I know Bison has alot of wake up options but do you actually consider his wake up options good in general?
I feel like everything you say is worthless. You must have the worst footsies, and horrible reactions. Vega is free unless its Makoto playing, lol
Necro’ing old post to reply with this:
[media=youtube]kNh_-JluhzY&list=QL&feature=BF&fmt=22]YouTube - AOI MOMO [Bison] vs kao 1976 [Ryu[/media]
Good example of s.HP use. Very pre-emptive usage, though. And he got stuffed once, I believe. But the others hit.
I provided an opinion as to why the MU was even in my eyes. And yeah, maybe its more of me as a player which fails to grasp why the MU should be so free.
Kim, Andy and Andre thought it was even for other reasons.
You feel I’m wrong, that’s fine, but if you’re not going to say anything constructive, your post is pretty worthless as well.
Thanks for taking the time to reply I guess?
Play better Vegas. It’s not a bad matchup, but it’s not even close to free.
i play with some really sollid vega players, but at the end of the day… Vega is free, once you start offense on him he can’t get away and has no real reversals except maybe EX upkick and i don’t think that is even invincible in startup. And anyways I don’t think this is pertinent to the thread so i’m done.
You criticize my footsie play and then comment that “ONCE you start your offense” he can’t get away. I already conceded that Bison could pull a number if he managed to get close. But you don’t just get in for free and you DO have to respect his ground game. You don’t just argue MUs by putting Bison in an advantageous position from the get go…
I have fallen into this trap before, so I’ll say this. Don’t have this conversation with this guy. If there comes a day where someone other than Makoto puts him on blast with Claw, he’ll change his opinion and learn that character match up charts and discussions over numbers and options in that context are stupid. Or he won’t. I’m reading that and saying that fighting Claw with Dictator is hardly free to myself. And what match up really is when the player changes the character entirely? “Unless it’s top player of top character playing then you won’t win/won’t lose” is a mental trap and you should let the sucker up there fall into it.
There are a few match ups I feel that can be good or bad, but don’t waste your time throwing paragraphs at people. It’s going to clutter up a thread with a person providing information that people actually do want to hear. The idea isn’t to homogenize or say “This is how you all have to play”, but give ideas to allow people to hopefully create more varied and unique playstyles. “Your footsies must suck” and other limpwristed material is hardly worth reading. Just let him be.
Wow you must have a PHD on claw if you think he is free…lol…i would like to see some videos off you putting claw on blast and who was on the helm playing as claw.
Anyway this is one of my fav match ups cuz he has some good footsies and has some gimmicks. His ultra 2 is really good to counter jump in’s so he as def made some ground on this vs…that aside i respectfully put this match up as 5-5.
Yeah, I get that but that’s just the way I like to analyze match-ups. Kim is telling most to turtle in certain MUs and I can understand if he doesn’t want to throw out drawn out responses the way I do. I feel like it would be better though if everybody was aware of their opponent’s options so as to make well-informed decisions in game. I, personally, need to understand why I should have to turtle to win, what are the hurdles that prove very problematic to deal with otherwise, etc.
The Japanese are said to be better because they communicate more. We have forums allowing us to share the same wealth of information, but every time someone feels they’re saying too much, they take a step back because they might be “spoonfeeding” the population. I could very well just keep to myself like everybody else, but I’d much rather be vocal about my opinions and be corrected by better players. Everybody wins that way.
Or we can keep throwing baseless 6-4s our way because Bison is top tier, etc, and not learn anything in the end other than “start offense and its ezpz”.
I don’t think it’s worth everyone necessarily forming a consensus. Just worry about you at the end of the day. Smart players can find the useful information and filter out the crap.
you sir, are a hero among men.
I am having a lot of trouble with the cr. lk to st. fp counterhit setup.
Whenever i go for it, it seems that they have enough time to grab me out of st. hp’s startup. Is this just me not getting the “link” or is there some tip to hitting it i should know?
Also, what setups do you guys have for it? in most practical jump situations, i find myself too far after the initial cr. lk for cl. fp to come out and instead i get the assy far st. hp. Are there certain specific setups that are good for this?
Well it depends on the person pressing buttons. If you try to do it when the guy is mashing back throw you’re gonna get scooped
That one is not free, to land it you have to learn your opponents teching time.
St.Lp walk back St.Hp is alot better, the SF4 series unfortunately will auto block most frame traps. Also Cr.Hp after any normal is a great frame trap, most players will not know that they can punish it on block.
this thread is turning into the new simple questions q&a thread with yuza beach coming in periodically to answer questions lol. still, it breathes some life into the bison forums i guess.
to ragva: after a proper safe jump on alot of characters, the st.hp does indeed come out, instead of the close st.hp since you are so far. in those cases, if you want to frame trap their crouch teching, try c.lk, slightly delayed c.mp. that way you wont have to worry about the range. btw, these are not links, they are frame traps. the one you are talked about is designed to beat delayed crouch teching (which is best at teching throws), which is why it loses to people who mash on jab or on throw.
c.lk to s. close hp is best after you make enemy block FA2 or after a deep jump in (you don’t always have to do a proper safe jump to get these, bison’s j.hp makes it so alot of reversals whiff on wakeup and enemies are scared to reversal and you can get a free jump in, j.mk can also beat alot of reversals outright). you can also do scissor kick ->fadc dash forward, st. close hp or c.lk, st.close hp.
keep in mind this frame trap only works on people who do crouch teching properly delayed. if you are getting thrown they are not crouch teching. either they don’t know how to crouch tech, or they are smart and know how to stop these delayed-type anti crouch teching frame traps (lol). if the enemy is not teching properly take this opportunity to throw them and they will eat it most of the time. if they are mashing on throw during your blockstrings, c.lkx3 will destroy them, there are other frame traps (2 frames or less) that will work.
anyways, if you’re still reading this thread kim, i was wondering what are your favorite cues to watch for to get in on dhalsim. i studied some of your videos (and those from other bisons) to get an idea but i’m sure putting it in words may show some insight a video cannot.
Ask me anything guys, im just gonna use this thread to write random SF stuff otherwise
liluoke:
Dhalsim has to use different anti airs , so I try to screw with the players head
The two scrubby ways to get in on dhalsim are ex psycho from far and focus dash forward
At high levels though , being too sloppy can put you too much behind life(put you too much behind sounds weird, someone correct my sentence). So how I put it is
Rush down an average sim
Vs a good sim, respect his pokes and turtle it out. Pick moments to get crazy with your rushing.
A first to ten Vs YHC Mochi would definitely be over an hour if it were to happen
Kim
First of all, Thank you for all the answer. I’m pretty sure we’re all appreciated. I have some questions.
When you play against some opponents, Do you categorized them into specific groups or do you just go with the flow of the matches/match up/set up/plan?? At the start of the matches, do you test your opponents first…??? I’m really interested in your mind games. I’m all ears. IMO, main part of bison games are based on mind games/yomi. I’m still a scrub though . So it don’t mean anything
Kim- How do you not get shut down mentally if you see opponents start punishing you for things?
If I go against a shoto that’s solid yet seems willing to throw out DPs, I get hesitant and end up not applying any pressure because I’m trying to bait out DPs that never come.
Similarly, if you try to dash in and you keep getting stuffed by a fast normal as you get in or if you try to play the footsie game and keep getting counterpoked or just dominated…
What do you recommend in situations where it seems as if nothing works?
GRAMMAR FIGHTER.
Kim, I want to know, how do you approach making the first hit on Abel? I find that taking a risk in that fight is agonizingly stupid against his jumps and standing short. I feel like it’s best to wait for him to either jump and hopefully intercept with jump fierce or dash in and just tag him once and run for the rest of the fight. I know you outlined this earlier, but I am specifically just talking about the start of the match up to someone’s “first attack.”