Soldier Zero- I find 360s are easier on pad, but I think 720s are a little easier on stick, maybe it’s just a momentum thing, I dunno. But yeah, it’s something you’re gonna have to re-learn.
Hiya. Standing Roundhouse may work for the Sagat VC. It does less damage, though.
Honda’s Jumping Forward works the same way. Although you might be talking about that attack.
Going for a head-to-head poke fest means you are betting your timing and spacing are better, and yeah, Bisons Scissor Kick avoids any low attack, slides, sweeps etc, good if you predict a low attack.
In my opinion, Psycho Crusher is a terrible choice for anti-air, that weak point allows too many characters to simply snuff the Crusher completely. A lvl 1 Kneepress seems to have 10 times the priority a lvl 3 Psycho Crusher has.
I tried Bison as a turtle, he’s too big, and his range for auto-block is really large(like when you whiffed a punch from full screen in CE and the opponent would go into block animation)
Basically Bison has a pretty good pressure, corner trap game, least thats how i play him. Good priority in the air with FP and SK, although not as good as Chun or Cammy, and good priority on the ground with cr. SK and cr. SP.
Anti-Air is either lvl 1 kneepress, or perfectly timed and spaced, st. JP or cr. SP, sometimes jumping attacks work as well.
Basically the Psycho shot is used as a cover for jump-ins, walk-up throws, walk up pokes… usually you can throw it after a knockdown, but you have to keep a keen eye for a roll, you can also get a mindgame going by catching rolls early with cr. FK or something. You can also throw the shot after air-air hits, and stuff like that.
The Scissors kick you can use as a poke as long as you are mindful on the ranges at which you get the right pushback so the opponent cannot hit you on recovery. It’s also a good surprise technique after jumping backwards, and works as an early anti air as well.
Using these pressure techniques together Bison usually has a good chance of winning matches if he can control the corner. If the opponent is in the corner and Bison is around the tip of his st. FK range, he can usually just keep a poke pattern going with the scissor kick, cr. SP > shot, jump up FP, FK, FP, etc etc… until he can get a near guard break and finish with the Psycho Crusher.
Anyways thats the way I play him but I suppose there are different styles.
Jesus Christ, is there some sort of Charlie renaissance going on in Japan? He’s everywhere…
http://www.a-cho.com/kakutou/t.html Teams that will be competing in the a-cho cup SFZ3 tournament. I’m rooting for #34- Team Oisu (Guy/Rose/Blanka!), #32- Sekitsuihausu (Bison/Guy/Akuma), and #15, just for the name- Team Yubisaki Strawberry 100% (Ryu/Chun/Akuma). And check out #26…Daigo and BAS on the same team…and Daigo is playing Ryu…
:rock:
Shinobidj- damage reset. It works whether or not they air recover, so long as they don’t air recover and then do something invincible (see Ken round 2).
Yeah, I started with shotos, moved to chargers, and then started playing around with gief. Took a long time on pad to get everyone down, stick won’t be any easier, but I’ll still try. I’m going to be using the X-Arcade, without 3P and 3K though.
There’s a surprising amount of variety in the a-cho tourney, although the usual standbys are there. And whats the deal with Daigo playing in a SFA3 tourney?
Team 9: Vega/Guy/Gouki
Team 22: Gen/Cody/Dhalsim
Team 34: Guy/Rose/Blanka
Also, what is the 1st link under Zero3? I know the second is the tournament bracket, but I have no idea about the first as it also has teams which are not on the bracket, including one with Rainbow Mika! 0_0
Finally, since I like Gen, and I heard that X is his best “ism,” are there any tips on playing X-Gen somewhere around the forums?
Well, this combo have been harassing me for a longggggggggg time…
The combo is J-in Hp(Hk) / S.hp x flash kick or S. flash kick.
How the heck do you guys do the FLASH KICK? No matter how I tried to get it down, it just won’t work for me. What I know is that for the released special, you must take at least 2 seconds for charging, but judging from the distance that Guile leaves the ground and jump in to hit your opponent, it takes less than 2 seconds even if I did the charging the moment Guile leaves the ground. That’s what I need help with.
There’s more than enough time to charge. Look at Vega – he jumps fast, but that’re than enough time to charge. Attacking, then hitting or being blocked, adds frames as charge time. In this case, the jump in HK provides the needed extra frames.
damn, it works. I have tried that, but what you gotta do is to set the speed to normal or set to certain speed, which means that the speed is as slow as a snail. If you don’t, such as set it to turbo 2 or 3, it mother fucker never comes out. That’s fucking useless.
Anyway… setting the speed also changes the amount of time allowed for the charge (slower–more time, faster–less time). The “charge for two seconds” convention is for the game’s slowest speed setting. You can learn to charge faster with practice. Play on the slowest speed, then build your reflexes up with practice.
it may also pay to start learning how to VC with Charlie, as it involves a bit of “unlearning” how to charge.
Are you serious man! I guess it only works on normal speed setting, otherwise it won’t work. Try to see what I am talking about, just set the speed to TURBO 2 or 3. It won’t work for sure.
Ok I will practice again! I trust on you this time…Let see what turns out as result. But really man! Not big damage just for show, yes, you are right. But if you try to implement it with the super flash kick, it takes a huge amount of your life.
Try simple s.HP, flashkick first… once you get that down, you can start it with a j.HP instead.
Here’s a tip for you if you really want to try j.HP, s.HP, flashkick super… but only if you can perform a SPD.
jump towards, charge back-down the MOMENT after you jump, do deep j.HP (keep charging), land (keep charging), return the stick to neutral and immediately press HP (and hold it), immediately after you press HP perform a SPD-motion starting at towards and hit roundhouse kick… Voila, superflashkick.
If you:
-get d.HP, you didn’t return the stick to neutral first
-get s.HP into boom, you didn’t hold down HP to prevent negative edge
-get just boom, you started your SPD motion too early
-get just a s.HP and no super, you A)Didn’t charge long enough during your jump-landing or B)performed your super motion too slowly. Or maybe A+B.
Again really impractical, and just for impressing fellow players with your manual dexterity.
Easier, and infinitely more practical alternatives to j.HP, s.HP, flashkick super:
j.HP, d.MP, flashkick super
j.HP, d.LP x2, flashkick super (easy hit confirm).
Drunken Master
Thanks man! your tip is quite useful. It’s because you said it possible that I tried to practice this morning, and it really worked. However, the charging thing is kinda annoying. You must be superfast for charging back down the moment you jump, or else you don’t have enough time for charging. Well now, I am trying to practice the super flash kick. I hope I could get it down real soon. And your effort of trying to help me out is worthwhile.