ken is one of my worst MU, I just don’t know how to deal with his kara throw/SRK/throw/cr.fierce as frame trap/jump ex tasu/flowchart setup…
don’t give me wrong is a flowchart, but it make HUGE DIFFERENCE if you using that flowchart effect when you do know…
when they know random and DON’T know how to random, make HUGE DIFFERENCE on how bison CAN react,
just for those know TRUE-1080p-HD-UNBLOCKABLE-SRK…
little WE ALL KNOWN secrete: UmeShoryu is unblockable.
So after front throwing another Bison, I’m given 61 frames.
If I dash twice (34 frames), whiff a standing medium (21 frames), I should then have 10 frames to perform a grab to catch a reversal EX PC?
After a backthrow you have 61 frames. After you do all that stuff, the opposing Bison would get up on the 10th frame, but EX-PC’s only ground throwable frame is it’s first active frame (the 14th one), so you need something to do for those 24 next frames. Also, the more moves you include, the harder it is for your timing to be frame-perfect.
If you wanted to find a setup, here’s an example.
After a lk scissors knockdown, you can hold upforward to safe jump Bison and then OS a backthrow to beat reversal EX-PC, although the timings off techable knockdowns are not reliable.
lk scissors knockdown causes the opponent to get up on the 39th frame if they teched asap. So 38f (since they got up on the 39f, only 38 frames are invincible) + 14f (reversal EX-PC’s throwable frame) = 52f
48f (whiffed safe jump attack) + 3 or 4 frames (throw start up, active for two frames) = 51 or 52 frames.
Teched knockdowns can be delayed though, so you’ll get hit if they delayed tech then reversal EX-PC’d. You’ll also lose to EX-Scissors since it’s not ground throwable until recovery.
Oops, yeah I actually did mean front throw (55 frames). Why the extra 10 frames though?
Front throw: 55f
grab-able EX PC : 14f
69 total frames
Dash 3x: 51f
Whiff s.lp: 13f
Grab: 3f
67 total frames
baring human imperfections, I should have 2 frames of leeway to meaty grab? Now the throw comes out in 3 frames, but how long does the grab-box stay out for?
I didn’t think about the math, so I took your 10f at face value. After a front throw, dash x2, whiff st.mk, you would be at -1, technically.
Keep in mind that the knockdown numbers I posted are the frame *the opponent is actually up. *So you can’t hit the opponent for 54f after a front throw, and then they are fully up on the 55th. So really, it’s front throw (55f -1f) + 14f (the throwable frame) = 68f from the throw, since reversals go straight from wakeup into startup. I posted the numbers that way to make the safe jump calculations easier.
Your dash 3x, whiff s.lp, grab setup is 67f, but the throw is active for two frames, so it would hit the 67th and 68th frame. Barring human error, it would catch a reversal EX-PC.
man my MAIN PROBLEM is going too deep and respect some stupid sht until like I lose 10 times.
I need to respect move faster and quicker, and switch around tactic and always have at least more then few change in my pocket as back up…
but I guess only bison doing so is the one that in godsgarden…sigh
Something that popped to mind. Maybe we should list the actual button notation for Bison’s few option selects in this thread. For example OS slide, what are we option selecting it with?
I have never used a OS beyond crouch tech and while I have been curious all I ever see is “use os slide” or “use os st.hk” which doesn’t help at all when you have no idea what buttons you need to press for the os.
Dont know if it fits this thread, but I’ve seen some Bison dash to the other side after an air to air move and I’ve never succeed.Is there a timing problem or something?Or I simply used the wrong move?
Yeah, it’s the same as when you want to follow up one hit of Hell Attack with a close sHP into crossup PC. I really wish these were easier to do lol.
also, only 2 character specific notes in this thread? For shame.
and for you new Bison kids, make sure you learn the magical awesomeness of the fact that PC automatically ends animation in corners. Use this to your advantage during corner games (or baiting Raging Demon off Akuma)
I could be wrong, but I thought OS needs the button that is weaker or some shit (option select a HK would require MK,), not including the already weak attacks (lp/lk). Or was that Plinking lol? Fuck it I am going to bed
I had been meaning to clarify the OS’s and the notation like my previous thread. I won’t go into as much detail as the previous thread did, but I made some rough edits to explain option-selecting. Let me know if it’s still not clear.
Are you talking about if they backdash? I don’t think OS slide works against many backdashes although I’m sure it works vs Sim. I prefer to use OS slide for teleports on wake-up. Also sometimes OS st.RH doesn’t work vs certain chars with good backdashes like Rose,Chun and Makoto so you have to OS st.mk
Really Appreciate this thread ghost.It makes me think of what I can come up with.Like safejumps setups if the opponents does not tech to avoid the cross up pc set up.