If you ever land a crumple FA, this is a great follow-up combo. Because they take so long to fall over you have plenty of time to jump in, charge, and execute the combo successfully. However, as stated above, jumping HP is often used to jump over attacks from a slight distance, so you’ll usually just get far, standing HP upon landing. In a case like that, you can just walk-up tick-throw or, provided you’re within range, cr. MK -> HK Scissor Knee.
So, in long-winded response to your question (sorry about that lol): people do use that combo. You just need to be careful about when you actually use it. :tup:
When you guys do the j. mk crossup- c. lp, s.lp, c .mk, mk scissors combo do you just mash out the last punches and kicks? It seems so difficult to do each with a single press. i usually have about 4 punches and 3 kicks (not counting jump in) displayed in training mode.
If you’re ever, EVER mashing a combo out, you should really consider going back and re-evaluating how you’re performing it. Combos, especially links, are very tight, strict techniques that need to be committed to muscle-memory. Simply slapping buttons in hopes that it produces something pretty is a generally useless way to play fighting games. Now: do not confuse mashing with double-tapping. Double-tapping is simply a technique in which the player quickly taps the same button twice successively with two different fingers. This increases the chances of getting the desired command especially when you only have one or two frames of leniency.
My personal advice would be to go back, and break the combo down, step-by-step. First, work on getting your cross-up into cr. LP -> standing LP to work consistently. Next, work on linking into cr. MK from standing LP. Comboing into HK (btw) Scissor Knee is fairly easy, so as long as you’re confident you can do it you should be fine. Eventually, just start putting the pieces together. If you miss the link, for instance, don’t just mash it out. Pay close attention to whether it was too early or too late, and correct the problem from there. By practicing the part of the combo that troubles you rather than the whole combo you can pin-point the specific spot that needs work. By learning the specific timing for links you open up a number of doors that will improve your gameplay – you just have to be willing to lather, rinse, and repeat. :wgrin:
try doing this string first by itself dude cr.lp, s.lk, cr.lk the link timing is very easy for that one… first 2 frame and then 4 frame to link… and the cr.lp to s.lk can be done fast without worry of canceling or linking… so then u got 4 frames to link cr.lk… the reason i’m mentioning this string instead of cr.lp, cr.lp, cr.lk is because in that string cr.lp to cr.lk is cancellable so if u press it too early u won’t be able to cancel into scissors… but s.lk to cr.lk is not cancellable so u will always be able to cancel into scissors… s.lk is better than s.lp IMO cause if u r too far then it will switch to far version where s.lk stays the same at +6… so practice it this way…
cr.lk xx scissors
cr.lp, s.lk, cr.lk xx scissors
j.mk, cr.lp, s.lk, cr.lk xx scissors
once u get cr.lk xx lk scissors down switch to cr.mk xx hk scissors…
Out of curiosity how many of you double tap? It never works for me so in training mode I just try to time it out.
I still need to work on actually using timing for links in online matches though. Right now I go into training mode and practice the timing for c.lkx3 xx scissors but for whatever reason when I’m in an online match I just start mashing c.lk like a rabid monkey. I’ve improved a bit with that though. When I do that combo in training mode I don’t mash it out but there are usually 4 c. kick inputs for the 3 c.lks but it is pretty consistent.
Ok not sure if this has been posted(if it is I’m sorry for this) anyway here the combo that helped me win my last tourney…
J.Hp,st.HP,cr.lk,scisor lk,FADC,cr.lpx2,cr.mk,scisor HK,FADC, cr.lpx2,cr.mk,scisor HK
After the las scisor one of the 2 two things would happen in they have a stun value under 1,000 they will get stuned garanted or if they are above 1,000 stun value they wont got stuned.
If in the case they get stuned I do a FA lv3, Ultra if not I follow it by damn combo that I wish for.
So this is kind of a peusodo infinity but u need Super and Ultra bar full. Therofore welcom e to the ToD Bison combos.
PS: After everything u will have a at least 1 ex bar if most a 1 1/2 ex bar.
how much damage does that do? cause after the first fadc damage already scales down to almost nothing… and i doubt if u stun someone with that many hits then the fa > ultra will do that much…
i rather just do j.hp, s.hp xx hk scissors… or if to be flashy then j.hp, s.hp xx hk scissors FADC cr.lp, cr.lp, cr.lk xx ex stomp > skull diver mind games or ex dr > throw…
also that’s a lot of work to waste the whole bar… i rather save my meter for later… BUT if YOU CAN pull it off …HATS OFF TO YOU …for STYLE points x 1000000…
that seems crazy as hell Liquid and props to you for such an intricate combo. But like M@steroth i am also curious about how much damage this does. I’ve never ONCE even considered doing a FADC with bison simply because he has alot of options when he has meter.
I’m also curious as to how much dmg this does, I don’t see the point of using more than one EX cancel to achieve a stun. When in stun all the follow up hits are considered part of the original combo, so I imagine the ridiculous damage reduction carries over. I’d rather save my meter for EX DR and EX scissors.
Hell, if you have a full bar I bet you get more damage from just j.hp, s.hp xx hk scissors xx super. Last I checked that combo does 450+ dmg, which very close to half a bar for most people.
Hmm…I think I’ve landed it, like, once, literally. lol I tend to have more luck with Scissor Knee -> FADC -> cr. LK (x3). It does seem to have more lenient timing than cr. LP for some reason.
I will try that, but I sure seem to be missing something because I can’t get jab or short to combo after the dash, so I am thinking I am timing it wrong or something.
I think all characters have misleading dash animations…for example Gouken’s hurricane ex fadc -> ultra…it visually looks like he hasn’t stopped dashing yet to me. Maybe this is the same w/ dic.
I think the important thing about this combo is the stun, not damage. If you leave your opponent stunned, free ultra or a guaranteed combo is more damage on top of it.
had a couple newbie questions. I played a pad bison for a bit when sf4 was released but i just got a TE stick so it got me back into sf4. so im learning his bnb.
I need help with his j.mk>c.lp>s.lp>c.mk>sk I have been getting it to link pretty consistently but either its a 5 or the full 6 hit combo. Do you have to kick deep into enemy with the j.mk or am i just late starting the c.lp?
I have also been working on mixing up that combo w/ an FA and a throw, since I have read that is a decent mixup to do. I have been having issues w/ the FA, I do j.mk>c.lp>s.lp> FA > c.lp >s.lp>c.mk>sk
I can’t seem to get the FA to start immediately. Either im too early and nothing happens or im late and there is a good pause before the FA. any tips on the timing?
Good advice. I had always wondered why most Japanese videos show players doing cr.lp, st.lp, cr.lk/mk xx SK, but after your explanation it makes sense.
This also explains why I fail to cancel SK after this combo: cr.lp, cr.lp, cr.lk xx SK. I feel like a total douche when I do this long poke string and there’s no finisher! After practicing with a st.lp or lk, it’s much easier to link into cr.lk/mk and cancel into SK.
When you cross up sometimes, depending on where you hit them, you go into bnb block/link string, when you do st.lp, you get the little horizontal chop instead of the gut punch, if you don’t notice this, it’s a lil more tricky to link a cr.mk after it.
You still have + frame advantage so the cr.mk links but it’s a lil different. That might be why some ppl are having some issues with the xup, cr.lp, st.lp, cr.mk xx sk string.
The combo I like which I’d like to incorporate a little more into my game is his st.fp, st.lk xx sk/st.fk. It’s a beauty when you do the combo and end it with SK xx super.