what i do when i go for bison’s scissor kick extension CC is after the mk scissor kick, i watch bison’s feet ONLY. once i see him recover from his move, i activate, then do standing lp, etc etc etc
i could never get the timing down until i concentrated on his feet after the mk scissors, and the only time i mess up is when i DON’T look at his feet and try to time it by what feels right. train yourself to focus on his feet and know when he has recovered from his mk scissor kick.
About Japanese double tapping…
I’m just wonder how should you press your buttons when you sometimes need to hold one button for another to come out right
say akuma’s cr.hk(hold)->qcb lk
how would you do it?
You don’t HAVE to jump, but I find it just makes it easier to get a good # of hits.
Misuchiru: Yes, that would be how you would do it… ducking rh (hold RH), qcb+lk. However, during CC it’s not a big deal becasue negative edge is disabled during CC mode.
You’re obviously new. If you’re talking about Akuma’s CC, which is the subject of your post, he will be juggling his opponent. You can’t DP/HK after a super FB if the person was in the air when it hit (and it connected on all hits).
What’s the problem with his s.forward? I would keep mashing on it, and sometimes, his butt doesn’t connect for one hit and it ruins the custom. Is it because it doesn’t go further enough, or what?
Off of Akuma’s Super Fireball (it hits 4 times correct?) I can do a hurricane kick ( I’m on PS2 though if that matters ). I use this all the time in A, and In S-groove.
Why do people always start Bison’s CCs after scissor kicks with jab? I’ve been using s.strong for ages and I’ve never had a problem with it. Any secret as to why the jab should be used?
Because strong has twice as much startup. When you activate slightly later than the ideal time, that makes a lot of difference. 700 damage isn’t a lot to sacrifice in the long run when it comes to Bison.
does anybody use the a-groove counter??
[sp+fk] i just think its not so obvious when in the game play
concentrated on what the next move should be, im trying to make a reflex so that when i see a blue block shield i should be pressing sp+fk but it doesnt seem obvious,
I have a similar problem with Chang’s Custom that s.mk doesn’t seem to connect all the time even when I mash “carefull” I found if you switch with s.mp it isn’t so bad but obviously you can’t mass as fast because that will activate the Ball Spin. Of course the damage is way less if you mash s.mp but the accuracy is a bit better. Also I heard there is a way to combo Chang’s other super [Choi Tornado?] in his A-groove and it does crazy damage… how the hell do you set that shit up? That shit is insanely slow. I only lose it if fuck up the custom, managed to trip the fucker somehow and use it to chip.
After sweeping the opponent and doing jumping hits for hit count damage, you can do two c.fierces into the Choi super. That’s the hard way…
The EASY way is to land from the jumping hits with the spinning ball move, let it hit once and as it hits the second time immediately do the Choi super - you should be pumping the super motion during the first hit, and press the button as it hits the second time.