| rdfs:comment
| - Bang is probably the character with the most jump-cancelable moves in the game, with almost all of his normals being jump-cancelable on hit and a great number of them being jump-cancelable on block. His Drive, Burning Heart, is a two-part move: Bang first defends with his gauntlet, which has autoguard properties. He then attacks with a fiery punch (or kick), which will add one seal to his FRKZ count on hit. When all four seals have been obtained, Bang can activate his Fū-Rin-Ka-Zan super (detailed below). Bang's Drives will still function as normal once he has obtained all four seals, although he derives no special benefit for doing so.
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| Description
| - Breaks one guard primer on block.
- Hits low.
- Launches on hit.
- Hits overhead.
- Now cancels into itself one additional time, for a total of two hits.
- Forward flaming back-fist punch. Autoguards high, mid, low.
- Teleports through any attack that hits any of his autoguards.
- Bang stabs the nail into the opponent, then finishes them off with a manly giant punch with a brutal explosion. No longer has height limitation.
- Bang grabs his opponent, disappearing before coming out with a drop kick from behind the opponent.
- Bang Install! Indicated by a very obvious, over-the-top activation animation, and by a glowing yellow aura.
- Background music replaced by Bang's unique theme song.
- Since BlazBlue: Continuum Shift, Bang's clothes now burn off upon successfully landing this move.
Can teleport off the guard-point, making it useful against projectile characters.
- Bang grabs his opponent, disappearing before coming out with a drop kick. This move has changed since CS2, no longer Special Cancelled but instead Air Dash Cancelled.
- Cannot combo after, has very slight frame disadvantage on hit , but good for resets.
- Throws a nail. A, B, and C versions consume one nail, D version consumes 3. Bang starts with 12 nails.
- D version throws three nails that bounce off the ground. Cancels momentum when performed, fast recovery.
- Full-body guardpoint. Whiffs on most crouching characters if it's TK'd, but some of them can be hit out of hitstun/blockstun. Depending of their hitbox behavior, it may also hit Hazama/Arakune or not.
- Continues the attack from where he left off, tracking the opponent if he crossed them up.
- Steps forward with a low flaming turn kick. Autoguards mid, low.
- Cannot teleport while autoguarding rapidly-hitting moves, such as Lambda's multi-hit normals.
- While in FRKZ state, cannot block normally. Can still barrier block.
- Moves forward significantly and can low-profile, but can easily be punished it not spaced properly on block.
- Much better hitbox and priority, now hits most crouching opponents. Can still be low-profiled.
- Crossup attack. A nod to Iori Yagami's Geshiki: Yuri Ori command normal from the King of Fighters series.
- Aerial version of 623B. Wallbounces on hit.
- Aerial version of j.623C. Aerial command throw.
- All bumpers consume one nail each.
- Automatically carries opponent to far wall.
- Better vertical hitbox.
- Breaks one primer on hit.
- Button pressed determines distance teleported.
- Can now link into 2B.
- Combos into j.D.
- Crouching flaming uppercut. Autoguards high, mid.
- Much faster than in CT, and works as a very solid in-an-out poke.
- A good move for surprise attacks via punishing the opponent, but most of the time the initial frames give enough time for one to escape with a jump to avoid the attack.
- Diagonal kick downwards with leading leg.
- Does not hit crouching.
- Downward flaming chop. Autoguards all attacks.
- Extremely fast invulnerable startup.
- New move in BlazBlue: Chronophantasma. Deploys the cape he floats with in some of his battle intros . Can only be used if none of his air options have not been used yet. This makes Bang's hurtbox transparent making him fly through the opponent, and is often a new key to some of his air combo routes.
- Faster than instant startup .
- Forces crouch on hit.
- Good for setting up mixups and pressure strings.
- Good priority and is a solid air-to-air.
- Grants one FRKZ seal on hit.
- Has significant repeat proration .
- Hits overhead. Knocks down.
- Can be repeated for a second attack with the other arm command normal style.
- In CP, grants the Fu seal of FRKZ.
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