it’s just really good timing
to be honest, i have only landed it like 4 or 5 times in an actual match (but it was awesome each time)
try using cLP
it’s just really good timing
to be honest, i have only landed it like 4 or 5 times in an actual match (but it was awesome each time)
try using cLP
Is there anyway to punish Fei Long’s chicken wing other than s.hk? The match up section said “Chicken wing is slow enough to hit on reaction for slightly above average players” but when I used s.hk it would trade normally if I didn’t press it right away.
you can focus it too, depending on how far away he uses it.
Fry that chicken with Ex Pc mayne!
I think a user named zeno posted some theory that the s. roundhouse vulnerable hitbox had changed making it better for AA. Looking at the recently posted hitbox pics I’m not sure I buy it. Has anyone figured out for sure whether this is true?
Supposedly it’s exactly the same as before (according to one theory). However, Kim1234 has told me that most of Bison’s pokes’ ranges have been slightly nerfed such that certain things aren’t possible anymore. I don’t remember if he was talking specifically about st. hk, but I know he mentioned cr. lk and cr. mk.
check out the hitbox discussion thread. take a look at the list of links in the first post of this thread and it’s a few from the bottom.
i dont remember all the details of the discussion but it is a sure thing that the vulnerable hitbox around bison’s head has decreased in size. I believe more significant changes have been made with cr.fierce however. Not only is the vulnerable hitbox smaller, but it has a larger hitbox and while the total number of frames (startup, active, recovery) is the same, there was some sort of discussion revolving around the size of the hitbox being larger or something during the beginning active frames. something like that. not sure 100% on all of that, but it should be all in that thread thur.
and my two cents: from what I can gather, if we’re talking JUST hitboxes and not startup/active/recovery (very important factors), Bison’s best anti-air is cr.fierce. I can write up a pretty chunky paragraph detailing why in the hitbox thread if you want, but you can probably just figure it out the same way I did by just analyzing the hitboxes. remember empty green lined box: vulnerable. the solid boxes aren’t significant, it’s just like his ‘mass’ or an area that you can’t pass through.
EDIT: SmokeMaxx, yeah I noticed some nerfs too. It feels like cr.mk got the most recognizable nerf along with st.roundhouse losing horizontal range. It seems like I’ve got to be significantly closer to hit crouchng opponents than before even though that was a trait of st.rh in vanilla too. cr.mk feels like it whiffs a lot more now. this is unfortunate, but to be certain that it’s not a placebo effect, you can just compare the hitboxes yourself.
Yuck, cr. mk definitely got nerfed? As I’ve been mostly in arcades and get home pretty late, I haven’t really touched the Super I brought over. Ugh, by playing Bison in arcades I’ve learned the value of cr. mk and to have it nerfed is definitely disappointing.
i didnt say definitely, but to me for sure.
I still use it like a shoto would use his cr.mk sometimes, usually sticking it out into empty space. It’s a really good ground poke for sure, but it’s not brainless like the shoto cr.mk (he’s getting near me, I’ll just push this win button). I resented that commentator’s statement from NCR that said Bison has ‘easy mode’ footsies. It’s the kind of stuff you hear from people that have that exaggerated attitude towards the power of st.roundhouse, another move that requires brains to use properly. Thinking you can just walk into that range and start pushing buttons and stuff things is just retarded. BTW st.far fierce, st.far mp and cr.mp are all pretty damn decent too, underused and underrated.
On paper, the hitbox composition on those moves are arguably better than st.forward and st.rh, just like how st.close fierce is better than st.roundhouse on paper. Obviously a bit different in practice, but not enough experimentation with those other normals to really see what they can do. I find that st.far fierce is above average for counter hits whereas st.mk is just a really good whiff punisher because of its speed and reach. Cr.mp is also something that is really good for sticking out into empty space because of its hitbox and range. I’ve used that to outpoke Sim when I’m outside of his limb’s reach and same with Rufus’ cr.fierce (I think it’s fierce, the stupidly long horizontal poke) from almost full screen.
On another topic completely, I’m wondering how your experience of Japan is going so far? I personally LOVED it when I went there and I could go on and on about how much a measly two weeks (but 3 hours of play a night!) improved my game, but I wanna hear what the competition there is doing for your game. When you get back, let me know because I want to see how it has affected your game and overall development. If you aren’t noticing a big difference now, when you go back home I guarantee there will at least be one or two areas of your game that have obviously improved. For me though, since Super came out in Korea, I’ve made an oath to never play vanilla Bison in the arcades. I don’t even think I need to explain why, but “that wouldn’t have happened in Super” is just a phrase I’d imagine coming up in my head over and over and it’d drive me insane lol.
I’m 99% sure crouching Light Kick also had a slight hit box reduction OR some characters attackable hitboxes are actually shorter than what their model is displaying (feet)
I’ve noticed this too, with certain characters especially. I don’t know if characters like juri just have deceptive hitboxes though.
On another note, what are the motions to get out an ultra 1 and 2 on crossup, I never got the hang of it from vanilla for 1?
ryeyoo just delay the button presses when they cross over
so do the ultra normally, but hit KKK once he’s crossed u over
The auto correct thing’s never really worked for me, which is why i’m wondering.
In order to punish a full screen fireball with bison warp do I have to be psychic or can I punish off of reaction?
Psychic.
Don’t do it.
Risk not worth the reward I’m assuming.
How do you block Bison Ultra 2 when he is close to you? I tried holding back to block when I’m close to Bison and he does his Ultra 2, but Bison Ultra 2 jumps to the other side and ends up getting me. Should I hold forward instead of back when I see his Ultra coming out (when I’m close)?
Yep, you block the other way when he jumps to the other side of you. You also have to block high.
Though, your best option is to jump up and stuff him in the air, if possible.
This may be a silly question but how do you keep a charge after a focus attack and dash in? I just can’t get it to work I’ve been trying to to do the HPxxPC dash after a focus and just cant get it to work what’s the trick?
You have to input the dash command slightly earlier and get a headstart on the charge time. You can play with the timing, but generally you can input before the focus attack hits, and the dash will still come out, though not immediately. It’s weird at first but you’ll get used to it.