it’s a 2 frame link, there’s nothing wrong with doing that if you get the hit confirm, but if you don’t it’s only plus 1 on block so it’s not safe. It is a true blockstring but it’s one frame and very easy to screw up and get mashed out of. You can try doing crouch light punch bnbs instead. And the combo mattwoo mentioned is very safe and does more damage.
you can focus the fireballs or you can also focus the fireball, dash in and throw them. jumping in is an option but not always the safest - if you know they will throw another fireball you can jump in and attack but you need to be good at reading your opponent’s tendencies.
Yes, it’s a common mistake. High level players do it occasionally as well. Try to end the ultra motion with up-forward instead of forward, and make sure you actually have sufficient charge.
PPP warp is not used very often, and only used in situations where you predict your opponent will commit to something big, and avoid chip.
PPP back warp is slightly different from KKK warp if the opponent is in the corner, since it will only teleport half screen. It is used better to bait something from the opponent, but you want to keep in range.
The latter is easier to execute if you get the close st.lp instead of the far one.
You need to be more specific, because your punishes will depend on what they ended with.
Basically, you try to tech slightly after you think you’re going to be thrown. So after you block a move, you wait for blockstun to end, then you wait a bit AND THEN tech. Sometimes if you press it early,you can get your limbs thrown. You should watch replays of yourself and see if your crouching short is coming out, and you’re getting thrown, or you’re pressing too late and getting thrown.
Generally go for crouching jab.
Baiting or punishing? Baiting someone involves conditioning people, and that can get pretty involved.
As for punishing, it depends on the character throwing the fireball and the range you are at. There’s an entire game around throwing fireballs correctly, at what ranges, and how to punish them.
But you can generally:
-focus dash throw
-j.hp
-EX scissors if you have charge
-ultra if you have charge
-super if you have charge
If it’s Ken or Ryu, and you block the fireball close enough, you can actually punish them with st.hk/st.mk
Unless a crossup j.MK hits really deep there is a gap between the j.MK and the next attack, even if you use c.LK (fastest attack Bison has). So if you notice/predict that your opponent likes to hit you with SRK or another invincible move you can try to bait it by blocking (and maybe delayed low tech afterwards since this loses to throws), backdashing (doesn’t work on every reversal) or teleporting away (use back PPP teleport in this situation so you are close enough to punish after an SRK).
Another use for the forward PPP teleport would be to counter option selects after your opponent’s jump ins. If you see that your opponent likes to do a safe jump with some OS you can do a reversal dp+PPP teleport to make the OS whiff and you may be able to punish afterwards in some situations. Keep in mind that this is super risky and you will get punished hard if your opponent doesn’t use OS with the jump in. This is nothing you should use very often, but it might come handy to know this in some situations.
sup everyone
whats the frame advantage of bison after a blocked devil reverse!?
what the fuck am i suppose to do in bison mirrors when the opposing bison is mashing cr lk and my connection is dropping so i get punished for attempting to do a bnb? Is there a way i can frame trap a masher? If so how? Sick of getting punished for playing Bison properly in my f’ing connection. This isn’t a big deal i dont have this problem offline but it’s annoying and id like to know if i can punish these people for it somehow
You can’t realistically formulate a strategy around a poor connection…
yeah figured. It’s okay, was just endless and was doing it during the day when my connection is REALLY bad. When I do ranked it’s at like 3 am so I don’t run into that stuff [S]as often[/S]
If someone keeps spamming light punch hadouken is there time for a light punch psycho crusher? Or just go HK or HP? I keep getting ‘caught’ on the followup and am not close enough to grab.
As a matter of interest anyone on the PS3 pad? I am using it currently.
Got the madcatz fightpad coming soon though I never got the hang of the stick.
Does jumping back medium kick beat Vega’s izuna drop?
I have been teleporting and sliding but I am getting thrown after the slide and vega is skipping away to enjoy more mixups against me.
regular PCs don’t travel through projectiles. Only EX PC does. You can also EX SK, or focus to absorb the fb and dash forward.
Jump back hard kick will beat the drop if he goes for the slash, but he can grab you out of it in the air. The safest way to escape it is to wait for him to come down and simply teleport away.
Hey guys how exactly do you set up a safe LP.PC after a knockdown from C.LK’s into SK. The one that just hits at the tip when then the opponent rises and your at frame advantage or even.
Is there a specific number of C.LK’s you have to do, or do you need to use a specific strength SK like light or medium?
I usually do it after light scissors knockdown. Anytime you could go for crossup crusher, just pause slightly before you do lp pc.
Careful, if the opponent techs late, then you’ll whiff entirely.
It’s pretty risky to do imo. Not one I favour a lot
OK here I come, with TONS of question and ready to really improve my Bison game…
1st:
Ok, his fastest move was c.lk, then c.lp?
how come when I play mirror, non of my c.lp nail his st.HK but my cr.MK did??
scnario: I scissor, he scissor me back, I did st.HK his scissor got stuff, I go forward, and this time I scissor, his st.HK nail me while I try to cr.MK…
why is inconsistant? I thought cr.MK gonna hit his st.HK even after scissor?
what should I do in those:
If I think he will use st.HK, what should I use to punish his st.HK after scissor? I mean footse not EX psycho, that is my last resort and actually serve as bait
if he use st.mk, what beats st.mk? same after the scissor…
I know sometime some move stuff others, but Bison mirror was getting on my nerf…I can’t beat stabricon, not even once, will I do have a DRAW GAME (I keep it as trophy lol draw game on 2/2)
I need more defensive theory not rush…I still firmly believe this game reward smart defensive player…will I am being defensive but dumb one…without research on MU of course I don’t know sht about block their footsie and punish/not punish…
Thanks ANY developmental help, let bison army grow
Hitboxes. c.lp doesn’t reach far enough to hit st.HK’s vulnerable part at max range, while cr.MK does.
I don’t understand what you mean. Do you try to c.MK just after your opponent counter hits your scissor with st.HK ? Pressing any button in this situation is a bad idea since you’re at a huge frame disavantage, your only options are back dash, EX move (invincible startup), teleport or block.
If you meant s.HK beats c.MK after a blocked scissor, it shouldn’t happen unless :
- online lag
- you do FW/RH scissor instead of short scissor
- your opponent is too far away for c.MK
These move are safe on block. You can focus them if you’re not too far away, or you can try to make them whiff with Bison’s fast walkspeed and punish them with your own s.HK. Against s.MK, you can be psychic and try to punish it with a jump but of course it’s risky. Anyway, the solution here is advanced footsies, there’s no magical normal that will stuff Bison’s long-range pokes.
Also, I have a question of my own :
What do you do to punish Viper’s EX seismo jump cancel into burning kick ? Against me it’s always get-out-of-jail for free.
Was answered already but yeah cr.mk has better range and can go under st.hk’s hitbox.
Depends on spacing, you have to be at max or close to max range to get it under the hitbox. If its any closer it becomes a matter of which move goes active first, while cr.mk is a frame faster we were playing online and that frame could have gotten eaten by lag.
Well max range cr.mk or even cr.lk can get under it. At closer ranges if you know I am going to do it you can always focus the st.hk then dash and try for a throw. EX PC of course works too. As far as st.mk you pretty much have to jump it or try and get it to whiff.
anybody could tell me the names of some talented bison players i could check out on youtube / xbox live ? thanks guys
I’m quite interrested in bison. I’m currently around 1200~1500pp but I have never mained a charge-character before. My charge-character execution is decent and I’m quite familiar with fighting games. There are some things that I don’t really understand when playing bison. Could anyone help me out with:
- bison in general
- BnB
- Playing footsies with bison
- Which moves are safe/unsafe?
- How to handle centrain situations. (fireball-characters, being cornerd, having someone in the corner etc.)
- Which taunts make magneto jealous?
None of the links in the first post work
(Sorry for my horrible english, I’m dutch)
In the bison mirror ur leaving too much up to randomness. Best advice i can give is to BLOCK after u or ur opp does a safe sk. Stop pressing buttons, and see what they do first (be patient!). A better option (imo) after some1 blocks a sk is try to create space between the other bison then punish mistakes they make trying to get back in. (Just play lame)