djfrijoles fun fact:
prof jones has always wanted to taste frijoles lol. ask him about it
djfrijoles fun fact:
prof jones has always wanted to taste frijoles lol. ask him about it
I don’t really know him though. X-Mania Europe 3 is happening next year, get that plane ticket fry-jo-lees!
You can sako tick dictator no problem but let me ask you this, why do you sako a character with no reversal? The way i see it is just like taking the hard way just to obtain the same result.
The problem is not the sako tick itself. What im trying to point out is that dictator can eat the s.jab and be airborne after the jab hits because he have the less prejump frames, so the typhoon will not come out and you can escape sako attemps by doing just that.
Im not a hawk player, but isn’t easier just to tick dictator the regular way? by doing c.strong or c.forward and then typhoon also pressing your buttons instead of releasing them, that way you will get more inputs and chances to typhoon, you really don’t need the safe typhoon (sako tick) because dictator doesn’t have reversal.
EDIT: frijoles just pointed me out whats the problem with this and is the muscle memory, if thats correct then forget my post, you will do the hard way always.
Can’t Dictator use reversal Jab Psycho Crusher to mess up Hawk’s timing and delay the moment the tick occurs?
After watching geo player Papercut, it seems like it’s difficult to lock down Dic with Sako ticks. He jumped out with j.strong maybe 80% of the time when Paper went for max range Sako ticks.
I thought Psycho can be grabbed in its startup frames? Correct me if I’m wrong.
It has up to 3 frames of invulnerability (Jab version). After that, it stays on the ground for a few frames. The Fierce version, on the other hand, only has one frame of invulnerability. However, it has just 3 grounded frames.
The idea is to use it on wake-up, as the Hawk player has his hand waiting for you, as a meaty. For this, the Jab version is the best one, since it has more invulnerability frames - grounded frames don’t matter here. It will make contact 3 frames later, so the whole 270 motion should also be delayed by 3 frames. In addition to it, Hawk’s hand is only active for 4 frames. This makes it so that the Hawk player must be precise with his tick, else it will miss.
that was only in the corner because I was trying to 720 and the ps3 safe jump timing was fucked up. mid screen walk up 360 sako’s was 100%. Geo can confirm. every tick I missed was 720.
After doing spd’s with negative edge for so long, regular button press spds seem really weird now unless its for dp option selects. has to do with muscle memory and timing.
All of bisons moves have ground start up frames so everything can be grabbed out of.
Hm, the only thing I can think of NOT to use cr.strong/forward as a tick is that you have to be within Dic’s throw range to use it. He could do a throw on his wakeup.
Psycho Crusher can be grabbed, yes. You will hear the sound of the flame, but he will be thrown. I don’t think it’ll mess up the timing of a tick either, but I’m not sure about that now.
EDIT: Wow, I guess I have a lot of startup frames in my posts. 3 new replies before I managed to enter mine.
Does bisons lp pc have longer invulnerability than o ryu’s lk tatsu?
Bisons jab crusher has 3 frames, ryu’s tatsu has 4.
I see. I’ve never had a problem with bisons PC messing up the tick timing. Ryu’s tatsu was a bit tricky at first, but I got that timing down now.
Oh Lord, I know that to be true. All I can do to fuck up your timing is short spin kicks, and hope I catch you off guard.
Yeah, stop doing that please.
I’ve never had a Dictator mess me up with reversal PC. When I go to the arcade on Saturday I’ll try to test it with my friend there. He’s got a pretty solid Dic.
There’s literally no other option to counter the Sako tick besides hoping he messes up the execution. Uppercuts aren’t as effective since it’s pretty easy to start the tick throw loop to punish. spin kick will at least catch him off guard either by him not punishing you as you fly away, or at least giving you a weak mix-up whereby he has to either guess if you’re going to uppercut, throw, block string, or block to bait the uppercut.
Looking for some advice for my friend regarding the footsie game of dictator vs guile. He can’t seem to find any pokes against my dictator. My best advice is to play outside dictator’s poke range and whiff punish and maintain charge. I feel like he’s playing too close and needs to work the 2/3 screen distance more waiting for greedy jumps. But what about when I walk up pressure him, does he have anything to combat standing forward or roundhouse?
Best weapon Guile has against Bison’s pokes is Sonic Boom. Guile can also use crouch Forward, though Bison can beat it with his own crouch Forward, also Guile can use psychic Somersault to catch Bison if he’s close enough, but it’s risky. The best thing to use is Sonic Boom for sure.
Even though Bison can trade Roundhouse with Sonic Boom in his favor, Guile can eventually push him out and force him to block the Booms or jump them or Headstomp, all of which is what Guile wants him to do. If he jumps Guile can use crouch Fierce, far Strong, crouch Forward, Sweep, back Sobat depending on the range. If he Headstomps, it’s tricky cuz fast Booms can catch him while he’s rising into the air, and if he makes it, then Guile will have to swtich from constant Booms to jumping attacks or Somersault to beat the Stomps.
Blitz did a pretty good job explaining it. Ideally you want to keep yourself at that range where you’re outside Bison’s poke range, but able to throw a fast sonic boom. Zoning Bison here is the key, if you don’t, and you allow him to knock you down, it can turn out to be a pretty quick round for you once he goes for the ambiguous x-ups. It’s important to understand that Bison has an extremely slow jump, and quite easy to punish, so they’ll rarely go for that. The listed anti-airs are quite effective at stopping jump attacks, especially my personal favorite (nj.fierce).
Also realize that you’re able to duck the headstomps, which causes Bison to fly right over you. Depending on the spacing and your reactions, you’re able to punish it. Keep a sharp eye on his super meter, and be wary of throwing sonic booms at the mid-range, otherwise you’ll eat a super. He’ll have trouble punishing you at full screen to 3/4 screen if you constantly shift the timing of your sonic booms, since you’ll recover in time to block. I recommend using hop kicks and sobat kicks to constantly keep yourself at ideal ranges, while maintaining your ability to throw sonic booms.
If Bison decides to go for the headstomp follow-up or devil’s reverse to attack you, be aware of your anti-air options. cr.fierce and st.fierce work well if you can time it right, and trades well in your favor, but don’t forget about st.forward. A LOT of Guile players don’t use this anti-air nearly enough, but it has a decent vertical hit box, and can often stuff Bison if he attacks your centerline.
Guile c.forward, c.jab and back sobat > dictator s.kicks, s.jab stuffs scissor, jump back fierce to counter stomps.
This is an even match up 5-5, 5.5-4.5 at worst, is all about spacing for both players, the one with the best spacing wins, also the one who knockdown the other one wins too.
On the Bison wiki it says his crouching Fierce is super cancellable. Has anyone ever pulled off c.Fierce into super? I can’t seem to get it.
That move is not super cancel able, that was probably a mistake I did months ago, sorry. Fixed.