You can EX scissors after the 1st blocked sweep from Guile. EX PC works, too.
U1, c.lk, lvl1 focus all work after the 1st blocked hit, also. Not sure about U2. It’s probably too slow.
You can also s.mk if the 1st hit wiffs.
You can EX scissors after the 1st blocked sweep from Guile. EX PC works, too.
U1, c.lk, lvl1 focus all work after the 1st blocked hit, also. Not sure about U2. It’s probably too slow.
You can also s.mk if the 1st hit wiffs.
What’s a good counter to Rufus’ Falcon kick pressure, both with and without meter?
EX-Scissors goes through shoto fireballs pretty reliably up until about 3/4ths of the screen. At that point, if you do it too early, you will get hit, and if you do it any later, they will recover in time.
If you get a good read, use EX Scissors, since that will push them into the corner, and do more damage than EX PC (because EX-PC will only do half damage if it goes through a fireball).
Without meter. s.lk,c.lp,s.hk. I find s.lk and hk the best though. backdash then hk works pretty well too.
With meter. Wait til you have blocked the first divekick then EX SK works wonders. He can be reversaled between his s.lk or cl.hp of his bnb combo. Both are one frame links for him.
Question, is a jump something i can react to with j.mp x2? I’m not sure if I’m just slow but I can’t jump as soon as I see the person about to jump. I’ve been trying force the tendency into opponents and going for the hell attack but problem is… they don’t have to jump.
Is there a certain situation I can set up that will make this easier on me? I only ever get to use U2 as a punisher (fireballs etc.)
Well as a bison player you need to get used to not using your ultra for damage but for fear that you can do damage. By that I mean that once you get ultra your opponent will stop doing alot of things which makes it eaiser for you to stay on offense and keep them from zoning you out.
Landing j.mpx2 is more about spottng a rythum in your opponent and catching them when they jump, not your staight reaction to the jump. You can do this by letting them jump in on you alot to find a rythum and catching them once you find it. A good opponet won’t show you a rythum, so you might not find an opportunity to land U2 this way. Of course there is luck, because Bison’s j.mp pretty much rules in the air if you jump second.
To be a solid Bison player you need to get used to not winning with ultra but by using your superior normals and good specails to win, rather than a comeback from ultra. Although of course Ultra is great, just don’t count on it. Like Ryu or Gat might.
Most of my wins are without ultra. I just figured it would make life easier. Thanks for the help, although I don’t like the sound of letting someone jumping in on me lol
Part of being a solid Bison player is having really really good defense. Which I will admit is a bitch onlline. But if you get good at it online it is cake offline.
I was wondering if I am being a scrub or not. I’ve been facing some guys in endless matches on 360, and I do have good connection against most. Well, This one who is really skilled picks all these different characters. He’d pick Rufus, Rose, Chun Li, and even Ryu, and he was well versed with all of them.
Anyway, I would try to mixup my game as often as I could, like using all of Bison’s pokes so he can’t guess whats coming, using st.hk against his very jump happy Rufus with a lot of success, mixing between tick throwing and block strings, and varying up my blocks strings so he didn’t so he couldn’t detect a pattern, and even crossed him up at random with J.mk and J.hp. I use crossup PCs on knockdown, and EX PCs at the right distance for frame advantage, I tried to remain unpredictable.
He keeps telling me that I’m only winning because of gimmicks and that he’s teching my throws cause he knows when they’re coming, even though the throw animation says otherwise, and the crossup crusher and following that up with a headstomp sometimes, and he thinks that I can’t react to a jumpin with Nightmare Booster, that there isn’t enough time to react.
Then I faced his friend who picked Guile, although he really did so as a counterpick since he didn’t use Guile’s antiair’s or air throw at all, like I normally see. I beat him the first time, the second was back and forth but he almost lost, all the while taunting me with the sunglasses and the finger, and when the momentum shifted I used Bison’s laugh at him. That really pissed him off. In the end, I was told I am a scrub for using gimmicks and no real gameplan. Am I being a scrub?
Yes you can react to many jump ins with hell attack. Obviously some are easier than others though. Some characters this isn’t very reliable for, especially those with dive kicks since they can always dive into the ground and punish your whiffed jump. Also Rufus j. rh TEARS UP j. mp. Most characters won’t use their jump in move early (since the move will run out of active frames before it reaches Bison) so jump up with hell attack and they’ll be forced to eat it since their attack hasn’t come out yet. Probably the easiest person to hit with this is Zangief since most Zangiefs are pretty much forced to jump in if you keep up the st. rh pressure. Once you train them to jump in and get hit by/trade with st. rh, they’ll start doing attacks later in the air to try to beat it. This gives you plenty of time for hell attack.
One thing I like to do (especially against characters with worse footsies than Bison) is look above the character’s head as I throw out my footsies. If their head reaches a certain point, I know they’re jumping and I can choose to throw out hell attack if I want.
A way to get them to jump is to scissor kick trap them in the corner. Once you get out of cr. lk range, you can assume most newer to mid-level players are going to want to jump out so you can watch for this. Alternatively, you can knock them down in the corner and focus attack. Cancel the focus attack into a backdash at the last second and j. mp. This will catch all jump outs and most shoryukens (except probably Cammy’s). Once they start getting wise to this, hold the focus to level 3 and hit them with an Ultra.
assuming you dont fuck the spacing up, can you truly be punished for blocked psycho crushers or even slides if you tech/grab as soon as the animation ends?
It depends really. If you space them to where you hit with the tip then it’s safe, but you’ll be at a slight frame disadvantage. It’s probably not a good idea to try to tech/grab as you recover because any decent player will use their fastest attack to hit confirm into a combo.
It sounds like you were playing well and they were just being conceited imo.
so what should i do then
and most people try to grab me when i do a psycho crusher…
advise plz
LP and EX PC are truly safe if you hit JUST the tip. In fact you’re at frame advantage so unless they ahve a DP, feel free to stick something out. Otherwise, don’t use the other ones unless you’re doing a combo. You can be punished with EX-PC at a lot of different ranges, just depends who u’re playing against. Also, I don’t think slide is ever safe. I think the best it gets is -1? Anyway, you can always FADC it.
Damn, thats real insightful. Thanks man, that corner stuff sounds bomb :lol:
Slide goes to +1, but that’s the very last frame.
For most intents and purposes, -2 is considered safe.
Except against an EX DP or Zangief’s command throws, or moves with instant startup, but those are far and few between. Still, be aware of characters who have them, and if they need meter to use them, and you should be fine.
Shoto dp’s (including the EX versions) hit in 3 frames, so they can’t punish -2 either.
Off the top of my head,
-2 is punishable by: Gief Spd, Hawk Spd, Ken’s super, Sagat’s super, Balrog U2, Guy U2, Ibuki U1, and everything listed as punishable by -1. So basically Zangief and T.Hawk regardless of meter, or Ken, Sagat, Balrog, Guy and Ibuki with meter.
-1 is punishable by Gief U1/super, Hawk U1/super, Hakan U1, Honda U2, Chun super, Sagat super, Akuma super. So Zangief, T.Hawk, Hakan, Honda, Chun, Sagat and Akuma with meter.
Range permitting, of course.
I just knew there were rare exceptions to the -2 frame, and -1 frame advantages, being victim to some of them. I always thought the EX DP was like 2 frame startup though, but I guess I need to double check the frame data now and then.