I thought the stomp is homing so I guess hitting it as a crossup would require a some sort of a forward movement by the opponent.
hey guys dont know if this has been mentioned but i was wondering if bisons EX PC has invincibility on startup and on finish. cause i was fuckin aroun with it to get the timing to go through fire balls, and i put sagat to throw RH low tiger shots at full screen, well when he threw the first i went through it, and then while i was stil in mid flight he threw another one and i absorbed it, but it didnt hit him i kinda landed right in front of him while he was in recovering frames, its weird, try it out. could be a good tactic for tiger shot whores
I believe it has invincibility during some (not all) of the startup frames but none after that. If you did an EX PC, it does have armor I believe which would definitely explain why you could absorb a fireball. If you really want to test this test it on ex fireballs that hit more than once or Akuma’s 3 hitter.
cr.mp gives you +6 adv on block. if you’re really good at hit confirming, it’d be best to cr.mp if you know they will block your crossup.
cr mp is too slow though, it gets snuffed alot, and can be easily reversaled.
I still maintain that +6 isn’t technically enough for you to hit confirm.
http://forums.shoryuken.com/showthread.php?p=2696236#post2696236
cr mp has 2 active frames and 9 recovery frames, so that would be 11 except you want to cancel it. Definitely fewer than 13 frames.
Hey, i’m learning bison atm and have been reading through the pages and ppl have been using different bnb’s it seemse, so any easy bnb i can start practicing before moving on to the more advanced ones?
thanks
The combos off c.lp are pretty easy in my opinion. Maybe you could start with these:
c.lp, c.lp, c.lp, c.lk, lk scissors (c.lk can be left out if you feel like it)
c.lp, s.lp, s.lk, c.mk, hk scissors (s.lk can be left out)
ummm why is it best to use cr. strong? most likely you’re gonna cancel it to short scissor after anyway leaving you at 0 frames. so it doesn’t really make a difference if you use cr. strong or cr. forward on block other than if they see you didn’t throw out the cr. forward and try and throw something out… you throw out cr. strong and they get caught with it into a scissor.
other than that… cr. strong being blocked doesn’t give you much of and advantage out side of mixing it up a little bit with your block strings.
plus the cr. forward from st. jab link is ridiculously easy in comparison to using cr. strong after the st. jab. so if it does hit… why make the link harder and risking not connecting the knockdown from the following scissor.
s.lp into c.mp should be as hard as c.lp into c.mk which some people mentioned using earlier, and I don’t think it’s really that difficult if you give it some practice. I just brought it up because it’s the most damaging combo off a crouching jab starter (only by very small margin though) that I know of and because I was interested if anyone had managed to pull off c.lp, s.lp, c.mp, c.mk into scissors.
cr. jab to cr. forward is from what i remember a 2 frame link… i could be wrong though… i’m not big on frame data. so if st. jab to cr. strong is as difficult…it’s probably about 2 frames. from my experience playing fighting games… 2 frame links aren’t really worth it if there’s something better to do that’s easier and gives you the same results(the scissor knockdown). that’s just me though… i’d rather go for something guaranteed especially if the damage isn’t much different than doing the cr. strong instead of forward.
Actually they are both one frame links if the frame data on srk wiki is correct
But you’re right that it’s pretty much useless as it is because it only adds 8 points to the damage. However, if you can actually fit that one c.mk in there as well, the damage increase would be much higher.
You can link st. forward --> cr. forward, I think only on counter hit, but it might work naturally too. I don’t know how useful this is though.
st. forward doesn’t link to cr. mk without counter hit.
After focus canceled scissors and dash forwards, can you connect anything with anything slower than c.lp/s.lk? I tried crouching forward but couldn’t manage to combo into it.
No, they are too slow.
i posted about this in another thread… his ex psycho crusher has 4 stages…
beginning animation has no armor…
after that shortly he has 2 hit armor…
in mid flight he again has no armor…
before finishing he has 2 hit armor…
i tested that against ex fireballs and the only fireball that beats ex psycho crusher is akuma’s 3 hitter… well timed he absorbes all other ex fireballs…
So, if EX Psycho Crusher has armor, could you do an EX armor cancel into Ultra? I doubt it, I would think the armor coming later in the move’s duration (and the move being considered airborne?) wouldn’t allow this to work, but if it is feasible, it could potentially be a way to basically Ultra through fireballs.
ya i tested this and so far no u can’t afaik… i was able to super cancel it though after absorbing a fireball in practice mode with my super meter at infinite… lol…
I JUST FOUND A NEW COMBO!!!
lol… if ur opponent is in the air and u do EX HEAD STOMP then u can land EX SKULL CRUSHER as a combo!!!
normal hit = 280 damage & 300 stun
counter hit = 330 damage & 350 stun
the conditions are u can hit ur opponent with the stomp ANYTIME in air as long as he is NOT at the very end of his jumping animation… then u just hold FORWARD and when u r ALMOST near the end of UR falling animation do the EX SKULL CRUSHER… try to do it as LATE as possible…
i’ve tested this on neutral and forward jumping opponents for the normal hit… i just let them jump a little bit before me… because if u do EX HEAD STOMP at the same time as they jump it will NOT hit… they are too high up… and for counter hit i had opponents do neutral jump to attack on the way down and jumping forward with an attack… and as long as u are within ur invincible frames u’ll go through the attack and possibly get a counter hit… 330 dmg!!!
if this was already known then…meh:arazz: but if NOT then:lovin: