c.lp still has it’s uses. doing a meaty c.lp, c.hk xx c.lp, into “whatever combo”, covers ppl that like to fadc backdash or teleport back. btw, c.hk xx c.lp isn’t a cancel, but the timing of hitting the buttons one after another is about the same, if you know what i mean.
Hey C.hp s.lk cr.mk xx sk works not only on chun but fei, akuma, and gouken. Incase no one has checked that out.
thanks insertaliashere, I’ll go try it out. I couldn’t spend more than five minutes haha. So you did manage to get the cr. mk to actually hit aye? very nice. I never had a problem with the cr.mk whiffing I had a problem with it not comboing but just being blocked, but yeah I’m sure you’re right it has to do with the center pivot. Will try this out right now, thanks for testing for me. It was really frustrating because it’s really easy to do on Ryu or other mid-sized characters. As for getting cr.mk blocked I guess its timing but the odd thing is I would switch to Ryu and then start landing it immediately. I guess its just a mind psyche thing or whatever. once again thanks.
Oh. I understood what you wrote wrong then. When I read whiff, I understand it as completely missing.
Yeah. I can’t connect c.mk. Sagat always blocks it.
Can anyone pull off jumpin, c.mp, c.mk xx special on Sagat?
Only when I hit him while he is crouching
What i can do after EX Skull Diver?
I’ve try on pratice versus Ryu
EX Skull Diver -> (near standing) HK for 280 dmg
EX Skull Diver -> (near standing) HP for 280 dmg
And work as 3 hit combo
But after i’ve try
EX Skull Diver -> (near standing) HP -> HP Psycho Crusher
But nsHP miss everytime
Two questions:
Is possible do it?
There is something that inflict more than 280?
Timing is strict but you can ex skull crusher >cl.hp>scissor>fadc >cr.lk x3>scissor 412 damage on Sagat and abel on ryu maybe cr.mp is better since he is a smaller char.
Impressive,thanks!
But i doubt that i will ever be able to do this during a match
Another question
Sometime i do
JF+HP -> (near standing) HP -> HP Psycho Crusher
and
JF+HP -> (near standing) HP -> HP Psycho Crusher -> Super
But sometimes instead HP PC i do
JF+HP -> (near standing) HP -> HK scissors -> FA(lv1) -> dash -> throw
After FA(lv1) is’nt a combo,is more mind game(is the correct word?)… there is something better after the FA?
After the FA, you can combo into cr.lp, st.lp, cr.mk, sc kick. Timing is strict.
As for EX skulldiver, since close st.hp is not consistent, I suggest using cr.mp, sc kick after EX skulldiver hits.
Theory Fighter time…
As a bit of a mixup I’ve been thinking about trying Dash In, cr.LK, st.LK, st.RH … it starts low (this is key!), does more damage than cr.LKx3 xx SK and doesn’t knock down. And since it doesn’t knock down it puts you at perfect range to tag them with another st.RH if they decide to press buttons, even if they block the combo (st.RH is only -1). In theory you can do something like 296dmg if the 2nd RH is a counterhit (combo is 146, CH st.RH is 150).
Its possible in theory and practice and you should also be able to cr. lk -> st. lk x2 -> st. hk as well. The problem is linking the c. lk to the s. lk.
Yes, cr.mp xx SK after the EX Skull Diver does awesome damage.
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I’ve only been fucking with Bison for like, a month-ish, and I’m already trying to break my dependency on strings that start with c.short. Assuming it’s blocked, a good opponent will know that anything you do beyond that initial c.short is a link – if you’re up against a shoto or someone with an invincible reversal, you’re gonna eat shit.
For the string in question, why not just dash up, do c.jab xx c.jab as hit confirm, and (if you want to do that same ‘dont knock down’ mixup) finish with your s.short, s.rh?
cr. lk is faster than a cr. lp i personally like cr.lp -> st. lk x 2 -> st. hk
c.lk also needs to be blocked low.
c.lp can be blocked high.
This. I mean, cr.LP is real nice (plus it chains for ez combos), but the whole point of dashing in is to get that hit off their guard.
But if someone is guarding a dash-in vs. Bison, why would they EVER block high? It’s not like Bison has a viable overhead off a dash into c.short range. Granted, you’re going to get that c.short on players who aren’t thinking, but that’s not the kind of logic you want to build a strategy around with ANY character, imho!
I think if you want to use the string in question (starting off a c.short), you’ve either gotta be able to hit-confirm off a single c.short, or you gotta make damn sure you’ve conditioned your opponent not to interrupt your strings with their invincible reversal.
cr.mp, cr.mk, s.mk and s.rh > short xx scissors
you can get the same damage in 10 seconds with the first two than in 30 with the second. imo dash up shorts is footsies/pressure. Playing footsies and pressuring can be done from a safer distance with Bison’s ‘projectile’ pokes. cr.mk can be just as gdlk as s.mk. Knockdowns only mean a good lot off of throws imo because teching limits your options to footsies, not jump ins and like I said, IMO s.mk and s.rh is better at this. My dissertation.
If you can get a decent jump in with HP, as far as I can tell this is Bisons most dmging combo WITH Charge, after effin around in training. Warning its a 1 frame link I think.
J. HP, St. MK - Cr. MK xx HK SK
DMG
Normal = 347
on CH = 375.
with EX = 354
EX + CH = 382
STUN
Normal = 485
on CH = 535
If you FADC out and throw you get like… 88 more dmg ? Almost half life for a normal 1k healther. If you throw Super on its 509. Psycho is the same DMG I think but slighly more Stun.
Pretty decent !
I think the biggest without charge (starting from right in front of opp) is cr. lp, st. lp, st. lk, st. lk, st. HK.
DMG
Normal = 177
on CH = 185
STUN
Normal = 295
on CH = 308
Roughly one quarter life punish not too bad.
- Fox