Lol. At least cl.fierce looks cool.
man cLP x 3, cLK, SK looks nice too, and since it’s usually after a jumpin or focus, it’s 7 hits which is impressive with bison.
If you really want flashy … c.LP s.LP c.LK s.LK xx LK SK
Or c.LK c.LP s.LK c.MK xx RH SK (into FADC combo of choice for even more flavor).
:nunchuck:
Ha, I was messing around in training mode today and I barely found out that cr.short -> MK scissors combos.
I honestly didn’t know that you could do that, as evidenced on page 44 of this thread. I guess I overlooked it when I was learning Bison. :3
That’s quite an oversight you have there. :o
Glad to know you’ve found your way to a tad bit more damage.
Corrosive:
off of an FA crumple, st.close fierce xx roundhouse scissors does more damage than close fierce, cr.lk xx mk scissors. only around 10 though.
off of an FA crumple, the most damage you can do is st.close mk, cr.mk xx roundhouse scissors. it does around 350 damage off of a lvl3 crumple. as a regular jump in combo it does about the same.
st.close mk, cr.mk seems quite hard to land from my experience… didn’t even know these two combo’d lol
cr.mp, cr.mk xx HK SK deals 341 damage and is quite easy to land by plinking~
I was also wondering when you guys used the combos that don’t cause knockdowns (e.g. c.lp, sc.lp, s.short, s.rh), if at all. In what situation exactly is it preferable not go for the KD other than not wanting to gamble on a shoto’s wake up?
bento, i don’t use the non knockdown combo’s mainly because they’re sorta unpredictable. Sure, if you have a back charge going when u finish with a sHK, you could throw out a sk after, but u never know what ur opponent might do. Too risky. Knock em down, and bring on the oki (somebody has to explain this term to me though lol)
I like to use it when my opponent is close to the corner, I usually go with c. lp, sc. lp s. rh. I think the non KD combos are more deadly and a great mind fuck since after that RH they know you have a charge and it keeps me right in that sweet spot to throw another RH, dash and grab, SK pressure, or if they jump, j.mp x2 to ultra. In that situation, my opponents tend to try and jump out because they don’t want to be in the corner with Bison. But there are a lot of options out of it and most opponents that I’ve faced up here tend to freeze up so I get to continue my offense.
also if you’re doing a non KD combo, you should always have a charge after that Roundhouse. Your opponent should be respecting you at that range anyway (as mentioned, another RH, lk SK, c. mp or c. mk to sk if they throw something out.), it’s too risky for the opponent to throw a SRK in that situation. If you’re opponent doesn’t respect you in that zone, then you need to work on your Bison.
whats plinking~?
Thanks man.
Oh and does standing close Hp, crMK, into PC or SK work on all the cast or a few?
should work on everyone, its a counter hit combo FYI, but u probably already knew that. test it out by putting counter hit on in Training mode. deep slide, then try it.
I don’t know if s.HP, c.MK works on everyone when done from point blank, but when you do the low tech trap (c.LK, s.HP) the c.MK misses against some chars. You can substitute the c.MK for s.HK (often seen in japanese vids) or c.MP (hard to do, think it’s a 1-frame link) in those situations.
yeah i’d say its best to just test it out in training mode so you know which characters you should just st.roundhouse or which characters can be used for the full fuck you combo.
one thing though, after a blocked FA level 2 dash in, you don’t need to combo from st.close fierce to cr.short, you can just cancel directly into scissors. the reason is because you have all the time in the world to charge, even more time than you would after dashing in off of a full FA crumple because of the first cr.short, so its not really a problem since you can universally hit everyone assuming the st.close fierce hits. if you’re not sure or are playing against a character that cr.short or cr.forward would whiff against, you can just cancel directly into scissors for the guaranteed damage.
I finally got the timing down for cMP, cMK, to nail it consistently, however I found a problem.
It only really is able to hit in certain situations, such as after a focus, or some jumpins (mainly early jHP). Anybody able to lemme know when I can use that combo reliably?
You have to be very close, so either on a dash-in or jump-in. Or meaty, but that’s just inviting a reversal.
After you score a dizzy, when should you use j.HP, cs.HP xx HK Scissors instead of FA Level 3 Dash in, cs.HP xx HK Scissors?
If you have the time, starting the combo with j.hp always does more damage than FA3 after a dizzy. The difference is pretty small, though.
Starting with FA3 does slightly more damage (337 damage vs 334 damage) only as a standalone combo.
focus lvl3 cr.strong>cr.mediumxxhk sk does 341 damage. his best damage without super or ultra. if you plink it the timing isnt too hard either.