Yeah that is GIGA-MSX’s video… too good
Yeah, great vid Giga! I don’t suppose there’s a higher-res version i could download somewhere is there?
THX guys and THX to pez man for posting it, i was in 2 minds of doing it
If you know a site where i can upload it too i will go ahead and do it.
anyone know a good and consistent way of comboing the super (besides the anti air). And if you do, put down the entire input instead of something like st. short cr. forward xx super.
i would love to learn CE bison:
[media=youtube]JXJmvbnzIqI[/media]
[media=youtube]Mrwze30rHGA[/media]
[media=youtube]jn1U0WKjvBM[/media]
range, power, easy to combo/dizzy…dangerous stuff.
yah, I was actually trying to get info/strats for CE bison. I don’t know his combos that well…can you correct me if I’m wrong?
mk scissor kick, d.mp, s.mk?
scissor kick, s.mk?
I would really appreciate combos and lockdowns…
I know that you can scissor kick, s.mp, s.mk, s.mk(whiff), then scissor kick into combo a whiffed attack, i think >.<
EDIT: [media=youtube]KQ6c_Fj0aY4[/media]
anyone know the command inputs for this combo?
can anyone help w/ CE bison?
There’s a thread elsewhere on SRK for talking about Hyper Street Fighter 2/Anniversary Edition
http://forums.shoryuken.com/showthread.php?t=71172
Don’t mention CE Bison anymore in the SSF2T sub-form, mmkay?
Anyone want to fill in the matchups on the wiki. I’m starting to play st seriously and i need to know pretty much all match ups. If someone would take the time i would be most grateful.
So what to do against blanka? Especially on wake up since vertical ball beats all cross up attempts?
Yeah I’m also curious about the matchup vs Blanka. Tho on his wakeup that’s not too hard. If vertical ball is messing with your plans, just bait and punish it.
What I’m having trouble with is dealing with the jumping short into bite stuff. When I play my brother I can keep decent control of the match until he lands that one bite and then keeps them coming with the jumping ticks. A quick jump straight up short can repel it some of the time, but the whole scheme is hard to shake.
Any ideas on thie situation and the matchup in general?
Ok I typed up a little Bison vs. Blanka.
The most important thing is to sort out your anti-air. Bison’s primary air defense is going air-to-air: climbing jump strong, vertical jump rh/strong, escaping jump rh, etc. This isn’t his only option, however - two other choices to keep in mind:
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crouching fierce. If Blanka is eager to win an air-to-air clash with his jumping jab or short you can generally shut him down with this ground attack. You need a feel for the spacing and a read on your opponent, but crouching fierce is a good back-up anti-air.
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run away. Psycho crusher underneath him as he jumps in. Or, if he’s trying to start a cross-up short trap use a slide kick to sneak away.
In a ground battle standing medium kick is ok. Keep backing up - it’s good to have a quick trigger finger on the scissor kicks and psycho crushers to catch him doing a slide punch or crouching roundhouse.
Like TRT says, cross up medium kick loses to reversal vertical ball. You can beat that ball from the front though. The jump kick has to be a little bit high (i.e. a shade later than “well timed”) to avoid a trade.
Fierce psycho crusher seems to be a decent option. Blanka can block and counter with a crouching fierce but in my experience it’s a little random. If you do one psycho crusher and he misses then another and he hits, the 6 ticks of life from the blocked crushers will add up to more damage than the one fierce punch.
This is gonna be long, but fans of Devil’s Reverse shouldn’t mind…
Earlier in this thread I had posted some rudimentary questions about the Devils Reverse (DR for typing ease). Since then I’ve been playing and practicing and reading and watching now I feel my use of DR has matured and improved.
However… my new experiences have brought about some new questions. Hopefully this can spark some discussion about how you guys are utilizing this bad ass move, and how top players are utilizing it (for anyone who knows to explain… Chen? Zass? nohoho? NKI? [Hey NKI, someone seemingly reliable once told me Bison was your 2ndary after Chun… if that’s true why aren’t you all over this thread? He said you were really good with the crusher-in-the-corner-corpse-hop-crossover…say that 3 times fast] ).
One thing I noticed is that the strength of the punch button seems to dictate(no pun intended) the height of the initial flight. Unless this was some other variable at work and the buttons I used were coincidental. But it seemed to be so. it seems to me that the high one might be prefered when flying across the screen safely, but the lower one might be good for a (relatively) quick crossup. But then maybe hes too vulnerable close to the ground? This discovery has made me once again clueless about the DR, and I’m never sure which button to use. I think I had been using strong before when I didn’t know it mattered, just for ease.
Now my DR-noob approach has pretty much been to:
a.) do the up-torward version after a fireball or triple strong juggle (as the YBH tech’s said to do) or any other time I have the oppurtunity to try a crossup. Sometimes it seems to work beautifully, and other times it seems to fly me too far back towards my original direction and either un-crosses up or sometimes outright whiffs. Sometimes I’ll also intentionally do this, pulling back, as a fake.
or b.) do the up-back one to build meter and make it look like I’m gonna fly around and do something. But the more I DR, the less use I see for this up-back version, especially in light of everyone saying Bison wants to advance.
So I guess, in a nutshell, I’m looking for anyone to explain specifically any of their more effective setups and/or attack tactics, or those of top Dictaster players. Which button are you/they using? Upback, upfwd, up? How far in that direction do you/they go before hitting P if at all? Then where are you/they ideally guiding him?
I feel pretty strong in my use of the Head Stomp, so when that discussion rolls around I’d be happy to contribute some of my “and you are…?”-level tricks with it, but when it comes to DR, I now love it and see it’s importance. But now that I know a lot more about it, I’m a whole new special kind of clueless.
Thanx!
Anyone know the exactly number of frames that require the charge of psycocrusher or any other “tame” tecnic?
A little clarification on this would be nice.
Getting the no-hit headstomp in the situation it was DESIGNED for, drives me fucking bananas.
I do the same motion everytime, and everytime it hits, EXCEPT when they’re throwing a FB. what gives.
Does anyone know how to do the super high no-hit headstomp on purpose? The one where you just soar into the opposite upper corner? Would be awesome for getting out of corners.
I think is not possible with the head stomp but u can get a similar effect (is a less high jump) with a DR pointing up-away (to behind the opponent).
[quote=“BKB, post:55, topic:19356”]
A little clarification on this would be nice.
Getting the no-hit headstomp in the situation it was DESIGNED for, drives me fucking bananas.
I do the same motion everytime, and everytime it hits, EXCEPT when they’re throwing a FB. what gives.
Does anyone know how to do the super high no-hit headstomp on purpose? The one where you just soar into the opposite upper corner? Would be awesome for getting out of corners.[/QUOTE
If you perform the headstomp before the opp. goes into recovery frames then the headstomp will hit. Once the opp. starts to recover the headstomp won’t hit because the headstomp is designed to hit on top of the hit box (I’m assuming this based on tests performed below); therefore, if the fireball has come out and the opp. goes into recovery the cpu doesn’t “see” the opp. it misses. I used are the following situations to test my theory:
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Jump up with no attack; if you perform the headstomp before the opp. starts to descend the headstomp will hit, if the opp. starts to go into falling frames the headstomp misses.
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Jump with attack (ex. jab) the headstomp will hit as long as the opp. doesn’t start to fall.
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Use claw and perform wall dive; as long as you attack before claw starts to fall (after hitting wall, obviously if you don’t vega won’t hit the wall and the headstomp misses). If claw starts to descend at all the headstomp misses.
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Perform srk (any strength), headstomp will hit (depending on hit box and frame you perform headstomp the hs will hit opp or opp hits you or both). If opp. goes into falling frames headstomp misses.
Basically depending on your reaction time you should hit with the headstomp if you perform it as soon as possible (very difficult at full screen). I’ll perform more tests tomorrow to make sure I cover all the bases.
This is a good explanation however i think that to try to do the head stomp high jump is a little bit dangerous and i prefer to go to the no attack devil reverse.
I just started to use ST bison on more then a casual level so while i’m suire i’l find all the general strats here (especially the OP) n on the wiki i would very much appreciate if someone posted a matchup chart or breakdown of the matchups for ST bison.
EDIT: can’t find any vids of high level ST bison so any links would help.