hmm… ive just been using j.hk,j.hp, or j.mk, c.lp st.lp c.mk scissor and if it crosses up i do st.lp c.mk scissor. if i add the c.lp on cross up it makes you back 2 far away so your c.mk is out of range…
is there really any better b/b than that?
also wtf is up with all these unpractical retarded combos…
the safer bnb you can pull off is cr.jab > cr.jab (link into) cr.short>short scissors. Thats completely safe if you miss the link, you’ll get most like another cr. short, or a standing short if you get to forward motion and the scissors don’t come up because you didn’t link the short.
If you practice and you are a 100% sure you can pull it off, and can hit confirm it (which is not that hard)
cr.jab > st.jab (link into) c.fwd > RH scissors
This one is unsafe in the link and on blocked scissors you can get punished, if you can hit confirm cr.jab > st.jab and can pull the link a 100%. Then that’s your best BnB.
Fast punishers.
st.Fierce > RH Scissors, feel free to add a j.Fierce or FA crumple.
Why st.jab for the c.fwd link? Like said above, you get 1 more frame to link, which you don’t need in my opinion for linking a c.short, just don’t rapid fire cause you’ll get a cancel jab > short and the scissors won’t come out.
Havnt tested cr.strong > cr.forward > scissors to see if does more damage than fierce into scissors, but might be a best punisher after an FA crumple, and the link is kinda easy. Is actually Dictator’s Hard Trial 4, but havnt tested for damage.
I’m pretty c mp + c mk xx scissors does more than fierce and gives more charge time to be safe anyway.
For some reason I have an extremely hard time canceling into scissors from c. lp .c lp c. lk xx lk scissors. I can do it much easier with 3 c lk scissors for some reason. What could be the reason for this? It isn’t charge time because I wait an extra second before even starting the combo to eliminate that as a possibility.
j.mk, cr.mp, cr.mk xx SK is a pretty strong combo, it falls between 250-280 damage, that’s almost half of seth’s HP to put in perspective, but the timing between the cr.mp to cr.mk feels kinda off! damn links online, they’re hard to push out.
talking about ch s.hk > s.hk i think 270 dmg i was testing what could be better and found out THIS…
CH S.HK > CR.MK xx HK SCISSORS = 324 DMG & 470 STUN !!! holy shit dmg :bgrin:
so this is bison’s NEW strongest ground combo without wasting ANY meter or using FA… does about the same dmg as his super and can EASILY be hit confirmed since the delay between CH S.HK > CR.MK is soo freaken long…
CONDITION: u have to be fairly close for this to work… don’t need to be absolutely right next to them, a little far away works too… so anyways theres a NEW THREAT IN TOWN …and his name is “S.HK” :smokin:
:bluu: FUCK …that combo is character specific… :tdown:
last night i was practicing against sagat… it doesn’t work on smaller guys… i haven’t checked who it works on yet… i’ll get on it sometimes…
anyway a new way to combo into his ULTRA… works ONLY if u do it when u r against the wall and ur opponent is right next to u… make the opponent block a head stomp… then hold back and do EX SKULL DIVER and as SOON as u land do ULTRA…
lol… this isn’t practical but it looked SOO COOL… during the ultra flash the opponent is still all purple… does 592 DMG…!
GAY… nvm guys… that ONLY works on bison and fei long… anyone else gets pushed back too far… oh well… i guess u can atleast whore this in mirror matches…
btw ch s.hk > s.hk 270 dmg works on everyone BUT ryu, ken, dan, cammy, chun-li and e-honda… ch s.hk > s.mk works on everyone… 220 dmg
what are the +frames after a ch s.hk? Is it possible to link the second hit of lk scissors? If it’s doable, I’d opt for lk scissors over 2xs.hk for the knockdown advantage.
i don’t think u get that much frame advantage… so far i’m guessing +6 max… cause on chun-li and cammy u r still in range to hit with a second s.hk but it won’t combo… so i’m guessing that s.hk in this case hits on the second active frame or something… and a lk scissors has a 10 frame start up… so i don’t see that working… rather just combo with s.hk or s.mk and if u held back right when u hit with the ch s.hk u should have sufficient charge after u finish the combo…
btw s.mk > cr.mk does a little more dmg than cr.mp > cr.mk… also if u ever connect with a skull diver and don’t feel like doing a b&b just s.hk… it does a shit load of dmg… more than most b&b
you can jump back and hit a J.HP to ultra. This is good against baiting a dash punch of boxer in the corner. it also works with J.HK but the timing seems stricter
it’s possible… whenever u wanna test out if ultra is combo-able just test it with cr.hp it has the same start-up frames as his ultra… that’s how i figured out ex skull diver > ultra is possible… near impossible to pull off though… jump back j.hp to ultra is also pretty hard but pretty do-able… not that practical though…
jump back hp and jump back hk work. Almost all characters can do ultra off of a deep jump in, obviously chargers would need to jump back to get enough charge time.
I just picked up Bison, and have some questions regarding combo’s I’ve been trying:
Does cr. lp, cls st. lp, cr. mp, st. hk connect on everyone? I’m excited that I can do this combo about 80% on command (It would be about 95-100%, but I’ve only been playing Bison seriously for a day or so), but I failed to realize that I tested this on a standing Sagat. :sad: If the roundhouse wiffs on certain characters, standing or crouching, should I just go for a st. mk instead? I don’t like ending my combo’s with scissor kicks. I usually just end all my combos with a st. hk. I feel like, at least for Bison, getting the knockdown isn’t as ideal in certain match-ups as it is with others.
Also, probably Sagat specific, j. in mk/hk, cr. lp, cls st. lp, cr mp, st lk, st hk. Pretty fun! :tup: