<div><font face=“Arial, Verdana” size=“2”><span style=“line-height: normal;”>Ok, taking a step back to try and analyse some of my problematic areas and hopefully get some help in fixing them.</span></font></div><div><font face=“Arial, Verdana” size=“2”><span style=“line-height: normal;”><br></span></font></div><div><font face=“Arial, Verdana” size=“2”><span style=“line-height: normal;”>st.lk vs cr.lk - I get the fact that predictable crouching normal’s can get punished hard by raw launcher but my problem in trying to use st.lk has been the opposite. I tend to eat lows into half life combos when attempting to use this. How do I use this to best effect?</span></font></div><div><font face=“Arial, Verdana” size=“2”><span style=“line-height: normal;”><br></span></font></div><div><font face=“Arial, Verdana” size=“2”><span style=“line-height: normal;”>AA - Yes hell attack works better than AE, on most of the cast. However the characters it doesn’t work well on are usually the ones I don’t want right next to me to begin with due to the constant guessing game of high/low safe 50/50 into half life combo. What other AA’s does Bison have? Failing that take the following situation into account, you don’t have meter for alpha counter what can you do to prevent yourself from eating most of your life due to your opponent mashing safe strings? Note that block is nice when it works and I can block for a very long time, but sooner or later you will guess wrong on the 50/50 and at that point you lose.</span></font></div><div><font face=“Arial, Verdana” size=“2”><span style=“line-height: normal;”><br></span></font></div><div><font face=“Arial, Verdana” size=“2”><span style=“line-height: normal;”>Midrange - So far I have been using st.mk and st.mp almost exclusively at midrange. The problem with both of those is if they guess it and jump I eat major punishment. Is there anything else I could be doing?</span></font></div><div><font face=“Arial, Verdana” size=“2”><span style=“line-height: normal;”><br></span></font></div><div><font face=“Arial, Verdana” size=“2”><span style=“line-height: normal;”>Knockdown: Ok say I knock the opponent down. How do I keep pressure going, preferably safe pressure? What I have been noticing is that you can roll at any time so safe jump isn’t an option of course and staying on the ground means I need to guess when they are going to get up because the quick rise windows seems so long.</span></font></div>
your question about pressure is one i kinda want to try and get a discussion going on.<br><br>one thing we can all agree on is that scissors is no longer a pressure tool. it’s a fireball. we can lockdown a bit but we have to get defensive after a blocked scissor because of the -2. it functions as space control, horizontal movement and just general zoning. <br><br>that leaves normals, solid strings, frame traps etc. since bison is charge we have to be methodical and use preset frame trap strings. we can’t walk forward and trap/stagger without dropping charge and that’s fine if you want to just boost with bison, but i want to do a little more with him than that. i want to use boost as punishes without charge, to get specific meter dependent high damage combos and when all else fails pressure with st. lk into a boost.boost is a backup because I want to use the other options the character has and try and make em work, otherwise bison is just a boring two button character (gdlk two buttons albeit). <br><br>for oki, your issue is the same all characters have. if you can get a meaty with a quickrise or a hard knockdown they don’t roll on, then its just meaty strings that you can hit confirm/turn into frame traps for preset consistent damage. right now i am using dash up, meaty cr.short, st. strong, st. strong xx scissors or staggered cr. short, cr. short, st. strong xx scissors. scissors is however a terrible way to end a blockstring. i think we have to start dash charge cancelling our last normal in the string if we want pressure. so if you’re frame trapping with cr.short, st. fierce, st. strong xx scissors, if they don’t get hit by the fierce and you can’t hit confirm the st. strong, just dash cancel it into more point blank pressure. mix this all up with tic throws and walking forward pressure with st.lk into boost, and thats your bison pressure game imo. <br><br>some understanding of how much advantage bison has with dash cancelling normals would help us devise proper strings/mixups after a dash. in AE we have our level 2 focus for point blank pressure/throw/frame trap pressure, so as useful as that tool was in super, we gotta use charge dash cancels in SFxT. <br><br>