weird, I could have sworn 4 was the max limit with crouching shorts but I just did 5 the other day off of an FADC’d scissor kick, twice in a row.
It’s really weird spacing, probably character specific, but it’s possible. Probably not worth the damage scaling though haha
yup, not at all, just a technical curiosity.
You can do 5 crouching shorts against Bison and Chun because their lower hitbox is so big. Like you say though you have to be real close to them. You can do this without FADC’ing anything.
M. Bisons gonna come in slicin!!
wow nice job DS, I am still learning bison combo…ON PAD!
on pad his bnb is kind of hard, but c.lpx3 into c.lk scissor is easy…and cross up j.mk c.lpxx c.lk scissor is all right.
I play a lot more with arcade, don’t do online for a while and try to shoot how to turtle and not jump, in fact I am try only jump when knock down, review all my game at past I jump approx 10+ times per game (!!) and over 1/2 of them is jump toward enemy…
some of bison combo still very hard to me (c.lk xx c.lp xx c.mk, this is far hardest for all)
and I finally nail the c.lp xx s.lp xx c.mk or s.lk xx s.HK, timing is not easy but no so hard either.
still learn how to use s.HP xx teleport in real fight, any advise?
is list as combo in trail, I think it must be some use of it, anyone have setup for this move?
maybe:
TIC throw, c.lk xx tic.
next time c.lk and s.HP xx c.lk tic.
3rd time s.HP and teleport? I use this caught cmputer KEN SRK and punish him with U2…
any advise is helpful, thank you.
I haven’t tried fp but if someone focus baits you can teleport after hitting them to be safe or fadc cancel back then hit them with ultra. I dont remember if he could in vanilla but cr.short cancels into mk scissors not much damage added but it’s something.
Why don’t people do j.mp x1 -> cr.hk?
If I want to start my BnB with a low and avoid 1 frame links my only option is cr.lk x3 -> scissor kicks right?
Because to land slide afterwards, you have to catch people on their way up with j.mp, and that doesn’t happen too often.
Yeah, if you want to avoid the 1 frame links, c.lk is your only option.
I connect with this really few times,there is a trick to make it work more often?
It has to do with the height at which you connect the ex headstomp. The higher you are, the bigger of a window you have to land skull diver.
Also, it was probably known but
j.MP, sc.Fierce, U2 cannot be jumped out of and is an effective 50/50
j.MPx2 into U2 is guaranteed damage … and I’m fairly sure that if you hit high enough to j.MP, sc.HP then you hit high enough to combo it.
Oh yeah def, its just a risky way to get extra damage.
j.MPx2 -> U2 = 375
j.MP -> sc.Fierce -> U2 = 570
Imo, that’s big enough of a difference to make you consider the option
How much chip dmg does u2 do? Don’t have time to test right now
23 dmg :x
Question about bison SK combos
which version of scissor kicks is easiest to FADC into crouching jab? its hard to figure this out according to frame data because it only provides the frame adv. assuming you hit with the 2nd hit of the scissor kicks i guess. I know its also distance dependent because sometimes ill do a RH scissor too close to be able to fadc to jab, but if i do 1 or 2 more jabs im further away so i can FADC and combo into jab so i can continue the maulage
Personal preference. It’s easier for me to combo off of mk scissors FADC, because the rhythm feels more consistent.
All scissor kicks FADC leave you at +4.
huh i knew there was some weird stuff with cr.mk!
well not weird at all really but kinda fun.
you can actually do the cr.forward, cr.short, cr.short xx scissorkick combo that is done on counterhit from just timing your cr.forward as meaty as possible. If you get familiar with wakeup animations or just have good timing and execution in general, it’s actually not that tough, at least in the realm of all things difficult in the game. Not only that, but you can actually do two cr.forwards (also possible off counterhit I believe) as well. On counterhit, things get interesting and you can do other combos:
cr.forward, cr.short, cr.short xx scissors (short, forward, EX)
cr.forward, cr.forward xx scissors, etc.
cr. forward, st.roundhouse (CH only)
cr.forward, st.forward (CH only)
cr.forward, cr.strong xx scissors etc. CH ONLY)
So lastly, as difficult as they are, IMHO, they are practical in real matches considering how frequent enough it is where you go for some simple meaty pokes after a knockdown to keep the pressure up or to mix it up from walking their body and throwing, using other meaties and counterhit setups, etc.
I’ve never played a charge character in my life. Someone mind helping with these combos? I can hardly do lk x 3 to scissors, largely because I can’t get a long enough charge. Does charge partitioning work in this game?
synikaL2k4, i remember when i first started sf4 i was confused about charge since i had come from sf3, using urien (a charge character at used charge partitioning). to answer your question, keep it simple. there is no charge partitioning, or need to charge partition. to start, all you need to know is:
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combos c.lkx3 to scissors and c.lp, close st.lp, c.mkxxscissor, need a LITTLE bit of charging time before you start. in other words, if you start charging with the first c.lk or c.lp, you don’t have enough charge. you need to start holding down back a little bit before you start doing the combo.
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combos c.lkx4 to scissors and c.lp, close st.lp, st.lk., c.mkxxscissor do not need any charging time before you start. you can begin charging immediately off the first c.lk or c.lp and you will have enough charge to do the scissor (or light punch PC, if you so desire)
because of the extra charge needed for the combos done in the first category, they tend to be done if you were crouching already for whatever reason and you get a c.lk in on them (or c.lp), or 2) off a cross up, you can use c.lp, close st.lp, c.mkxxscissor, or 3) after a dash in, you can start charging right after you begin your dash and that will be enough charge, or maybe 4) off a frontal jumpin, but there are much better combos if you can land a frontal jump in.
at the moment, you should be always charging down back, or at least backwards, after you do something like jump (forward, neutral, backwards, you name it), or you do a normal like st.mk. but keep in mind if you build a habit to always down back charge you will be very vulnerable to overheads and you will not develop your footsie game, where you will only be charging after you do your normals, like st.mk, or st.hk, etc. whether it is a good idea to scissor kick after st.mk or st.hk, or c.mp during footsies tho, is another matter completely (strategy) and depends on the matchup. eventually you need to learn when to give up your charge for better spacing.
if you really want a tip for charging, you can actually have back charge by holding back, then hit forward, then back (all on the stick), then hit the attack button. the key is to press back so you actually start charging before you hit the attack button to do your scissor kick. the thing is this is mostly useful for guile to spam lp sonic boom and you really seldomly want to be spamming scissor kicks as fast as you can, so it’s not as useful for bison.