I’ve done normal stomp out of the air into the EX skull crusher. That’s pretty much my only use for EX SC (other than chipping to death), and even then I do it sparingly. My only question is why EX Stomp? Doesn’t that take them down too fast? (I’m not at home, so I can’t test at the moment, but I’m curious)
no it doesn’t take them down too fast… i didn’t check with the normal one but i rather do an EX version in this case… cause to me main point of this combo is getting a counter hit… 330 dmg and 350 stun is no joke for BISON… u r most likely not going to land this on an empty jumping opponent… and the normal version will loose or trade with a lot of air to air attacks… so i’m only looking to use this as a defensive tactic to utilize the EX versions invincibility to go through attacks and getting a counter hit… even though that’s half my meter it’s worth it damage wise and getting opponents scared of jumping a lot… which is good for BISON…
Burning meter with Bison is a no-no. Worthless “combo”. 50% meter just to get 300 points of stun. Yeah, definitely not worth the meter burn.
I’ll have to try this out Mastaroth, this could work really well against opponents who jump neutral in an attempt to hit your HS/DR out of the air.
I’ve felt this way before about moves and combos, and then found that having them in your arsenal and not is sometimes the difference between winning and losing. Considering there is no guaranteed damage after a headstomp already, if it will kill them you should do it 100% of the time.
Good find man, I did not know this. :karate:
what about the damage??? 330 dmg on counter hit… which is what it should be as long as u used it defensively… afaik 330 dmg is basically as much as his most damaging combos… even without the counter hit it’s 280 dmg which is still more than a lot of his b&b combos…
Airthrow: thank you for agreeing on how this could make the difference in a match… btw i read ur guide on BISON and it’s really nice… i’m pretty new to sf4 and BISON’s a lot different from sf2… plus i’m not a sf veteran… more of a soul calibur & king of fighters player so that was a good help starter…
Dunno if these have been posted yet but I was messing around in training mode:
FA>dash> cr. jab, cr. jab, cr. short, cr. short, scissors (XXsuper)
Jump in RH or MP, cr. jab x2> cr. short x2> scissors (XXsuper)
You should use jabs as much as possible in combos because they do a bit more damage than shorts, and also they are easier to link than shorts.
My questions:
Is there a longer focus attack dash combo than the one I posted?
Are there any character specific combos in SFIV? Because I tried more jabs and shorts on Zangief and Honda, and I can’t get anymore in on them than I can on Ryu. IMO this sucks…
Cool man, I am not an expert but I just believe in sharing information, hopefully some people starting out could use the info. :tup:
BTW, just a few minutes ago was the first time I was able to experiment and actually confirm your finding of the headstomp follow up comboing…OMG, that is some NICE damage, not even CLOSE to useless.
You’re spending two stocks to do like 35% damage off of an anti-air, that is a trade I will do ANY TIME.
Here’s all the combos posted up until this point in one big post maybe DS can update the original post with this?
Legend
c = crouching
s = standing
xx = cancel
l = light – short/jab
m= medium – foward/strong
h = hard – roundhouse/fierce
p = punch
k = kick
If a move doesn?t have a strengthen to it or EX then any level can be used even EX
All j. mk combos can be used as crossup
Empty Jumps can also be used to crossup
All scissor combos can super cancel, pending an ex move isn?t used before
Crouched/Standing
-s. lk x 2 -> s. hk
-s. hp -> s. lk -> s. hk
-s. hp -> s. lk -> c. mk xx hk scissors
-c. mk x 2
-c .mk xx scissors
-c. mp xx scissors
-c. lk xx scissors
-c. lk x 3 xx scissors
-c. lk x 3 xx scissors
-c. lk x 4 xx scissors
-c. mp -> c. lk xx scissors
-c. mp -> s. mk xx scissors
-c. lp x 3 -> c.lk xx lk scissors
-c. lk x 2 -> c. lk xx lk. scissors
-c. lp -> s. lp -> c. mp xx hk scissors
-c. lp -> s. lp -> c. lk xx scissors
-c. lp -> s. lp -> c. mk xx scissors
-c. lp -> s. lp -> s. lk xx scissors
-c. lp -> s. lp -> s. lk -> c. mk xx hk scissors
-c. lp -> s. lp -> s. lk-> c. mk xx scissors
-c. lp -> s. lp -> c. mk xx scissors
-c. lp x 2 -> c. lk xx lk scissors
-c. lp x 2 -> c.mk xx lk scissors
-c. lp x 2 -> s. lk -> s. lp xx lk scissors
-c. lp -> s. lk -> s. hk (s. mk if opponent is crouching)
-c. lp -> s. lk x 2 -> s. hk
-c. mp x 2 xx scissors / psycho crusher
-headstomp -> skull driver -> c. mk xx scissor kick XX Super (optional).
-headstomp -> EX skull driver -> c. Mk xx scissors.
-headstomp -> skull driver -> c. mk -> headstomp
Jumping
-empty jump -> c. mk -> c. mk xx scissors
-neutral j. lp -> c. lp x 2 -> s. lp -> s. lk -> c. mk XX scissors XX super
j. mp -> c. lp x 2> c. lk x 2> xx scissors
-j. mp > s. hp > l. scissor
-j. mp x 2 > EX pyscho crusher/ EX scissors
-j. hp -> s.hp xx hk scissors
-j. hp -> c. lp x 3 -> c.lk xx lk / mk scissors
-j. hp > s. hp > pyscho crusher / scissors
-j. mk -> c. lp x 2 -> c.lk xx mk scissors
-j. mk -> c. lp x 2 -> c.mk xx mk scissors
-j. mk -> s. lp x 3 -> scissors
-j. mk -> c. lp x 3 -> c.lk xx lk / mk scissors
-j. mk -> c. mp -> c. mk xx hk scissors
-j. mk -> c. lk x 4 -> lk scissors
-j. mk -> s. lp x 2 -> s. hk
-j. mk -> c. lp x 2 -> s. lk -> headstomp
-j. mk -> c.lp -> c. lk -> c. mk xx hk scissors
-j. hk -> c. lp x 2 -> c. lk x 2 xx scissors
-j. hk -> c. lk x 2 -> s. lk -> s. hk
-j. hk -> c. lk x 2 -> c. mk -> scissors
-j. hk -> c. lk x 2 -> s. lk -> c. mk xx scissors
-j. hk > s. lk > c. mk xx scissors
-j. hk -> s. lk x 2 -> s.hk
FADC Combos
-FA xx DC -> s. hp -> c. lk xx scissors / psycho crusher
-FA xx DC -> c lp x 2 -> s. lk x 2-> s. hk
-FA xx DC -> c lp x 2 -> s. lk -> c mk, scissors
-FA xx DC> c. lp x 2 -> c. lk x 2 xx scissors
-FA xx DC -> c.lp -> s.lp -> s.lk -> c.mk xx scissors
-c. lp -> s. lp -> c. mk xx hk scissors xx FADC -> throw
-c. lp -> s. lp -> c. mk xx hk scissors xx FADC -> c. lk x 3 xx scissors
-c. lp -> s. lp -> c. mk xx hk scissors xx FADC -> c. lp -> s. lp -> c. mk xx hk scissors
-c. lp -> s. lp -> c. mk xx scissors SA~DC -> s. lk xx c. mk scissors xx SA~DC -> s. lk -> c. mk scissors
-s. lk x 2 > c. mk xx scissors xx FADC > s. lk > c. mk xx scissors
I think you can cancel PC into Super although it isn’t as practical.
Ok, so, before coming to this thread, I was going to ask the following: Why do most people (especially the Japanese players I’ve seen in videos) prefer the cr.lp, st.lp, cr.lp, cr.lk xx scissors combo? I usually use st.lk x2, cr.mk xx scissors or some version of that. The point is starting with st.lk.
As I read above, it is stated that lp’s are easier to link, so I understand why you’d use them over lk’s.
However, to me, the combo starting with cr.lp is unnecessarily difficult because you have to go from db to b, then db again and finally F+lk.
Is there any other reason why people like this combo so much? Is it just for flash?
Thanks.
starting from db is always better than starting from b because you’re in a crouch block for option select, you won’t move backwards, if you start w/ a low attack they have to block low (not in the case of cr lp, but true in the case of c lk) to name a few reasons.
i’ve never seen that combo ever… in any bison vid. all the japanese players i see do either cr. shorts x3 or 4… or cr. jab…st. jab… cr. forward scissor. i prefer cr. shorts though because of their range. they have surprisingly really good range and come out fast… doubt their faster than cr. jab… but 3 frames is pretty friggin quick.
and unnecessarily difficult? don’t know about that. when you’ve been playing long enough… you tend to not even think about having to go from downback to back for the st. jab to a downback again.
if they are doing that combo you mentioned… i’d assume it’s just player preference or to gain some charge time if they didn’t have any when the combo started. that’s the whole reason i see people do 4 cr. shorts to scissor…again… if they didn’t have the charge when the combo started.
as for me… i do the combos that i mentioned because they’re easier to do. really hard to mess them up so for me it’s guaranteed damage and knockdown.
These combos only work on CH.
Can you really combo the skull diver after a headstomp? I assume these are supposed to be on a grounded opponent because of the c.mk after the skull diver.
Also, most of the combos are gathered together in the psycho science thread…
Dictator:
Crouch Light Punch 4 2 7
Crouch Light Kick 3 2 8
Boxer:
Crouch Light Punch 3 2 5
Sagat:
Crouch Light Punch 3 2 9
Crouch Light Kick 5 3 5
Ken:
Crouch Light Punch 3 3 6
Shoryuken Hard Punch 3 2212
Chun:
Crouch Light Punch 3 3 5
Crouch Light Kick 3 4 8
(from eventhubs)
I don’t believe I have seen a normal with faster than a 3 frame startup…indeed, the only things with 1 frame startups seem to be stuff like sagat’s super and zangief’s super/ultra.
So I totally agree with you, but instead of “pretty friggin quick” I’d say “as quick as it gets”.
yea after i realized the game runs pretty slow… i figured that was probably as you said… as quick as it gets.
i was just guessing his cr. jab was quicker than his cr. short because i’m a cvs2 player and his jab came out in 2 frames in that.
again… i like using his cr. shorts because they really do have surprising range. every time i start a combo with multiple shorts… i always see if i can tag on one more to see if it works… and for some reason… it always does.
to answer you’re question… yes…yes you can combo the skull diver…example…
[media=youtube]LwzyDVXl8pc&feature=related[/media]
spidertao in the korean national tournament.
At which point does he do the combo because I didn’t see it? There was a skull diver into c.lk, c.lk, scissors a couple of times but I didn’t notice stomp into skull diver combo…
Ok, this makes sense. Sometimes, I’ll do st.lk x2, cr.mk and the mk will whiff because I was just too far away or I’ll get swept because my link wasn’t tight enough.
I think I’ll switch to crouching shorts or jabs to start off that combo.
Regards.
oh umm ex skull diver only combos off of a head stomp in certain situations only if the head stomp tagged the opponent in the air… on the ground this doesn’t work… it’s just ur regular combos off of skull diver…
on that note i’ve spent a over few hours today going through every character vs. bison to see exactly where and when u can do the combo i found… i’ve only tested this on ex head stomp and didn’t bother with the normal one… but it’s a lot of typing so i’ll post up tomorrow…
beautiful violence: i’ve seen that combo done before and from what i understand the combo can be done with 0% charge to begin with… also by frames it’s a lot easier to connect then cr.mk… the punches are chainble better to link instead while u get a solid 3 frames to link the last cr.lk xx scissors…