I personally only use Ex-Meter for escapes or for specific uses (ex-pc/sk for fireballs, ex dr to escape, ex skulldiver to break focus, ex headstomp in the corner). Almost anything else is a waste and you might as well save up for hit confirmed super. If you play against a character you can get momentum against, Bison builds meter fairly fast.
Nahh man there isn’t much point for ending combos with EX. (EX scissors/PC). Best bet is to keep meter for escape options and FADC’s if you space a special move incorrectly. I hate having to get in on an opponent or escape their pressure knowing I wasted meter beforehand.
Quick off topic question, but a random one that popped into my head while discussing CVS2 Bison vs. SF4 Bison. What is Bison’s A-Groove charge time? And what is his SF4 charge time? And I mean frame wise, not in seconds.
Here’s a question (which may or may not indirectly tie into my question about meter): Is a “get the lead and then runaway till the clock runs out” strategy feasible with Bison? Without commenting on how fun to play or to play against that would be, is Bison capable of that level of runaway do you think? And what would be some tips on doing so? I’m doubting teleport would be that helpful, but I guess dev rev (hit p and fly back if they stay away, fly across the screen if they don’t), and maybe a carefully timed EX PC (like if they corner you).
I’m just wondering if there are options or techniques to run out the clock I may not be thinking of. My natural inclination is to rush, no doubt about it. But in the interest of frustrating an opponent, and perhaps abusing certain matchup properties, ultra-turtle seems like it should be a really smart option for a Bison player to keep in one’s pocket if it’s practical. Discuss…
Depends on the match/matchup. Against some people it’s easy to turtle against. Against some characters it’s easy to turtle against. Against others, you want to be smart, but you also don’t want to be put on the defensive the entire time. I play a turtley Bison and while I don’t run out the clock often, you bet I will if I think it’s my best chance of winning. I think if you have a good lead against a character that doesn’t have a terrifying offense, you can definitely consider turtling.
Any good techniques for doing so? I just started really playin Bison seriously, so I’m sure I’ll figure some stuff out. Was just lookin for a few tips to get started that may not be as obvious as hold downback or devils reverse all over the place. That may pretty much be it, though lol
When you are turtling, you don’t want to just be sitting there or doing stupid DRs everywhere as a good opponent will find a way to make you pay. When you are tryinng to turtle you want to try to watch your opponents walk patern, like how someone inches towards you with step forward then block step forward then block etc… And try to tag them with SKs and pokes when they try to step forward at you to keep them guessing on if they need to block longer before moving forward and allowing some extra SK chip from your part and running down the clock further.
Since Bison has no real solid AA this can also make turtling with him a little difficult. Which is why I believe that nj mk and hk to be very useful at quarter to half screen.
Basically the key to turtling efficiently IMO is being able to spot as many patterns in your opponents routine as possble to punish as much as possible. Find patterns and reversal, and try to push as few buttons as possible without getting predicatable. Oh and don’t be afraid to take some pressure, just stay calm and wait til you find a pattern or find a spot for a reversal, Don’t just try to escape immediately every time.
Sorry if its a little half ass, I have to stop myself from typing a fucking page sometimes. Like about the how to use EX meter question…damn it was too much for me to put into words. Shit gets complex quick.
Not sure about the cvs2 charge times, but SF4 is 55 frames.
ok so i already posted this somewhere else, but im not sure if it will get answered there.
Can you stop people people OS jumpins with FA backdash? Will it work on your wakeup? or just if they are jumping in when your not knocked down?
Focus back dashing will prevent an OS jump in
Go test it out on a ryu OS jump in… Works every time buddy
It works on wake up too
Knowing is half the battle!
=)
Remember, option selects off of jump-ins only come out if the jumping attack whiffs for whatever reason. So, if you focus the jump-in and backdash, the OS doesn’t come out because the jumping attack didn’t whiff.
The reason for this is- whenever there is contact, the game slows down for a bit during the hitstun/blockstun. So if your jumping attack whiffs, the game runs at a normal speed and accepts the input for the followup OS srk/specialmove/st.hk. If your attack makes contact, your inputs are thrown away because the game slowed down and you’re technically still in the middle of your jump-in.
This is how the vast majority of option-selects work in this game.
The more you know dun dun dun
Sweet guys thanks
How unsafe is an empty DR?
Not sure what you mean. Empty DR doesn’t hit the opponent, so technically you’re always unsafe.
There are 4 landing frames, if that’s what you’re asking.
Yup, thats what I was asking. Was wondering how I kept gettin grabbed as soon as I landed.
So I’v been watching some Japanese vids lately. And most of them don’t seem to AA with DP’s, now the assumption is that its cause they are jumping from a range that their attack will stuff the DP. But I have tried these ranges against alot of the opponents I play, and it seems like if they do a super late DP I can’t jumpin ever. It won’t even trade i just get beat out clean everytime no matter where I jump from. In that vid against the cammy player that is posted in the vid thread, Isy jumps in on that Cammy so many times. What is the mind game going on that allows that? I cant jumpin or crossover any of the cammy players I play, they DP me everytime.
On wakeup or not? J. fp causes autocorrect DP 9 times out of 10 on wakeup (not sure about every character, but at least the shotos minus Sagat and probably Cammy too). The 1 time out of 10 it doesn’t is for late (non-reversal) DP where it trades. I think the trade is still in your favor and it’s not easy to do. The only grandmaster I see doing it in vids is Daigo. Even Fuudo doesn’t that I’ve seen. You can also j. fp NOT on wakeup and cause auto-correct but I don’t know the rules to this. I wouldn’t try it because I think the shoto can adjust their timing so they don’t get auto-corrected, regardless of the spacing. Also, obviously noobs can’t autocorrect crossups.
Well obviously who the fuck cares about noobs, I win against them regardless. Sorry not try to be harsh, I just don’t understand. Diago put it into words, like if you make the game paper rock scissors, Americans point of view would be close from starting from a scissors state of mind. While Japan starts at a rock state of mind. In short I take that as… If they have the life lead… they don’t hit buttons. Where as american players will take that chance.
None the less… I still am wondering why i see in so many vids of jap players jumping in against shotos. Yet agianst the people I’v been playing with, I can’t jump at all, reguardless of ranges. Unless my jump will is full screen(totally out of range).
I’d imagine it has to do with preoccupying the opponent with several different things which makes it harder for them to AA you with a shoryuken. I had the same question with our local Ryu and he said the other player’s jump ins were “smarter.” Look at the conditioning that the Bison does to the Japanese players and see if my idea is correct. Does he bombard him with footsies? Jump early during fireballs? Have the appropriate spacing?
EDIT: After watching Daigo vs. Andre (vanilla SF4) I have a new idea. Ryu gets stuffed or trades unless he late DPs. Spaced right, late Bison j. fp forces auto correct. Shotos can’t anti-air unless they want to be stuffed or trade. Thoughts?