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{{BBCT Move Card | {{BBCT Move Card | ||
|input=6B | |input=6B | ||
|description= | |description= | ||
* Knocks down on hit | |||
Faster overhead than {{clr|C|5C}}, but requires RC to get any combo out of it. Still gives Bang an okizeme situation if he doesn't. | |||
}} | }} | ||
Revision as of 20:49, 6 March 2024
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 bangs 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 using Distortions or Rapid.
- 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
Low sweep. Combos into 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.
- 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
Faster overhead than 5C, but requires RC to get any combo out of it. Still gives Bang an okizeme situation if he doesn't.
- 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 goes a STUPID amount of distance
- 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
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- Slam down when hit in the air
j.4C
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- Vacuum effect
Drive Moves
5D
Slow guardpointed mid
- Full body Guard Point
- Guard Point follow ups cancelable until 23F after activation
- launches on hit
- 18F hit stop
6D
This one hits low, and has frame one guardpoint, allowing it to be used as a reversal, but it fails at being one due to its slowness and guardpoint not being as good as invulnerability
- 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
This ones an Anti-Air(?). It also has very short range so expect whiffing
- 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)
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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
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- 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
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- 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
An air only fireball with 4 versions for each button, each uses 1 Nail Stock except for the D version, Which uses 3
A version poisons the opponent which deals unscaled damage over time. Hard to apply in a decent combo and the poison also goes away on hit, so it's not very worth it to land.
- Goes in a shallow angle
B version throws an explosive nail that bounces and explodes after some time, mostly relegated to okizme and rarely combos
- Goes in medium angle
C version throws a sticky nail that sticks the opponent in place for a small bit, its the cornerstone of your combos and good for bangs timerscam strategy
- Goes in a sharp angle
D version throws 3 nails in all 3 angles, typically used for neutral with some average damage (for bang) if you get all 3 to hit, they also bounce but dont explode like B nails
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)
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Set Nail:
- Consumes one nail on 16F
Air Set Nail:
- Consumes one nail on 13F
Nail Dash
Any direction next to a set nail
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- 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
BANG BIG BIG BANG
The payoff for landing 4 drives
A Dragon Install-Type super that overrides the current theme playing for BEAT A NAIL WITH YOUR HAMMER
After activation, for the entire rest of the round Bang gains various buffs:
- Bang's attack damage is buffed by 20%
- His movement is overridden with his Fu-Rin-Ka-Zan Dash listed above
- All buttons are FRKZ dash cancellable on connect
- The amount of Guard Libra damage Bang deals is halved
- He can no longer normal block, only Barrier block
- Attack Damage x 1.2
- guard crush value x 0.5
- Bang can move 2F before opponent
Secret Technique: "Fatal Eruption"
2363214C
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- 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