Alpha 3: Q & A

  1. I don’ t know how you’d “set up” a VC outside of baiting moves. Do know that you can start the custom with the opponent a little more than a characters length from the corner and still hit. Also a 2p-side “trick” to use is to knock down the opponent in the corner, jump over twice, cross up fwd kick on the 2nd jump, activate->VC.

  2. Low forward is his best normal move along with the ever popular cr. strong. Hopkick is unusually good in this game. You sorta fall in love with it, but when you use it in other games…it sucks :(. You can “special cancel” a special move from it. I don’t know if its a link or whatever, but special moves cancel from this particular command move. DPs combo from it, and fireballs will combo on counter. Use the latter (regardless of hit) as pressure strings and for positioning. Wary of VC blowthrough though as they can activate between hopkick and fireball.

F+fierce is a good move too, good part of block strings. Combos into cr. forward, but the timing is tight

  1. CC or VC? His infinite only works if you’re p1, but i heard p2 has a modified form. If you’re talking about VCs: the one you’re doing now does pretty good damage, but the standard hopkick-fb, cr. forward->fb VC does a little bit more. The timing is a little slower than it looks, i think its worth it.
  1. Short Hurricane Kick pushes them towards the corner, and they can’t air recover afterwards, FYI. Sadly does less dizzy than the Roundhouse version though. As for other ways to land the corner VC, you can jump at them and VC through their anti-air, or just try to get them to attack you (or ideally break their guard) by poking at them. That’s pretty much all you can do AFAIK. If they jump do VC2, Jab DP, fireball, hopkick, fireball {standing fierce xx whiff fireball]. There may be some whiffed DPs in there depending on distance.

  2. B+RK, hopkick, standing Strong, crouching Forward, crouching Short…Ryu has a lot of good normals, actually. Fireballs arer good too. Do patterns like crouching Shortx2, hopkick, crouching Short, hopkick, b+RK, or DP for anticpated reversal… Jumping Jab is good vs people who are knocked down, as it is impossible to reverse with cetain timing- if they try to anti-air, you’ll already have landed, and if they don’t do anything, they’ll have to block it.

V-Ryu’s footsie game sort of suffers compared to A-Ryu, because of the damage issue- Ryu in general has good pokes (V more than A), but the fact that Ryu can do damage with them (crouching x -> super, Hurricane Kick super vs pokes/supers/VC activation/low guard meter), and Ryu has trouble doing real damage mid-stage. Consider that I’m a scrub though, and couldn’t figure out his midscreen…there seems to be exactly one version that will work, and I tried a millioon different combinations, and was probably off by one fireball speed or something.

I think you sorta want to do general shoto stuff (ie get them to jump at you, do stupid attacks, etc.

  1. It’s not hard, but it takes some practice. Doesn’t work for 2P Ryu. In the mean time you can end th VC with a hopkick canceled into a Hurricane Kick before you land, or just a plain HK, and then jump and air throw, or DP if they flip.

Just watched the new set of acho vids. There’s some really good Ryu stuff in there…

vids F, D, and B

I can’t get over those Acho shotos. They seem to have a complicated VC for any situation.

I really gotta learn how they push the opponent into the corner from midscreen with the VC. that’s too good.

hey thanks guys for the help. And for clarification when I said CC I meant Crouch cancel.

Those acho videos were sick:D

Interesting stuff still finding about Bison.

If you counterhit someone in the air with RK you can land, st. SP then supercancel into psycho crusher.

Using st. FP in poke strings gets huuge damage and causes good dizzy damage, allows you to finish CPU opponents quicker so you can get a good time multiplier :lol:

Throw in the corner, cr. SP combos.

No-one thinks to jump out of a psycho shot during a poke string except the computer.

Anyone figured out a good move to use against Cammys hooligan roll with bison? Alot of stuff just passes through.

hey, I think i figured out what’s up with his AC…

vs Projectiles = teleports in place
vs attacks = tries to teleport behind opponent

Pretty stupid eh? :slight_smile: If the opponent is cornered however, Bison will TRY to teleport behind them but can’t do it. He’ll just teleport in font of them (with his back turned to the opponent??)

Aaaanyways. I did manage to squeeze off a lvl2 scissors after teleport-in-place AC once. But I couldn’t do it again? Either way, neat to look at.

Oh yeah, you can keep your down charge during AC by going to df+MK+MP to activate the AC. I didn’t know that. :stuck_out_tongue:

Thanks for the tips, I just tested it and your right, that would explain why Bison would teleport in place during some corner VC’s, since he would usually be getting hit by a projectile.

Also I wonder if Bison can store a charge during a teleport in place AC?

well… I accidentally did lvl2 super crusha after a teleport in place AC today.

Maybe you could whip out a normal scissors or psycho snot as well?

Or maybe you can’t because my cousin had my control set to “long” and I’m playing crappy console version? who knows :slight_smile:

I tried the d.MP thing after the throw in the corner… but it didn’t work. Then I remembered about no-hit throws and throw-jugglable-characters, and blah blah. That’s pretty cool though… I can even get a headstomp off the strong if i’m crazy tight with my charging… Too bad it only works on 11 characters. :confused:

Definitely gonna try that s.HP poke thing against big guys too. That thing takes a CHUNK of guard meter.

I’ve been playing a bit more with Bison at the arcade, almost beat a V-Akuma player I know with Bison, Bisons cr. SP is insane, 2 counterhit cr. SP’s take off huuuge damage.

My usual poke string goes something like cr. JP, cr. SK, cr. SP then Psycho Shot/Headstomp/SK Scissors/Jump Back RK/Jump Back SP/Walk forward FP/Walk Foward throw/Standing FK, it varies depending on distance and which character your up against.

As long as you can keep the pressure and initiative on the opponent, Bison seems to have nothing to worry about

<— still a scrub.

On a relatetd note, I’ve grown to hate the Dreamcast version of SFA3 quite a bit more. The timing thing is a fairly big deal, it seems.

What can A-Guy do against X-Bison?

I have a pseudo-decent A-Guy when I’m well practiced, but last time I was at the arcade this X-Bison dominated me from the air, none of my normals could beat him there. Is this considered a hard matchup for A-Guy, or was I just having a hard time cus I’ve never played a good Bison before?

Not sure why someone would be using X-Bison, I think hes pretty bad, he take damage bad, his headstomp diver is more vunerable, and his psycho crusher can be punished fairly easily if used as a poke.

Anyways I think you should just keep playing matches against the Bison player, try different air attacks and see if they beat his, if you can’t beat his jumping SK then you’ll have to try and keep him from controlling the match, predict jumps and punish early, instead of trying to meet him in the air, and find normals that can counter his on the ground so he can’t settle into his normal game. If you get a Bison player unsure and confused you have a much easier time.

i am new to this game, but i kind of want to get in to it without reading 90 pages of thread, so imma cut to the chase.

I have heard that V-akuma and V-ryu are good in this game, what are their vism combos and do they have any other good stuff i should know about?

as of now i play cvs2, A-groove and N-groove as well as a bit of C and K groove. are there similarities between games i should know about?? any tricks of the trade?

any help would be bomb dope shit

thx

Muskau: It was whatever normal Bison has where he dives with his hand glowing w/ energy, it stuffed my j. forward, j. jab and everything, because he could jump so high none of my attacks could reach vertically to reach his hitboxes.

Trying to reach him before he is flying sounds easier on paper than it is in practice, this guy was pretty skilled. :frowning:

Never go after the skull diver, thats exactly what its used for, but its hard to spot since the startup looks like alot of other things, if you stay in the same spot Bison can space the dive so its unpunishable, if you know a skull diver is coming though you can walk forward and block and often Bison will recover late if he hits, since the dive will hit high.

The problem is though, if you cant box Bison in to stop him from fighting the way he likes, he’s very annoying. He’s very much like Rolento and Vega, if you can get them out of the air and in the corner they are in trouble.

Read the Combo/Systems Guide by JChen: www.gamefaqs.com/coinop/arcade/game/11395.html (bottom of the page)

VCs: http://www.shoryuken.com/forums/showthread.php?s=&threadid=916

V-Akuma: http://www.shoryuken.com/forums/showthread.php?s=&threadid=13001

V-Ryu: http://www.shoryuken.com/forums/showthread.php?s=&threadid=13212

Hey Drunken Master you were right about jumping SK being a cross up, but it is really hard to land and probably wont combo since you have to be on top of their head to hit. Jumping RK crosses up if the opponent is crouching or something, like Codys jumping RK.

As for trying to deal with Chun-Li with Bison, I’d say catch her early in her jump, if you want to try and stop her in the air at all, jumping SK trades most of the time, if you can get her pinned down she still has her flip kick, rising kick, super, and close pokes to keep you out(which usually beats your pokes) so I’d try and just play guerilla tactics with her, runaway then change direction and be aggressive, and when she recovers, teleport or jump away again, its not much but I think its the only option Bison has. Bison can beat some of Chun-lis pokes at maximum FK range, but as soon as Chun-Li jumps in Bison has to get away since he cant reliably beat Chun-Li during a jump-in.

Just watched some '98 JPN A3 video I got off goforbroke. The big tournament to decide who travels over to USA to face Valle…

anyways, i swear 75% of the qualifying matches had an A-Bison in them, as well as a bunch in the finals. O_o

It’s too bad they show very little play. Mostly just interviews, commercials, and random jpn people acting crazy.

Interesting nonetheless… I guess Bison must’ve been a real contender back then. But when the crazy VCs and crouch-cancels came about he got left behind. :confused:

Landed this combo on AI Rolento today: j.MK, j.RH, d.MP, lvl3 crusha, d.MP, headstomp. The crusha stopped when I got to the corner, allowing me to juggle after… didn’t know you could do that. w00t

AI Rolento is crouch-cancel bait. I love how he does pogo bounce and other stupid shit. Good for practice.

Bison seems great for jumping FBs too. His jump is fast, and I can hit as high as I want with the RH and still combo into scissors after.

It’s too bad we missed the boat by 6 years! :slight_smile:

It recently occurred to me that I suck at playing as Bison in Alpha. I suppose I’ve never given him much thought, and just use SF2CE tactics… :rolleyes:

I don’t know much about his ism differences, so I just use my preferred multicharacter default (A-ism).

I found the range of most of his normals quite lacking… You really need to be on top of them to connect. I suppose his sprite size gives me the wrong impression of the reach of his limbs. What sort of a chance does he have of outpoking Ken/Sodom/Vega/Cody/Gief?