found this thread and need advice on the following:
block strings: I find myself struggling bet. users who love to do block strings (esp. shotos/Rose/Abel users). If I mash c.jab, I get nailed. If I blocked, they tick a throw. Tried mashing the teleport but I still get nailed. What’s the best advice to get out of this situation?
zoners (ie: shotos and guile): says it all. I’m quite embarrassed to admit that zoning Guile users give me the biggest headache. The most I can do is cross fingers that my blocked/connected short Scissors kick gets there first before they toss a sonic boom. really need advice/help on this matchup; i get lucky occasionally if I get to cross them up, but other than that…well…it’s one of my most frustrating matchups
dealing with crossups/jumpins that beat/evade s.roundhouse: I have trouble ESPECIALLY with crossups. Dunno how else I should state that. Advice?
retic the questions you are asking are already covered in other threads on this forum. Your better off looking there.
But breifly on your 3 points.
You need to learn the character universal technique of delayed, OS select teching. There should be tutorials on youtube and a few threads on shoryuken about this.
Guile is Bison’s worst match up. Go to the match up thread in the Bison forum for advice on the Guile match up.
If you block them then see advice point 1. RDP + 3K Teleport usally auto corrects out of cross ups.
Specifically it’s to break option select tech, since two cr.lk pushes opponent a bit far, then you walk back to keep charge and make their mind go ‘time to OS tech!’ and then you cr.lk into scissor, which has a high chance of beating out their OS tech, and if not you cancel into scissor kick and are safe either way.
Kim what was your opinion of Bison’s Ultra 2 overal in Super before AE edition. How viable would you have rated it.
Alot of decent non Bison players I know rated it very highly. Personally I considered it very impractical in most match ups where fireballs where a major factor and that most people after a short while off getting caught by it a few times got use to it and ensured they where very irregular when it comes to throwing out fireballs once ultra 2 is loaded.
Do you think opponents feared it more than they should and gave the have or possibly that Bison players suffered as they where looking for opportunity to use Ultra 2 too much and where so busy buffering and concentrating on it that they negelected footsies at their own expense?
This question also goes out to Andre or AndyOCR and all Bison players in general if your reading.
At SB5, When Andre beat Daigo, you could see Daigo stop throwing fireballs for a bit once Andre had ultra. Daigo tested the waters for a bit, then started blatantly throwing fireballs when Andre didn’t punish. Afterwards, Andre said he preferred the threat of U2 over actually trying to land it.
I can see what you’re saying, but whether the motion change is a nerf or a buff depends on if you can punish a fireball on reaction now with the charge motion.
While :l:,:r:,:l:,:r:+:3p: is faster than :qcf: x2+:3k:, it is slower than just pressing :3k: after prebuffering the motion.
Most people couldn’t do :qcf:x2 + :3k: to punish a fireball, but if they’re fast enough to do :l:,:r:,:l:,:r: + :3p: on reaction, then great, it can be considered a buff because you don’t have to sit there spazzing out on the stick.
But if your reaction is slow enough where you can’t punish with a charge motion (but were previously able to with a prebuffer), then it’s now a nerf because you can’t punish fireballs at all anymore. Personally I probably fall into this latter category, but the hope is high level Bison players are in the former.
Punishing with EX-scissors is dependent both on spacing and fireball speed, whereas U2 is not. So there will be situations where you can punish with EX-scissors but not U2, and other situations where you can punish with U2 but not EX-scissors.
All this might not matter as much in the end anyway, because fireball characters may not be as popular in AE.
You can’t obviously do the move on reaction because its charge anway. Your only going to try and react to the fireball when you have already charged the move, which I assume will be the standard 55 frames that Nightmare Booster is. Your already holding :l: and have the charge so the input your looking to do on reaction to a fireball is :r:,:l:,:r:+:3p:
Its still not as quick as a single :qcf:+:3k: after prebuffering the first half of the motion that we can currently do now.
However outside of resets prebuffering was obvious and good opponents knew what a spazzing out Bison was doing and simply stopped throwing fireballs. Of course we could do this deliberately to psyche out opponents though.
However since we can now crouch charge we won’t be giving the game away so easy, your opponent will never be able to tell if you already have input :l:,:r:,:l: and are simply a single :r:+:3p: from completing the ultra input. Sure we loose charge if he doesn’t bite but your opponent won’t know that as being crouched we never moved. We still have the options of psyching out opponents by doing standing charge and then moving :l:,:r:.
More like its dependent on the stupidity of your opponent. It is easy to know when Bison has charge and I wager the exact same thing that happened in Vanilla will happen in AE, they will simply wait for Bison to move forward a little then resume plasma spam, rendering the ultra useless.
Another thing is why do people assume you have to prebuffer to get the ultra out? Outside of the rare j.mp x2 hit even then you don’t have to, I just do it then to make sure it comes out there is no reason to. Maybe it’s just me and having come from a motion char in the past shrug but yeah you don’t have to do the shoto shuffle and prebuffer to get it out. Sure the thing has a few more inputs but that doesn’t slow the actual input down all that much, nowhere near as bad as the situation above is going to make near certain you don’t land U2 anyways.
The point is you’re not losing your other charge moves while waiting for an Ultra 2 to land on fireballs. That’s my point of it being a buff. It has less to do with spazzing out.
Meter building. Baiting. Keeping them honest and unsure. And blam, a fireball? Ultra 2. Gut check.
Whatever, I’ve had my fun putting ambiguous 50/50 on wakeup. Doesn’t work on that many smart players anyway.
I’m with SUPERNOVAX here. Outside wakeup-crossup situations, Psycho Punisher is a defensive move. Buffering D,F,D,F or Back… it’s an Ultra that Bison uses on wakeup or mid to full screen to punish projectiles and he’s only that far when he’s obviously not really in rushdown mode
While keeping defensive behavior, Bisons would want to keep their charge. If anything other than projectiles come out, he would be able to launch his reversals.
Universal buffering is important for me and charge u2 + more damage is a welcome buff for me.
You’re not losing charge with QCFQCF if you EXPECT U2 to land… You can sit on charge, look for a fireball and QCFx2 as a reaction. Being able to buffer it constantly was never a necesity. With it being a charge motion, you’ll be doing the exact same thing. And in both cases, you WILL lose charge if you misread/guessed wrong/mistimed it, whether you qcf or fbf. The biggest difference is the motion input time. And the occasional teleports. (How I missed those :P)