BBCF/Bang Shishigami/Starter

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 Bang Shishigami


Combo Notation GuideCharacter Name Abbreviations
7 7 8 8 9 9
4 4 5 5 6 6
1 1 2 2 3 3
Numbers represent direction on a keyboard numpad. For example, 236+A becomes 236A.
> = Proceed from the previous move to the following move.
/land = Indicate that the player must land at that point in the sequence.
, = Link To perform a second action after the first action completely finishes its animation. the previous move into the following move.
->/~ = Cancel To bypass the remaining time or frames in an action by proceeding directly into another action. the previous special into a follow-up special.
dl./delay = Delay the following move.
whiff/(whiff) = The move must whiff (not hit).
c. = Close
f. = Far
j. = Jumping/Aerial
hj./sj. = High Jump/Super Jump
jc = Jump Cancel
hjc/sjc = High Jump Cancel/Super Jump Cancel
dc/adc = Dash Cancel/Air Dash Cancel
CH = Counter Hit
AA = Anti-Air
IAS = Instant Air Special
[X] = Hold input.
]X[ = Release input.
(move) = Move is optional.
[X] or [Y] = Perform sequence X or Y.
[sequence] xN = Repeat sequence N amount of times.
(N) = Hit N of a move or move must deal N amount of hits.
IAD = Instant Air Dash
RC = Rapid Cancel
OD = Overdrive
ODc / cOD / ODC / OD Cancel = Overdrive Cancel
EA = Exceed Accel
AM =  Amane
AR =  Arakune
AZ =  Azrael
BG =  Bang
BU =  Bullet
CR =  Carl
CE =  Celica
ES =  Es
HK =  Hakumen
HZ =  Hazama
HI =  Hibiki
TG =  Tager
IN =  Izanami
IZ =  Izayoi
JI =  Jin
JU =  Jubei
KG =  Kagura
KO =  Kokonoe
LA =  Λ-No.11-
LI =  Litchi
MA =  Mai
MK =  Makoto
MU =  Mu-12
NA =  Naoto
NI =  Nine
NO =  Noel
NU =  ν-No.13-
PL =  Platinum
RC =  Rachel
RG =  Ragna
RE =  Relius
SU =  Susano'o
TK =  Taokaka
TS =  Tsubaki
VK =  Valkenhayn
TE =  Terumi


Basic combo theory

Bang’s combos are odd in the scheme of blazblue. He is very recourse dependent for his combos,not in terms of meter or any sort of gauge, but his… unique… recourse. Hm. Meet the Nails (It’s called a Bang style shuriken in game, but we call it a nail for short). They come is 4 different variants:

The A version (in the air 236A/j.236A)

  • Takes 1 nail (out of 12)
  • The A version does damage poison over time, roughly doing 600 damage by the end of the poison duration
  • The poison damage is about 100 per 360 frames (1 frame is equal to 1/60th of a second), and it does a total of 600 unscaled damage, meaning there is a total of 2160 frames (Does not kill 1hp opponents)
  • One of, if not the most important neutral tool for Bang. Has a good angle
  • Leads to Bang’s optimal routing and is present at all levels of play.

The B version (in the air 236B/j.236B)

  • Takes 1 nail (out of 12)
  • Is a multi-hitting move. The first part being the nail connecting, the second part being the explosion. They do not combo, so there is a delay
    • The nail will bounce off whatver object it hits (opponent, floor)
  • Not too present in midscreen combos, but is relevant in the corner
  • The explosion does 300x2 damage (because the nail and explosion do damage separately)
  • Leads to stylish combos (even into Astral!), and looks very… Explosive.
  • Has a much steeper angle than j.236A

The C version (in the air 236C/j.236C)

  • Takes 1 nail (out of 12)
  • Damage values aren’t important, since this is his combo extendeing tool
  • Is generally used after a j.D
  • Creates a web that is stops the opponent from falling or moving
  • Has the steepest angle from all the nails, going basically nowhere
    • DONT USE IN NEUTRAL
  • The extension is generally used to build Seals, which improve Bang’s drive damage and improving his OverDrive (OD)
  • Delays bursts so it can be useful in situational burst baits (very rare)

The D version (in the air 236D/j.236D)

  • Takes 3 nails (Out of 12)
  • Not really utilised in combos
  • Basically a free neutral winning tool if its spaced correctly
  • Don’t rely on it, it takes too many recources

There are also a few other ways to use nails:

  • In air 236xD/j.236xD
    • What I mean by x is any other button, A/B/C
    • Rarely used, even as a gimmick
    • Shoots 3 of the nail type put in, but does not let you act until you land
  • Bumpers 214A/B/C/D (Air OK)
    • Kind of gimmicky, but leads to better mix and only cost 1 nail
    • The better you are at bang, the more you can utilise bumpers
    • Do not worry about this at the start, you should focus on the basics
  • Half circle back, forwards B (632146B)
    • Umbrella rains down nails for 8 seconds, 1 nail being used every 120 frames (2 seconds) for a total of 4 nails used.
    • Not used much, but can do it after 5D for some okizeme From Japanese "起き攻め". Attacking an opponent about to wake up after they were knocked down, usually with meaty attacks or mix-ups. (set up) in the corner

Now that you’ve met these little guys, I will go on to explain some stuff about the combos that I believe are important.

Basic rules when it comes to learning combos

1. Most combos have Instant Air Dashes (IAD An air dash performed from a standing position as quickly and as low to the ground as possible from a jump. Done by inputting 956 754, and depending on the game, using a dash macro right after a jump.). A lot of IAD’s. You’ll have to get used to his movement if you want to pull off his optimal combos. Don’t worry about failing, because once you get his movement, he is one of the most fun characters to play. Just don’t give up too soon, we all had a rough time first learning his movements and combos.

2. His crouching combos midscreen suck. He may be the only character who gets worse confirms from hits on crouching opponents. At least he gets full combos in the corner, and he does have 2/3 basic enders midscreen.

  • 3C > 66 2A
    • The dash 2a is a specific, and tight timing, but gets you a combo extention
      • If the opponent doesn't tech or they roll away, they get hit by 2a and Bang can combo them again (2a > 5B > 6C > jc j.D > etc)
    • It’s his okizeme From Japanese "起き攻め". Attacking an opponent about to wake up after they were knocked down, usually with meaty attacks or mix-ups., but all it really does is force the opponent to tech
  • 2C > 214D
    • Sets up a bumper midscreen
    • Hard to utilise, so not recommended.
  • 2C > 623B
    • Should really only be done near corner, so you can combo off it (maybe)

3. Nail management is important. It likely won’t be too apparent at beginner levels, but managing nails in combos can be difficult if you wasted too many in neutral. Like all characters, good neutral benefits good combos. Especially on recourse dependent character like bang with high damage (Like bang).

4. Overdrive is hard to use early on. There aren’t really any OD BnBs except for mashing a bunch of drives and dash cancelling them into each other. Don’t worry about it, bang can do a lot without OD (but learn it once you feel you’re ready/learned fundamentals and a couple other stuff)

5. There are a good few microdashes in bangs combos. These are basically just dash inputs done really fast then cancelled into a button. It takes practice, but can be buffered mostly.

6. There’s tons of delays between attacks. Just get ready to get used to it.

7. If you want to combo from 6A, go with 6A > 5B into the B routes. Skip the 2B.

8. A lot of the j.236C > 66 5C usually requires a delay on the j.236C. This delay doesn’t work on some characters, so you’ll have to mess around with timings and characters a bit.

To find beginner combos, check the Combos section

Pressure

Bang pressure may seem weird at first, but he’s just a hyper-glorified Strike/Throw character.

He has a lot of strong pressure options, but here are the basics of the basic options.

Basic strings

Tip: if you want to catch people mashing, try delaying your attacks instead of just doing them e.g (5A > delay 5B) would catch someone mashing if the delay is timed correctly

5A > 5B > 2B > 2C

  • This is the most basic string
  • Is safe on block if you cancel into 623B
  • Can add delays to create gaps to catch people mash

> 5B > 6A > 5B

  • A simple string into 6A
    • 6A is a low
    • 6A is plus on block and lets you continue your pressure with 5B, or go into 2C, 6B and whatever other option you have found

5A > 5B > 5C

  • An unsafe way to get into 5C
    • There are no safe ways to get into 5C
    • 5C resets pressure since it can go into a lot of Bangs pressure

...2C > 5D > 623B

  • A way to make 2C safe on block
  • Can add delays to catch people mashing 

5A > 2B > 5B

  • A frametrap
    • Means it has a small gap that will counterhit against opponents pressing buttons
  • Goes back into 5B which allows you to continue pressure
    • With moves like 6A

...2B > 6B

  • Surprise overhead
  • You will be punished if someone blocks this

2A > 2A > 2C

  • Double low
  • Unsafe because gap between 2A and 2C is kind of big

jump cancellable button (5A/5B) > jump back nail (j.236x)

  • A way to escape pressure in exchange for a nail
  • Use it if you don't want to over extend and get punished
    • You have better options down the line, but not many in the beginning


5A

5A is the multi-purpose god jab (only -1 on block! 6 frames startup!)

  • Confirms into about every gatling, and can frame trap with things like Delay 5B and 2B/Delay 2B.
  • Very strong button, can do tick throws off of it as well, using either Normal grab (B+C) or Command grab (623C), or even stagger pressure with 5A > 66 5A, abusing the -1 on block (though, all of that is for later).
  • Jump cancellable on block, pretty useful when you learn some of the more advanced pressure options.

Gatlings: 5B, 2B, 5C, 2C, 6A, 6B, 6C, 3C, jump cancel, 5/6/2/j.D, any special move

Example beginner strings:

5A > 5B > 2B > 2C

  • Safe string
  • Can add delays between each button for frametrap
  • Not really that scary, 2C ends pressure


5A > (DL) 5B > 2B

  • Frametrap
  • Catches opponents mashing


5A > (Delay) 5B > (Slight Delay) 6A

  • Catches mash twice
  • Goes into 5B which means you can go into 6A


5A > 66 623C/B+C

  • Tick throw
  • Catches people off guard
  • Helps certify your Strike/Throw mixups
  • Make sure opponent will respect it


5A > 5B > 6A/5C

  • Basic 5A into 5B string, has bit of pushback because of 5A

5A > 6A/5C/2C / 292a j.B

  • 5c/292a j.b can be mashed on, 6a can be mash on IB
  • If the opponent gets caught by this too many times, they block too much or mash too much
    • Use that information to your advantage

2A

  • 2A is not as useful as 5A in some situations, since it isn’t jump cancellable and takes a frame longer to come out, but 2A > 2A (2AA) is a true gatling which is a very strong fast double low and is good to prevent IB>DP on ur 5a
  • Scales worse but having a double low can catch people off guard, and it’s the main way to force opponents to tech.
  • 2A > delay 2A can catch people who try to mash too hard, just make sure you don’t trust too hard in this button.

We lost a human right for 2AA.

Gatlings: 2A, 5B, 2B, 5C, 2C, 6C, 3C, 5/6/2D, any special move (on ground)

Example beginner strings:

2A > (DL) 2A

  • Frame trap
  • Double low

2A > (DL) 2B/5B

  • Frame trap
  • Leads to 5B/2B, which extends pressure

2A > 2A > 2C

  • Triple low
  • 2A > 2C has a big gap, so be careful

5B

5B is kind of like 5A, but more.

  • It can go into frame traps, overheads like 5C and lows with 6A. 5B > 5C} has a gap that can be mashed out of, but 5B > 6A is a true blockstring unless you delay 6A, in which you get a frametrap low.
  • It is also jump cancellable and leads to much more damage than 5A, albeit harder to land.
  • Strong button, but is kind of stubby and can’t stagger or tick throw like 5A can, but certainly a useful button regardless.

Gatlings: 2B, 5C, 2C, 6A, 6C, 3C, 5/6/2/j.D, jump cancellable, any special move

Example strings:

5B > 6A (> 5B > 6A)

  • Basic low check
  • Plus on block
    • Unless it’s IB’d but you don’t worry about that for now
  • Lets you gatling back into 5B

5B > (Slight DL) 2C

  • Manual frametrap
  • Low check, that isn’t 6A
    • Technically catches mashers better since you can time the delay

5B > 5C / 292a j.B

  • Like with all overhead strings, not a gapless blockstring
  • Leads to an overhead and essentially a pressure reset, which is good. j.22a is plus outright and 5c has MANY great cancel options
  • Something many people don't know is that for most characters off a regular blocked 5b j.22a will high profile 2a, and 5c will hit the early hitbox on stand mash. This means u can rps between the 2 on mashy opponents for potentially insane cashout if u can condition them to press 5a and get fataled by 5c.
    • We’ll get to that when we get to 5C

5B > (DL) 2B > (DL) 2C

  • Double frametrap
    • Means it catches mashers
  • Ends pressure
    • because 2C

2B

2B is a very weird button.

  • It can frame trap from a good few buttons (5A/2A/5B > Delay 2B), but doesn’t have many gatling options for it continue pressure with besides 5B which isn't bad since that button is the cornerstone of pressure but it can be awkward at some spacings
  • It should be noted that 2B can go into 6B (a surprise overhead), so that’s something.
  • Massive reward on counter hit though, so the frame traps can definitely pull in some good damage.

Gatlings: 5B, 2C, 6B, 6C, 3C, 5/6/2D, any special move (on the ground)

Example beginner strings:

2B > (DL) 5B

  • Frametrap
  • Goes back into 5B
  • 2B pushes you forwards a little bit, but the opponent gets pushed back too
    • Still a little distance covered

2B > 6B

  • Surprise overhead
  • -1 on block (safe)
  • Lose your turn

2B > (DL) 2C

  • Frame trap
  • Low check
  • Ends string
    • See: 2C

5C

A strong overhead, takes longer to hit slower on crouching opponents due to moving hitbox.

  • Part of his Core pressure
  • Very easy to use, lots of new people fall susceptible to it
  • Has high damage off 5D, but cannot hitconfirm into it, so go into 6A if you think that’ll happen.
  • Safe-ish on hit, only -3 so you’ll be able to reset pressure even if its blocked
  • Like a lot of Bang’s tools, can be incredibly strong when used effectively

Gatlings: 6A, 2C, 5/6/2/j.D, jump cancellable, Special cancellable

Example strings:

5C > 6A

  • High to Low mix
  • 5C is essentially a pressure reset with the amount of options it has

5C > 2C

  • Hit confirmable (able to react on hit)
  • High-Low
  • Frame trap if you delay between the two

5C > 5C

  • Sounds silly, but 5C is only -3 on block
    • Fastest 5A's will be 5/6 frames
    • If the opponent respects your pressure too much, this can actually work
  • Double overhead
  • Mental pressure x2

5C > 5D

  • Not an actual blockstring
  • Use if you think 5C will land a hit, then go into a combo

5C > 6B

  • Double overhead
  • Ends your turn
  • Not many people expect this

5C > 292a j.B

  • frametrap on 6fers
  • Leaves u very plus
  • double overhead (can go into unmashable triple overhead if u want)

2C

  • Basic blockstring ender, can go into (5D >) 623B to either catch a counterhit or lose your turn without a punish (unless they’re super close)
  • Leads to good damage in the corner so it’s sometimes worth it to fish for
  • Can be gatling’d into by a lot of your other main pressure moves
  • It’s a low

Gatlings: 5/6/2D, special cancellable

Example strings: 5A > 5B > 2B > 2C

  • The basic string
  • Again, not really all too scary
  • Can add gaps between the attacks
    • Makes a manual frame trap

2C > 5D > 623B

  • In case you have the 2C blocked
  • Can add manual gaps (5D can be mashed on when gaps are added)

2C > (5D > 623B) > RC > 66 5/2B (somewhat advanced)

  • A way to save face after 2C gets blocked and you still want to pressure
  • Can frame trap if you delay 5/2B a little bit

6C & 3C

  • Don’t use these in blockstrings
    • 6C whiffs on crouching
    • 3C is VERY minus on block (up close)
      • Can be used with Rapid Cancel for frame traps and mix ups

6A

  • Part of your core pressure
  • Hits low
  • Plus on block
  • Has good gatlings to fall back on
  • Kind of hard to use, but you’ll get used to it
  • Don’t always autopilot into this

Gatlings: 5B, 2C, 6B, 6C, 5/6/2/j.D, Special cancellable

Example strings:

(5A/B >) > 6A > 5B

  • 6A gatlings into 5B, meaning you can delay it
    • That means a frame trap
  • Can continue pressure from 5B onwards
  • Pushes you away, so be mindful of that

6A > 2C

  • Double low
  • Like all Bang strings, can add a manual gap
  • Gets good damage in the corner
    • Gets basically nothing midscreen

6A > 6B

  • Surprise overhead!
  • Can combo off 6B by
    • Counter hit
    • Rapid Cancel (RC)
  • Pretty unsafe without RC

6B

  • A surprise overhead!
  • Can combo off RC, Air hit or CH with 2A > 5B > 6C > etc
    • Can actually combo with 2B > 5D if you RC fast enough
  • A good change of pace, if they’re blocking too much

j.D

  • A surprisingly effective move?
  • High profiles a lot of moves
  • Guardpoint is pretty bad on j.D
  • Another surprise overhead?
  • Combine this with the other overheads he has and suddenly the opponent has to look out for even more overheads
  • Any jump cancellable normal can go into this

Mental pressure

I should also mention the mental aspect of pressure briefly, considering how important it is to pressuring in general.

  • Mental pressure is pressure experienced not by scary mix-ups, but because the opponent is going to hit you
    • Strong mix-ups do improve mental pressure, but that doesn't mean you can't force pressure without them
  • Sometimes it makes people act in ways they shouldn't, such as mashing on every blockstring, or simply blocking too much
  • You can inflict mental pressure by doing Fake blockstrings, such as staggering with 5A > 66 5A or (corner) 6A > 6A
    • 5A > 66 5A covers distance for free and the opponent can't predict what you'll do next since 5A cancels into about everything
      • Makes them want to react, and depending on the player, it could be a lot of things like mashing, jumping out, DP, etc
    • (corner) 6A > 6A is threatening because you just reset your pressure into an option they wouldn't expect
      • Can either make them less respectful of your pressure (Can start fishing for Counter hit), or Panic and overthink (Can start doing more fake pressure)
  • Not all blockstrings are good, but if you think it'll work, then you should go for it and learn from it, since it's got nothing on the line
    • examples of this are things like 5B > 3C > Rapid Cancel (RC) > 2B
      • Objectively it's a waste of meter since 5B can get in for far less, but sometimes the opponent knows how to deal with those options, and since it's something nobody would expect, it might work under the right circumstances (Do not try this unless you are 150% sure)

Bang pressure generally has one weakness though, and that is Barrier (4AB).

To get through this, you generally either have to commit more with riskier options, or just accept that you're going to lose your turn.

However, there is a technique that allows you to travel forwards and lands as the transition into intermediate play:

TK j.B (292A j.B)

Although technically a 23692A j.B input, it doesn't change it's purpose as an overhead that gets you back in your preferred zone for pressure (Up close).

It can combo afterwards as well if your eyes are keen enough, and can remove distance between you and your opponent, making it another one of his core pressure tools.

Once you've gone and understood how to move with this character, you can start working on TK j.B since it's an integral part of intermediate play

Examples:

TK j.B

  • Overhead
  • Advances you forwards
  • Plus on block
    • Much more plus than 6A, but can be mashed on in strings unlike it

TK j.B is one of Bang’s core pressure options due to the reasons stated above. It allows Bang to add not only another mix up option, but acts as a way for him to cross space after being pushed back

You can high low off of it with another with TK j.22a j.B or land into 2A

Be wary of the fact that there is a gap between 5A, 5B and 5C > TK j.B, so people can mash out of it

However with all things mashable, you can turn that into your advantage when you start baiting their mash on TK j.B

TK j.B > j.22A > j.B

  • Double overhead
  • Catch people who react to TK j.B and then block low
  • Has a gap

Literally just TK j.B but you do another j.B. Works because Musasabi (j.22A) uses air dashes.

The double overhead is nice, and knowing most people usually go back to blocking low after TK j.B means you can head into this when noticing that pattern.

People will start mashing if you do this too much, so don’t rely on it, even with how much space it covers.

TK j.BC (Whiff) > 2A

  • Fake overhead
    • Good at baiting people
    • Low
  • Somewhat inconspicuous

Faking out TK j.B and going for a low instead can mess some people up.

Another good way to mix up the overhead if it keeps getting blocked.

Most people will respect it, but there are some mad men who won’t.

TK j.D

  • Has j.D in it
  • Overhead
  • Plus if the opponent respects you too much
  • Occasional guardpoint tomfoolery

A niche version of TK j.B, but a version that can work well when the opponent isn’t contesting you

With that, you can either choose to go in or do it consistently (Don’t recommend more than 2/3 times) to force them to act

Can be used, but used without any reason can lead to you blowing up

272A j.236B

  • Okizeme
  • Helps deal with hard character like Mai (beats flip)

A unique set up that requires you to Musasabi backwards and then throw a B nail. A bit advanced but can be worth it to learn.

Main benefit is setting up a roll catch + catching people trying to do invincible options on wake up (DP, Mai flip, etc), and meaning they can’t just do whatever on wakeup.

Kind of niche, but still very usable and an easy way to deal with Mai on wakeup if you don’t want that pressure.

Still costs one nail at the end of the day, so manage your resources.

272A > 66 j.BC

  • Gap closer from round start
  • Might catch people off guard
  • Generally unsafe from longer distances

Not much else to say other than what’s been said up there. A unique way to close the gap round start, and since head backwards at first, you can avoid some attacks round start


These are just some examples and they can definitely be improved, so experiment once you’ve gotten the 292A input down for both sides