Bang Shishigami/Move List

Normal Moves
Drive - Burning Heart: Bang's Drive has two functions. Firstly, they are guardpoints, which means they have an autoguard property during a portion of their startup. Second, if any of his Drives connect, he will get a Fu-Rin-Ka-Zan symbol (up to four). Getting all four symbols will allow him to activate his Fu-Rin-Ka-Zan super (detailed below).

5D: Bang blocks, then lunges forward with a flaming punch. Launches on hit, autoguards low, mid, and high. Jump cancelable on hit or block.

2D: Bang blocks, then performs a short-ranged flaming uppercut. Launches on hit, autoguards mid and high. Jump cancelable on hit or block. This move has a bit of a glitch, where hitting Bang repeatedly during his autoguard will extend the autoguard duration to the entirety of the move.

6D: Bang blocks, then steps forward and does a flaming sweep kick. Knocks down on hit, autoguards low and mid. Jump cancelable on hit or block. This is the only guardpoint with instant guardpoint, although it also has the longest startup and vulnerable time after the autoguard.

j.D: Bang blocks, then does a flaming downward punch. Knocks down on hit, autoguards low, mid, and high. Jump cancelable on hit only. There is a glitch which will cause Bang to rise into the air if he autoguards multiple hits with this move (getting hit by all of Steel Rain will send him clear off the screen).

A, B, or C during the autoguard on Burning Heart - Secret Art: Bang's Shadowstep Jutsu: Pressing A, B, or C while autoguarding will cause Bang to teleport forward a set distance depending on which button is pressed (A is the shortest, C is the longest) and continue the guardpoint attack. Once he has teleported, he can still autoguard if the autoguard duration still lasts, but cannot teleport again. This teleport is invulnerable and can cross up the opponent, in which case Bang will automatically change direction to target the opponent. There seems to be a glitch where Bang is unable to teleport if he is being hit multiple times quickly enough (such as with Nu's multi-hit normals).

5A: Basic jab. Short range and doesn't hit crouchers, but fast (5 frames) and prorates less than 5B as a combo starter. Links (does not gatling) into itself.

2A: Crouching jab. Moderately fast (9 frames) and has decent range, but prorates a lot as combo starter (70%). Hits low.

6A: Bang winds up slow, then does a wound-up reaching kick low. Has a lot of startup, but looks somewhat like 5C and can be used as a mixup accordingly.

j.A: Bang punches directly forward in midair. Generally only hits opponents at head height or higher. If you chain two j.As in a row, Bang will punch alternately with both hands. The punches have different animations but are functionally identical.

5B: Straight punch. Respectable range and better coverage than 5A, but also a bit slower (8 frames) and prorates more. Fairly unsafe on whiff or block if not canceled into anything.

2B: Bang leans forward and strikes with his elbow. Relatively slow startup. Jump cancelable on block. 2B moves Bang forward if canceled upon connecting, otherwise he will return to his original position.

6B: Flip kick from above. Hits overhead. Fairly fast for an overhead, but extremely unsafe on block and does not combo into anything on hit without RC.

j.B: Kick straight forward. Better vertical coverage in most situations than j.A.

5C: Overhead punch. Slow, but doesn't prorate very much, and jump cancelable on block.

2C: Basic sweep kick. Very unsafe on block. Hits low.

6C: Launching kick. Has a very small and high hitbox and will whiff completely on half the cast standing. Will only hit Ragna, Tager, Hakumen, Litchi, Arakune, and Nu.

3C: Slide kick. Unsafe on block except at maximum range. Hits low.

j.C: Diagonal kick downward. Good hitbox, but mediocre priority and is very unsafe on block. Spikes on hit.

j.4C: Diagonal kick backwards. Vacuums significantly on hit and has a lot of stun, but will only hit opponents behind Bang.

Special Moves
623C - Bang's Void Tempest Kick: Bang's command throw. Has some startup (about 10 frames) and no invulnerability. If the throw connects, Bang will throw the opponent into a series of teleporting kicks ending with a final punch launching upward. Can be RC'd at any point during the move.

j.623C - Bang's Void Tempest Kick EX: Same as ground version, except faster startup. The actual combination Bang performs differs slightly, but ends the same way.

623B - Bang's Unstoppable Double Palm Thrust: Super crash! Bang hits the opponent with a giant flaming punch, which wallbounces on hit. Has a lot of guard libra push.

j.623B - Bang's Heavenly Double Palm Thrust: Same as ground version, except Bang moves forward a bit while punching.

j.236A/B/C/D - Bang-Style Shuriken: Bang throws a nail from his stock of 12 nails. Depending on the button pressed, the effect of the nail differs. With the exception of A nail, all nails will immediately cancel any aerial momentum Bang has and cause him to drop to the ground, and all consume one nail stock with the exception of D nail, which consumes three.
 * j.236A - "Poison" Nail: Fastest nail, Bang throws a purple nail at a slight downward angle, which poisons the opponent if it hits. Poison deals a very small amount of damage (120 per second) over 10 seconds, and will go away if Bang is hit.  Unlike the other nails, Bang retains whatever aerial momentum he had, except in the case of an airdash where he will immediately start to fall.  If done during Fu-Rin-Ka-Zan, Bang will retain the momentum of his dash for a very long time and fly a very long distance.
 * j.236B - "Exploding" Nail: Bang throws a red nail that bounces off whatever it hits and explodes. If it hits the ground, the nail will explode at approximately Tager's head height, meaning the explosion will miss most other standing characters unless they jump.
 * j.236C - "Spider" Nail: Slowest nail in terms of startup, flight speed, and recovery, Bang throws a white nail that freezes the opponent in a spiderweb if it hits. The freeze duration is much shorter than Jin's freeze, and does not need to shaken out of.
 * j.236D - "Bounce" Nails: Bang throws three yellow nails that bounce off the ground and continue moving. Because it is so fast and the three nails traps the opponents for a fair bit of time, j.236D is a good, but costly way to extend blockstrings.  If Bang has less than three nails, he will throw however many nails he can.

Distortion Drives
2363214C - Shishigami-style Secret Technique: Fatal Eruption (requires 50% heat): Also known as Daifunka, Bang runs forward and does a multi-hit combo on hit, slamming the opponent into the wall. Has a ton of invulnerability on startup (also as much as Jin's 623C), but comes out fairly slowly and is very unsafe on block.

214214D - Shishigami-style Forbidden Technique: Fu-Rin-Ka-Zan (requires 50% heat, 4 seals): AKA Bang Install, Bang performs a very long superflash animation, and enters Fu-Rin-Ka-Zan (FRKZ) mode for the rest of the round. It should be noted that after the superflash, Bang resumes moving 2 frames before the opponent does. Bang gains the following properties in FRKZ mode: 236236B - Shishigami-style Ultimate Technique: Steel Rain (requires 50% heat): Bang throws an umbrella at the opponent, which stops above his head and starts raining nails. This move consumes all of Bang's nails (even if he has none), and the number of hits depends on how many nails Bang has when he does the move (ranging from over a hundred hits with all 12 nails to barely a dozen with none). Bang is invulnerable up to the superflash, but not after. Umbrella disappears if Bang is hit.
 * Regular movement replaced by an 8-way dash. Bang performs a high-speed dash in any of eight directions, which passes through opponents and is invulnerable during the middle part of the dash, but also can be counterhit.  The dash can be canceled before it completes by any aerial normal, any drive or special, or 6A, 6B, and 6C.  Any jump-cancelable move can be dash-canceled on hit or block, even ones that are not normally JCable on block.
 * Damage is increased by 20%.
 * Guard libra push reduced to half (cannot crush guard as easily).
 * Cannot block normally, but can still barrier block. Note that barrier blocking must be buffered out of something, as pressing back + AB while in a neutral position will give you a dash instead.
 * Epic theme music starts playing.

Astral Heat
j.6321463214D - Shishigami-style Forbidden Technique: The Ultimate Bang (requires 100% heat, final round, opponent at 20% health or lower): Bang pulls the giant nail off his back and stabs with it, going into the manliest animation ever if it hits. Has full-body guardpoint and is unblockable, but must be done a certain distance from the ground (approximately one character height).

Normal Moves
5D: Much faster (almost twice as fast) and guardpoint lasts longer. No longer jump-cancelable on block, but much safer without JC.

6D: Much faster (almost twice as fast) and guardpoint lasts longer. No longer jump-cancelable on block, but much safer with JC.

2D: Slightly faster. No longer JCable on block, but safer.

j.D: Slightly faster.

5A: No longer links into itself, hits a bit lower.

2A: Now chains into itself twice, prorates a bit less.

5B: Stuns for a bit longer.

2B: Much faster, now hits a bit higher up.

6B: Now safe on block, combos into 2A on hit.

j.4B: Old j.4C motion.

5C: Bit slower.

2C: Now neutral (!) on block.

6C: Now hits all characters standing (whiffs all crouching, even Tager). Breaks one guard primer.

3C: Breaks one guard primer.

j.4C: New move. Does a kick resembling 6C, except in midair.

Special Moves
623B: Now safer on block, more untech time, breaks one guard primer.

j.623B: Safer on block, more untech time, breaks one guard primer.

j.236A: Poison now deals twice as much damage per second.

j.236B: Has same startup speed, but now retains momentum like A nail. Nail explodes more quickly after bouncing.

Distortion Drives
2363214C - Now breaks one guard primer.

632146D - Old 214124D motion, FRKZ changed in the following ways: 632146B - Old 236236B motion. No longer disappears if Bang is hit, now has a slightly wider hitbox.
 * No longer has a damage bonus.
 * Glitch involving "gliding" with A nail during dash removed.
 * Superflash animation faster.

236236D - Shishigami-style Explosive Technique: Bang's Unparalleled Fighting Demon Fist (requires 50% heat): New move. Bang explodes in a burst of flame, which launches the opponent into a flashy followup if it hits. Bang then poses over the fallen body of the opponent. Thanks to the pose, you and the opponent actually recover at about the same time. Extremely fast, invulnerable on startup, and safe on block.

Astral Heat
6321463214D: No longer has a height limitation.