he has stocked, lasting longer the more he has to expend.
- projectile property
- 3F hit stop
- umbrella disappears once Bang gets hit
- hit count total bases on Bang’s remaining nails (0:19, 1:33, 2:39, 3:46, 4:53, 5:59, 6:66, 7:73, 8:79, 9:86, 10:93, 11:99, 12:106
Click [★] for character's full frame data
Essentials
• Controls •
HUD •
FAQ •
The Basics
• Movement/Canceling •
Offense •
Defense •
Gauges •
Universal Strategy •
Detailed & Advanced Information
• Damage/Combo •
Attack Attributes •
Frame Data & System Data •
Misc •
Archived Information
• Archived Fan Wiki • Tier Lists •
- Advanced Input
- Attack Attributes
- Attack Level
- Astral Heat
- Auto Heat Gain
- Burst
- Barrier Block
- Barrier Gauge
- Bonus Proration
- Clash
- Combo Rate
- Counter Assault
- Counter Hit
- Counter Hit Carry
- Danger State
- Distortion Drive
- Guard Crush
- Guard Bonus
- Hard Knockdown
- Heat Gauge Cooldown
- Instant Barrier
- Instant Block
- Negative Penalty
- Purple Throw
- P1, P2
- Rapid Cancel
- Same Move Proration (SMP)
- Starter Rating
- Super Flash Buffer
- Throw Reject Miss (TRM)
- Ukemi/Tech (Air)
- Ukemi/Roll/Emergency Tech
- Untechable State