He loses his backcharge (LP,MP,EX Headbutt). You retain good frame advantage, so you can meaty him in peace. Sumo Smash is no threat anyway.
This works for Mirror matches and Blanka too. Bison loses EX Psycho, Blanka loses EX Rainbow and Ultra.
This is wrong.
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Your AA’s are chosen based on the ranges he jumps at. Some ranges you can’t AA at all and it’s best to just block/focus the jump in. I usually try to stay outside of those ranges because that’s where Miku is typically looking to jump. I walk into the range and walk out to bait the jump then j.MP st. HK him.
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After knockdown you want to safe jump EX Headbutt. Make him burn that meter.
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It’s better most of the time to take the ochio than eat the hands. Unless you’re certain he’s gonna do it just eat.
Neurosis can’t beat Mike. He’s lost to him in 2 tournaments and a MM at CC. He doesn’t know the ranges well enough. Last time I played him our games where back and forth, but I feel like I can win more in a long set once I get more comfortable with his unorthodox playstyle.
I feel like the matchup is 6.5-3.5 in Honda’s favor, but that’s only if the Honda is aggressive at the highest level. A lame Honda is easier to beat, get the lead early, chill, he’ll probably jump, if not lame him out round 1, round 2 he’ll have to burn all of his meter to kill you, then round 3 he has no more meter and you have nothing to worry about as long as you don’t randomly make a mistake.
Ah man just played the best Honda I’ve ever seen on PSN - Phatkau who is a tourney player. I won only 1 match out of 8/9, when I somehow managed to trap him the corner for that match. But geez, once Honda lands a jab into hands, the follow ups are devastating - another jab into hands (I think), FADC ochio, super cancel. Also, how are meant to counter ochio on Bison’s wake up or even Honda’s wakeup?! Least expected wake up option you’d think they’d take.
And yeah, anti-airing him at certain distances is pretty difficult. Thanks for the gameplan, makes sense to me.
what can I do to punish him doing oricho in full screen? I try ex scissor or head stomp before…that is annoying thing because I can’t build meter when he gets meter, and once I get too close to him I risk losing lead. should I keep closer distance or play safe? any answer will be grateful.
Sometimes you have to let him build meter with Ochios full screen. You could headstomp to punish it if you predicted it, but that is way too risky. He can easily LP/EX HB that or ultra 1 it. EX PC is also a pretty bad idea as a Headbutt can just stuff it clean. Often if a Honda is building meter full screen he is trying to get you to become impatient. I would say, if he’s building a little meter full screen let him, if you really don’t want to then walk forward more and scare him a little.
I agree with the post about the MU being 6.5-3.5 Honda. It is that difficult.
With Honda, Gen, Gief and some others often the only real reliable AA is EX PC. So meter management is super important in these patient matches. Don’t go wasting 2 bars on FADC scissor combos.
1 - Yes, AAs depend on range. I thought I didn’t need to say that. I guess everyone who reads this forum should already know how positioning is important to AA properly…
2 - Depends on the knockdown. Depends on what you want. Depends on who has life advantage. Depends on your enemy, depends on a lot of things. Don’t always go for the same setups. Mix it up. Is he in the corner? Is it midscreen knockdown? What benefits would you get if you simply safejump? Who has life lead? Do you want to make him spend meter? Wanna make sure he has no reversal to defend against your frametraps? Restricting your actions and possibilities eventually restricts your win rate as well.
An example: Sometimes he has 2 EX meter and 100 extra life. You safejump, he EX HB you. He wastes his meter, but he retains life advantage and one more EX. You still gotta find a way to change that life lead.
3 - You sound like you are…but you’re not disagreeing here. I said “read the oichos” because they’re a wonderful situation to get that life lead. It’s risky, it’s dangerous, it’s daring, but victory may come from this single punish.
40 minutes of the Seth matchup.
[media=youtube]_oX9MqoaXDw[/media]
How do you read or counter an ochio?
Read is read. You gotta know the player. It’s luck.
Counter: neutral jump + full combo or Headpress (if you’re used to the game, it’s possible to reversal between light and medium strikes even with charge characters)
Reading involves predicting what the player will do based on the options presented. It has to do more with pattern recognition and probability than luck.
Good reads are important because the human mind has a finite limit in terms of response time. Reads allow you to gamble on risks, in this case a headpress or a neutral jump, in order to put yourself at the advantage. Being random or unorthodox makes it more difficult to read a player.
thanks for the correction
I’d like to add that, despite solid safe play being a good idea, it alone limits someone’s potential. Reads, risk and gamble are important to step up your game.
One should learn when and why take risks…which risks… Probability of success, “amount” of success (damage dealt, damage taken, damage potential from setups).
Cr.LK, Scissors and Kicks can only take Bison so far. Improving from here is essential to go advanced.
good stuff, although Kim looking kinda desperate from time to time. Pretty bad match up I would say, bison cant really push Seth out from his comfort zone unless he gets a size able life lead in the beginning, also it’s really hard to properly space yourself against Seth because that wall jump is so godlike.
pt 2 [media=youtube]cyoHYAOuyJo[/media]
its only me or are Knee Presses little bit different? I can see bigger pushback and even Bison goes more toward enemy if 1st hit is land on hit.
[media=youtube]itdpRZ-0iC0[/media]
Knee Press hasn’t changed again. The distance between Bison and the enemy has always varied depending on how the first hit of scissors connects and who’s the opponent.
well got some of my vid up, any advise or move choice will be appericiate.
http://www.youtube.com/playlist?list=PL1DFD0CDD480CCCBD&feature=view_all
the Green and Copper Bison is me, color number 5.
I have very little to none match up beside my hommie character: Bison mirror/ Chun li (learning)/ Honda/ Gen/ Rufus(he beats me all the time)/ Makoto (have not play for awhile)
I try to improve, one frame at a time.
I feel like this holds me back sometimes. Since Bison’s super safe I play him that way and sometimes I think I lose cos I was too frightened to take a gamble or two.
If you’re not in a tournament, you have no reasons to hold back. Go and try new stuff
you have to practice hold back before tournament
[media=youtube]ad-tZjOZ5tQ[/media]
check start at 26sec
HOW DOES THAT SHT POSSIBLE? 0F~1F hit confirm?
and is not counter hit, so it make it much more harder.
cr.mp INTO cr.lp INTO cr.mk (WTF?) FADC scissor
cr.lp cr.lk lk lk FADC scissor cr.lp cr.lk. cr.lp cr.mk psycho crusher.
there is something wrong in my input, I can only pull off cr.mp into cr.mk sometime (not even 100%)
not mention cr.mp into cr.lp into cr.mk, that sounds like 1F or 0F hit confirm to me…