so you cant focus them?
No, just jump vertical and avoid it or block it. If it comes out really quick like a normal fireball then it’s likely the 1 hit red ball so you can focus that one.
One thing you’ll learn when going against various fireballs is that Ex-Psycho Crusher is stupid. It only has fireball properties on the front or something so anything that hits you above (or i guess past?) the fireball portion will stuff your crusher. So for example, you Ex-PC Akuma air fireballs to absorb and hit him right? Wrong, if you don’t space it right, the fireballs will just plain stuff your Ex-Crusher. Same thing with Sagat high tigers. It might have to be EX, but I’ve been plain stuffed out of Ex-Psycho crusher against them. No absorbing or anything.
Does anyone know where we can proactively voice our displeasure of the changes being made to Pyscho Punisher in Arcade Edition? I know there are threads here dedicated to its discussion, but is Capcom-Unity the only place to voice our disapproval over this?
Let’s say a character is standing on the left corner of the screen, and bison is standing closely next to them on their right (so close that they are touching). From here, bison jumps toward the corner and does a j.mk. Depending on when exactly bison does the j.mk, bison will either cross up or not cross up the character. This obviously creates an incredibly ambiguous crossup situation. However, I can’t recreate this when the character is on the right corner of the screen. Are you guys able to do do this when they are in the right corner?
Don’t cross fools up in the corner, keep on the pressure. Going for a cross up is basically letting them out for free. So to answer your question axiscore, I don’t know.
If you’re going to cross them up and you KNOW it’ll hit, you can just do cr. jab, st. jab, cr. mk, hp psycho crusher to put them back in the corner. It’s generally a bad idea though because if you don’t connect, Bison is stuck on defense- not really his strong point.
The whole point of what I was saying was that when you do what I said, bison looks like he is going to cross up, but he doesn’t. You can even do this with j.hp and punish them hard for trying to block a crossup when it’s not actually crossing them up.
There’s a fake cross up you can do with j.HP on the corner, but you have to kinda push their shit in with a dash.
Yea, I remember reading somewhere that the corners in SF4 actually have different properties. I’m not sure if it’s a glitch or if it’s intentional, but I’ve tested that shit and it’s the real deal. The left corner is the ‘fake crossup’ corner, and the right corner is the ‘actual crossup’ corner (although both of these properties can be bent, I think).
I find myself more and more pressing just jab, short or forward when a guy walks up and tosses me. Need help with crouch teching. I know with Ryu you can use strong since its 4 frame execution…but bison’s strong is 7 frames so I don’t thats not so viable.
I looked around here and saw people talking about plinking his crouch tech… do you just piano/roll down lp to lk so u get lp, lp+lk ? Or is there a better way to crouch tech with bison. thanks
Got a few unrelated questions. I’ve been using Bison for a while now and am really to incorperate some more advanced techniques into my game; here are a few questions for implementing them.
After a safe jump I tend to get thrown quite a bit. Should I be doing safe jump followed by a late crouching tech? I’m assuming that if I don’t tech a throw that I can use a sk follow up to the short that comes out due to the crouch tech.
I can never seem to get any counterhits while trying to use a frame trap. It seems like some players tech everything and my frame traps don’t work. I know this is because of late crouch teching, but is there anything that will be effective? I try to use cr jab, cr jab, medium punch or other strings that leave gaps, but it feels like I get hit before my trap move comes out.
Does bison have a safe block string that I won’t be dp reversaled out of? Is cr lk strings safe to use as block strings?
edit: Seth’s walljump is ruining me. Any way to counter this or am I forced to block or back dash?
@thirdratefighter The answer to your first question, I can only answer from how I play cause I have not run into your problem you speak of. So this is just IMO, but anyways for me rather than safe jumping shotos I use j.hp at a distance that it totally stuffs their DPs. Lol sorry if I didn’t answer that one very well.
Frame traps are about conditioning your opponent, so rather than throwing out a frame trap randomly. Make your opponent tech a couple of grabs, then with that same blockstring do a frame trap where you made them tech last time. It will prob work a little better, although many players might take a round or two before they are conditioned enough for your frame traps to work.
a blockstring you can’t be reversaled out of is c.lp>s cl.lp>c.lk>SK.
Seth’s wall jump can be beaten with nj.hp or nj.mk but the timing must be there.
Thanks a lot for your reply; it really helps make sense out of some of my questions.
edit: Can I assume that cr lk x3 is not a safe string? I see it used in tournament vids all the time which is confusing to me
yeah its not safe. But that move can create really good quick pressure for bison. I think another thing it is might be the fact that it has become extremely unfashionable to mash out. lol
Hey, I’m new to Bison and charge characters in general - my usual main is Cammy, I’m branching out - and when I’m doing the crossup j.mk into cr.lp, cr.lp, cr.lk xx lk scissors, the scissors never comes out. So I think I’m asking if the charge isn’t fully finished by the time you try that cancel, or am I just messing it up? Still getting the timing down but it works consistently without the crossup. Sorry for the noobishness of the question.
Yep you have enough time to do that move. You’ll just be messing up. You just need to practice your charge retention.
If you land a cross-up off a j.mk try to go for a more damaging combo like cr.lp, s.lp,cr.mk xx hk scissors.
A way I practice charge retention is focus dashing forward then doing 3 crouching shorts into scissors. The more I practiced the greater my charge retention got. When you do that you can FA dash peoples fireballs and go straight into 3 crouching shorts > scissors if you decide not to throw them.
Great, thanks. I’ll give that a go as well.
Back with two questions:
Number one, total noob question: when doing a combo where at the end you cancel into something like scissors or psycho crusher (crushaaaaa), when’s the ‘sweet spot’ to do the motion for the special? Because I’m solely used to non-charge characters, I think I’m instinctively doing it too early - and sometimes relying on negative edge, which doesn’t work - but if someone can point me the right way early then it’ll save me a lot of trial and error
Number two, marginal noob question: Abel’s change of direction…with Cammy I could cannon spike or super/ultra in the gap between the 2nd and 3rd hit, but what can you do to escape/punish with Bison?
Thanks.
For question 2 I’m pretty sure you can EX psycho it.