Sorry man, I don’t have an xbox live subscription anymore.
He’s telling you it’s free not ‘if you are free’ (typo by him).
Random questions:
When to use headstomp? On wakeup, etc.
How to anti-air Ryu j.HK and Zangief without trading? (I use st.RH)
What to do vs rufus/cammy divekick pressure?
How to anti-air crossups?
Low fierce jump ins, but it’s going to trade most of the time Vs those characters. Vs gief it’s dangerous to keep thinking about anti airing him as he can adjust his jump distance. Use ex psycho crusher for guaranteed damage.
Fun fact: at least in vanilla, you can never anti air Zangief with ex psycho if gief does an empty jump
Use ex headstomp when you’re out in trouble…
I don’t care about ssf4 till it hits the arcade. So Im not gonna make the effort to play till the 16th
Shit is boringgggggggggggggggggg son
question:
is chip damage worth against turtle player? (or turtle/low HP character)
EX: Guile, turtle Akuma, Sakura, turtle Sagat, or character with bad wake up option such as Vega, Viper.
thank you.
Tell us how the charge psycho punisher is.
You still playing C-groove Blanka, Rolento, Sagat R2?
how the hell do you fight Ryu/Ken? I get jumped in on a lot by these muthafuckas (far too often by most characters as a matter of fact) and i don’t know how to handle that shit. whenever i see a jump in/jump in roundhouse, i use st.roundhouse, and either
a. it’ll trade
b. i get stuffed
i NEVER beat them clean. am I supposed to be spaced a certain distance to beat em clean? I have been testing different areas on screen and when i space farther away from the jump in, it’ll fucking whiff.
jump ins are really one of my weak points with dic and i really am getting frustrated when getting hit by them.
i’ve started to play around with cr.fierce but it seems like that requires a serious amount of timing and prediction to land consistently. idt that is a good option for me, but if it is his best AA opinion, i will learn it to the best of my ability.
Take this answer seriously:
Training mode, record Ryu’s forward j.HK on you with different timings (a bit early, another just before landing, etc), and practise the timing for c.Fierce and s.RH with Dic.
Also: cl.Fierce (when they’re right on top of ya… works against some neutral jumps or empty crossups (read: Boxer/Dudley)).
Give it a try.
Training mode is your friend for testing out Anti-Airs. You’ll learn to love it.
And last but definitely not least:
Learn Restraint.
Never Anti-Air unless you’re ready for it. If you see it too late, block it. Restraint is key to winning matches. It’s not just about learning how to be patient and block correctly, but when to backdash, when to jumpback, when to tech, and when to teleport. Patience, restraint. Just sit tight when they jump-in, block it, tech it… do what you gotta do. If they do decide to jump on you again, be ready for it with your own jump-in j.mp, or jump back j.hk (or dash forward under them).
if simply they like to jump in on you alot, you can backdash while they are still in the air so their air attack will whiff. if they did an attack, there are 3 frames they can’t do anything upon landing. you can think of it as if they have frame disadvantage, and either frame trap their next attack, or bait a shoryuken (if they are foolish enough to do so). if you are far out enough, sometimes a neutral jump hk or mk will anti air their jump. in general, i like to think of good spacing as bison’s best anti air.
if you committed to a s.mk or some other normal and they jump in on you, you can try to teleport out but it’s punishable by option select. you might be able to do a focus absorb dash forward or back depending on if they are gonna cross you up, but could be dangerous if you dash the wrong way. honestly in this situation i try to teleport if i can but block if they know how to shut it down with option selects
if they keep doing blockstrings on you close range and then crossing you up for free and then doing another block string over and over again, do an ex headstomp if you expect him to cross you up and it’ll hit him. this is baitable and highly punishable though. if you’ve already used ex headstomp as an anti air and they expect you to ex headstomp again and try to bait it, you can teleport out.
Jason Wilson’s arcade in tennesee I heard might be getting it also.
if you mean chipping by scissor kick, usually you can’t get too much chip because they’ll eventually guess right and stuff it. anyways, usually you don’t really plan to chip away a player, at least for me, unless they are almost dead. chipping is more of a side effect of like, if they guess i’m gonna scissor kick, so they throw out a normal to stuff it, but i didn’t scissor kick when they threw out that normal, and to follow up on their whiffed normal, i scissor kick and they recover in time to block so it chips them.
so when you say is it worth it, it doesn’t matter too much because you get chip from when you play anyways lol
but yeah, chipping the enemy when they are almost dead is pretty good. all the risk is on their side. against a chip move like scissor kick they run the risk of trading if they use a normal, so they usually have to use an invincible move. that’s why baiting the enemy with low life is so good, the risk of chip finish forces them to do some risky crap
Hate to be That Guy? but if you want answers from anyone post that shit in the Q&A thread. There’s a reason this one is called “Ask Kim1234.”
yeah, I was about to say. This shit is turning into match up thread v3. I love the idea of at least some top players opening up Q&A for us mortals, but try not to go off topic and bomb anybody aside from Kim himself with questions.
And don’t ask me hella vague questions please.
I’m all for helping or making comments, but I’m not gonna keep replying to the same question nor am I gonna spoonfeed info that you can easily figure out on your own.
What a dic!
Hello Kim!
I’ve started playing Bison a month ago so I’m not that good yet. I wanted to know what in your opinion are the best/safest/most effective ways of opening up players who just don’t attack and wait for you to initiate (not even talking about Honda/Guile, example is Ryu players which you can’t jump-in on, can’t focus-dash in etc.). Do you just play footsies with them and test their patience?
My style is to rush down (SK pressure, low shorts, grabs, wakeup cross-ups, I love making opponents guess) and I have a really hard time cracking players who just lame it out vs me. I know some match-ups you just have to be lame, but otherwise what are some effective ways of “getting in”?
So, Kim, what do you think about Dic’s changes, eh?
No big nerfs in sight, I believe. Maybe the developer’s blog will reveal something nasty, but for now… the only thing that I actually consider “bad” is s.hk being 80 on the tip. As long as the stun is the same, I’m fine with it. I stun people more with it than I damage them.
Also, super being fully invencible against projectiles is f’ing sweet, the way I see it. I manage to save meter a lot against shotos, so it’s pretty cool. Just a shame the damage is so low on the super.
By the way, YOU should’ve translated that shit, not me
I’m not the one living in Japan!
Hey Kim, what do you think of the rumred bison changes for AE? Especially the change to roundhouse being 110dmg up close and on 80dmg at the tip.
Are you a troll, or just blind?
Blind. I didn’t read your shit cause usually you try to play like your kim and answer his questions for him so I just ignore you.
I always look at how much meter they have and how much meter I have before I decide to hunt them down. For me it’s no big deal to turtle back and build meter. Since we are talking about bison here, basically we all know that we are going to be using devils reverse to get that meter. Don’t use it too much as to the point where you’re are pushing yourself in the corner.
For most instances, the thing to do vs these types of players is to walk up and block and do it enough to close the gap. Usually people react a certain way when you’re walking forward. Just make sure you can back it up eventually. A no meter bison walking up to a character that can mash out 50% combos isn’t exactly scary