Hmm… I don’t recall you posting anything of the sort.
Then again I didn’t lurk the Bison forums much 2 years ago lol. Oh well.
I already included Sakura in the list btw. It’s in alphabetical order
Hey guys, I’ve been checking out some of the new york streams and I keep seeing Hiro do a set up where he goes for counter hit hp, do you gentleman know what the set up is? He does it several times here https://www.youtube.com/watch?v=QeUHdBsWZKQ
So, you guys know about that proximity option select shit that has been uncovered recently, right?
Well, even though it ain’t that useful for charge characters, and bison’s ultra 1, ex.SK & ex.PC only hit on frames 12,13 & 14 if I recall correctly…
I think bison has a pretty decent setup for the proximity option select, I haven’t tested it out.
Correct me if I’m wrong about this:
Since the POS only works if you have at least 1 frame of blocking and your input was done the last possible frame (which would mean you have 3 blocking frames where the move would come out), all we need is a setup that leaves us at +2, +1 ,0 , -1 or -2 (or just at the right amount of frames where we can still block the quickest move the opponent can do after the setup).
So, this should work, I guess:
front throw into corner -> forward dash ->whiff cr.mk -> whiff cr.mk (DO THE POS HERE).
front throw gives us 55 frames to burn, forward dash is 17 frames, cr.mk is 19 frames.
55-17-19-19 = 0
This setup leaves us at 0, if the opponent tries any move the POS comes out.
So, we could use this with a teleport to bait out reversals or just do a fucking ultra a maybe punish some slow moves.
I can’t really test this out right now, but I will later. I’d appreciate if someone could test this out.
Nevermind. Proximity option selects are pretty useless for bison if you’re trying a wakeup setup
No, he has a usable one with Ultra 1.
Here’s food for thought. I can’t pull it off because my execution is very bad in general.
https://www.youtube.com/watch?v=BqJjr98taFQ
The premise is to get the right inputs to not really trigger Bison’s teleport. For Balrog, he just downbacks the whole time and the Ultra will come out no sweat.
For M.Bison, you have to worry about the double down back + 3Kick inputs for the teleport shortcut.
One time I did a full screen ultra one against Fei Long while he was blocking, but for some reason it stopped Fei Long from blocking and ultra one got him. That was so epic.
One time I had to answer a phone call and had to abandon the controller completely to later find out my opponent killed himself. That was so epic.
Yeb tested delayed wake up to be 11f. If that’s the case, safe-jump setups will change if you anticipate the delayed wakeup:
4-frame reversal DWU safe-jump timing
forward throw -> st.mk -> jump attack
point blank slide -> st.lk -> neutral jump attack (hard)
5-frame reversal DWU safe-jump timing
nothing practical
6-frame reversal DWU safe-jump timing
forward throw -> st.hk (or whiff throw) -> jump attack
backthrow -> FA backdash (there’s no FA cancel, just FA and buffer the dash ASAP) -> jump attack (might whiff depending on spacing)
Against characters with 7f or slower reversals (like Viper), you can perform a 4f safe jump assuming they don’t DWU (like backthrow-> cr.mp-> jump attack), and then buffer close jab when you land in case they do DWU, and you will still be safe.
It doesn’t look like Bison would gain anything off Ultra knockdowns.
For most of these you’d have to read beforehand if the opponent is going to use DWU, making these setups a lot weaker. But that’s the entire point of DWU.
Will expand more when the game gets released.
Back throw, forward dash, S.LK, J.MK
Back throw, forward dash, S.LK, NJ.HK (corner only)
Should safe jump 4 frame reversals used in conjunction with DWU.
If you commit to a regular safe jump set up and your opponent uses DWU at least you will still be in position to apply ground pressure.
Yeah, you can basically add st.lk to any setup and run them as before, but it adds another margin of error on an already tight setup. If someone decides to b-link their st.lk, then they can probably get some consistency, but I didn’t write them down because whiffing two to three things to get frame-tight timing is not very practical IMO.
Those particular set ups I mentioned are not tight in 2012, you can buffer the dash during the throw and simply hold up forward or up during the dash itself. Very easy to time. Adding in S.LK does require 1 frame timing but its only 1 move you have to time. I get what your saying about other set ups though.
With the Teleport being nerfed what do you guys think? Will the back throw OS Teleport setup vs Honda EX headbutt on wakeup
back throw>cr.mp>Jump in HP>Teleport backwards no longer work?
If they just slab on 5 more recovery frames it will probably still work. It might that you can’t punish properly but he shouldn’t hit you unless they change the active frames of the teleport.
I use this setup instead: Backthrow or forwardthrow doesn’t matter, just walk up and jump at the same time you would get the unblockable versus shotos and j.HK xup and do PPP teleport towards as OS (after xup). You get to punish both Buttslam and EX headbutt, he can’t autocorrect it, you get XUP and can either combo or throw again if he gets hit or blocks. Kinda hard to tech efter blocked j.HK for some reason.
xUP?
No point using that OS now even it still works. EX.Headbutt is punishable on block with s.mp xx hk.sk for 230 damage.
weelllll if you’re about to die from chip you can bait out an exhs
Does anyone have a good setup for delayed wakeup from a backthrow?
The unblockable still works if they don’t dwu so I still go for that quite a bit but usually end up teching the inevitable throw attempt if they do dwu.
Any other options for this? I’ve been mixing up the odd neutral jump to hk which has a good success rate but I feel there should be a better setup here.
Thoughts?
I’ve used the the anti shoto dp set up off throws but before I jump I use C.LP to delay my jump by 12 frames. Delayed wake up is 11 frames but I’ve found the results similar to the standard set up. Reversal DP’s whiff or are stuffed, but the set up can be dashed out of or low profiles (which is countered in turn by J.MK but that looses to DP). Some players can also get the DP to auto correct but they could do that with the standard set up. Of course if the opponent does not do delayed wake you will eat DP into ultra. Still you need to show your opponent it can be done otherwise he will just delay wake up every time.
Yes after backthrow: If they DWU, dash forward x1 whiff st. lk, jump forward
Is that a safe jump setup or does that reinstate the unblockable if they dwu?
Thanks.