erm, how do you perform a standing light kick and then Head Press? That’s impossible to link together.
Some fun things to do with Teleport, if you’re in a fireball trap teleport in front of someone during their recovery and grab them.
Teleporting next to a shoto on wake up and then moving back baits reversal DPs like carrots on string to horses.
The most common combo I’ve used is Crouching short into scissors. you can perform up to 4 crouching light kicks and execute light kick scissors. It’s a very safe and simple combo that has high priority (3 Frame start up). The best part is that it pushes your opponent back regardless of whether they’re blocking or not.
I’ve used these combos to push myself out of a corner without unsafe jumping.
I haven’t been able to try it myself but as a hit st.LK leaves you on good frame advantage stomp would have to hit on the way up to connect. I hope it does just for those style points at the end of a round.
a few questions:
Can bison EX scissors through a meaty fireball on wake-up?
Are there any block strings that sagat can’t dragon through? I know you can bait the dragon but it is disheartening when your looking for the hit confirm.
I’ve seen videos of bisons landing the punch follow up to headstomp and comboing afterwards due to the large frame advantage, I know this move has next to no range but is it worth working into your game for the possible big damage after wards? Especially as so many people abuse EX stomp.
I think I’ve been able to do this to perfect meaty fireballs, the invincibility on EX Knee Press should be on the start up.
Well, Sagat’s uppercut startup is 5 frames, and there is no attack in any string that gives an opponent that much advantage on block. Just keep using the bread and butter for the Scissor kick chip and push, perhaps occasionally dash cancel the first hit of Scissors into a throw mix up. There’s no reason Tiger uppercut should hit you during a blocked string, only at the beginning if you don’t attack early enough.
I’ve found it risky against characters with DPs, it’s generally better to fly away after the Head Press I think but on the occasions I do the Skull dive, I move myself to the other side of the opponent briefly and come right back with the attack sticking out. It will catch a DP or level 2 saving most of the time because they will attack in the wrong direction, so if your opponent tends to DP after the Head Press as opposed to before it then this trick it is certainly worth while and allows for a ground followup.
btw… for the people that were arguing about cr.strongx2.
Technically it does NOT link.
Look at the frame table.
cr.strong is +6 on hit, and take 7f to come out.
Crouch hit does not make a difference in frames in this game
The only reason it will connect is if it is a COUNTER HIT.
Counter hit gives them an extra 2f(not TOO sure) on hit stun.
if i wanna do cr.lp, st.lp, cr.mk xx mk scissors (because it just looks that much better), how should my stick motion be?
i posted this on another bison thread but its more appropriate here.
when i pull the stick back, it always gives me a lp devil’s reverse. i really wanna learn this combo but i’m still confused as to how the stick motion should be. some people say you can put it back to neutral quickly and apparently you don’t lose your back charge.
so on the numpad layout, your stick should be moved into a standing position after crouching position while maintaining charge and moved back into crouching position, maintaining charge.