It doesn’t always work that way. There is a lot of factors such as how much space you have away from each other when Bison land, will he follow up with a short, foward, roundhouse, or EX scissors kick, will he st. rh, will he cr. mp, will he head stump or press. He has a lot of options and you have to guess ( especially if your back is in the corner). Sometimes cr. mk or cr. hp is the best option.
Go ahead and try it against a Bison who’s right next to you after a blocked scissor kick. Unless it has ground invincibility or starts up in 3 frames, you’re eating a short into scissor kick.
Im not just posting that cause its Theory fighter shit, but I have actually gotten it to work pretty decently. I just need to test it more.
after blocking a scissor kick, cr.mk is a bad choice imo cause it gets beat by both bison c.lk due to slow start up and his scissor kick, since it goes over lows. same with c.lk
but standing FAR MK works better cause of how deejay kicks, he raises his leg up during the start up, at this point, bisons c.lk CAN whiff. and you hit him during the recovery. it also beats lk SK cause of its bigger start up. it can trade/lose/maybe win against bisons standing MK and HK depending on who pressed their button when, since they have the same startup.
Im not saying its a beat all end all, but its a better gamble than sweep, c.lk or LK SLOWbat
Okay, I’ll need to test this out in training mode, but the leg better raise up before 3 frames, because if not, Dee Jay eats a low short into scissor kick. If Bison’s already too far to connect with the low short, then standing mk will work, but only as well as every other poke that stuffs scissor kick (which is a lot). I imagine if st. mk starts up in about 6 frames, it’ll trade with Bison’s st. rh, which will be a trade in Bison’s favor.
st. mk will lose. If you even get a trade that means the bison player was asleep.
with scissors you have 3 options, all space dependant:
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at absolutely close range (inside his c.lk range): deejay cannot do anything except block.
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a little bit further out (outside of c.lk range, in c.mk range) lk sobat can tag the cr.mk, if the bison does c.lk anyways (which would have whiffed if you had done nothing), he will block the sobat and is free to punish.
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outside of c.lk and c.mk range (where a bison will try to st.mk/st.hk), it will beat all of deejay’s pokes. However, it will lose to upkick every time. lk and mk upkick is very hard to punish on reaction, so unless he was baiting it, it can at least provide a temporary escape from the pressure.
the most important thing is to watch the spacing, and watch what the player tends to do after blocked scissors, at different ranges.
Tips against c. viper, adon, akuma? against akuma I’m trying to find a way to punish his teleports. I’ll let yall know when I get something good.
Against adon I’m thinking about just counter picking with T hawk. I really don’t know how to fight him.
What matters the most is how much space is inbetween you and Bison after the scissors kick. Sometimes Cr. HP is the best option. It’s a guessing game and some options are better then others at certain ranges
C. Viper, you can try to rush her down but it might not work, you’ve got to know the character to excel in the matchup. Auto-correct lk upkick saves my ass quite a bit in this matchup and based on the very limited experience I have with the matchup, she’s easy if she’s scared.
Adon is really difficult for Deejay, I recently ran into some trouble in one particular area against him (In my face, neutral jumping) seeing as without meter I can’t punish, and even with it, sometimes I get the trade, or kicked by nj.mk > jaguar kick. Adon himself can be lamed out, but he’s a character you don’t focus against. He’s not entirely free on wakeup, but RJ losing out on invincibility frames means you’ve got to make the most of your knockdowns.
Akuma, playing lame never works. Learning how to slide under fireballs, focus dash and AA, and ultimately bait out poor demon flip combos is ideal. The nice thing about teleport is that you can dash behind it and slide as he’s coming back, similar to how you can follow Vega’s hops if he gets it off in time. I can’t tell you how to kill him if you misjudge the slide, but if you know how to counter his other moves carefully, and punish at least one teleport, you can set yourself up nicely for a win.
I haven’t been playing much lately, but I’ve given you the basic idea for all three:
Knock the bitch down, Knock the bitch down, Knock the bitch down.
Last night against an M.Bison (Dictator), I blocked a HP Psycho Crusher and immediately CH with Ultra 2 and it landed. After the match I went to training mode and tested whether this worked in-corner/mid-screen and which punch versions of PC it worked on. I believe it can punish blocked MP/HP Psycho Crushers from anywhere on the screen. Only exception is if they do a HP version mid-screen when they are right directly in front of you because where they land after the PC can put them out of range.
Yea thanks No Cigar I forgot to mention that it does have to pass thru you.
Adon’s LK/MK Rising Jaguar DP is not invincible, but HP/EX is. You can beat LK/MK version on wakeup though. Just fyi I guess.
Also What are you talking about baiting poor demon flip combos? And what do you do when you see him demon flip? I can LK upkick his demon flips, but if I don’t have time to charge is there anything else I cn do? idk I guess I just need to test it.
Also @scarsozasasz, ok after testing, turns out any non-EX psycho crusher is punishable with reversal U2 (or auto correct if it passes through), or cr. MP > punish combo. EX version is not punishable on block iirc, but you can auto correct U2 it if it passes through you (if ur not too close).
Also against akuma, after a forward throw or sweep, you can throw a meaty MP max out from a safe distance (.5 blocks?, just not too close) and it will hit them if they teleport back with either teleport. And you should be able to recover from the max out in time to punish them with cr. HK or something if they teleport behind you. THat way they don’t abuse teleport after a knockdown. The only thing that can beat this on wake up is EX DP. Normal versions will hit you, but not knock you down, leaving you in positiion to punish.
Now instead of just free teleport, they have to think about whether you go for meaty fireball, throw, jump etc.
What’s best against demon flip mix ups? I know LK upkick when you have meter works, and you can either meet him in the air with j. HP or walk/dash under and grab. IDK though, I was never good against akumas, and I don’t really know the matchup b/c I didn’t play much vanilla.
As long as I have meter and I’m ahead, I’ll lame it out against Akuma all day. Unless he gives me opportunities. All the cute little demon flip and vortex shenanigans will get upkicked all day. All you need to do is either up kick at the last split second, excape by sliding or ex Dread Kick. You can punish jump back fireball abusers with ex dreads and slides. Jumpin fierce punishes demon flips. Many Akumas like to jump towards you and throw a fire ball, then follow up with a demon flip. That shit should be upkicked or
U2ed .You can slide underfireballs easy but don’t do that at certain ranges because you could get caught buy a ragin demon. I have a lame style so I wouldn’t recommend my tactics to everyone but it works for me. If I have Akuma in the corner it’s rush down city unless I have a nice lead. I give him a little space and dare him to move.
I played a good Rog offline yesterday for lots of matches, he’s the new guy in town. Some things I found out:
DONT’s
-Focus when he has full super meter. I figured I’d try and bait a rush punch, but he’s always looking for a focus cuz its a free dash punch xx super.
-Don’t jump in on him if he’s charging, even if you short jump. He’s got time to react with cr. HP always.
-Neutral jumping to bait dash punches, even outside of his headbutt range. If he sees you doing it he can jump early HK/HP to beat your jump attack.
DO’s
-Safe jump cross up MK on his wakeup. After he learns not to headbutt and just block, you can make the jump MK hit in front. Mix him up.
-Meaty low him on wakeup
-Mostly just pressure the crap out of him after a knockdown.
-AA his jumpins with st. MP or st. HP. Your normals beat his good jump ins if you do it right. Play without charge to bait jumps.
I’ll post up more tips once I get more games in, and understand the matchup better.
Which meaty low?
Cheers for the tips, will try them out.
cr. LK for combo/pressure, cr. MK for knockdown. Normal headbutts don’t have low invincibility, EX headbutt will hit you though. Just mix it up meaty cross up MK, which beats all versions of headbutt or cause them to whiff, even if he tries to auto correct as long as you time it right.
Need sagat help
don’t really have much
um i guess be light on air slashers, he can kara uppercut it? Also knee shot at midscreen > slide (trying to catch a st.rh anti-air attempt)
you can also lk sobat over a low tiger shot to get in their head a little lol
none of that worked. i got demolished by frame traps. its hard to get sagat experience when their are very few left.
I was in a tourney and went 2-2.
No good sagat knowledge
Guile just beats deejay if the guile is smart enough to block and not FK on wake up. The player even admitted there was nothing I could do. He knew i was a good player but there is nothing deejay can do.
Nothing punishes SB
Even if you do predict he can just cr. Fierce which is 5 frames.
Standing fierce and backfist are high priority and have AA’d me in tournament.
Once I got the knockdown it didn’t matter because he would block my crossup and tech my throws.
sorry for the rant but i’m really salty. i’m tired of losing to characters instead of being outplayed.
Seconded. It seems like so many other characters are spoiled, and Dee Jay has to work so hard for a 5-5 matchup.
Oh, and fuck Guile.
lk sobat < backfist =(