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Which background stage supposedly “slows down” while Bison is performing his corner CC?
This will probably never be confirmed, but it’s supposedly the windmill stage. the point of the question was to bring up the point that some people think (and still think) that there are stage differences. me? i don’t use bison so i couldn’t care less
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When Ino won Evo 2k4 against Daigo, what was printed on the front of his shirt?
in all caps, “JESUS DIED FOR YOU” (and your inability to roll cancel)
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Which character(s) can combo off of their manual overheads? (this excludes usage of CCs, Rolento knives, etc. …and my crazy definition of manual overhead is an overhead that you can’t airblock) Please list every example you can think of.
a lot of people seemed to have missed my criteria of overheads having to be un-airblockable, sigh
kim’s stance overhead leaves him at +5, which makes it pretty easy to link low short, stand short xx rushy super after it. this is pretty common actually
kim’s normal overhead (f+rh) can be comboed after in a few different ways, though these are all a lot less practical:
-overhead, go into stance, kara cancel jab into rushy super (really hard)
-overhead, go into stance, kara cancel jab into launcher super (stupid impossible hard)
-overhead hits counterhit, link stance jab and cancel into whatever you want
also, hibiki dp+k (which most people got), and kyo’s 2nd overhead rekka into ground pound
maj gets an e-hug for successfully finding a loophole and mentioning that ken can juggle off of his funky kick overheads
a small number of characters can theoretically do a meatiest-possible overhead, then performing a one-frame link into standing jab xx whatever, but i’m glad nobody except maj brought up that possibility (and therefore made me have to test it)
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Which character(s) Alpha Counters leave them at +10 frame advantage on block?
rolento, yuri. everybody forgets yuri :<
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Not counting OTGs, Rolento knives, tech throw glitches or any other craziness, which character can do the most guaranteed damage off of a throw? (please also list the combo and the amount of damage)
c-iori vs rolento: command grab, walk up a little, close jab, close fierce xx level 2 rushy super, cancel on the first hit into level 1 pillar super, j.fierce, close fierce xx fierce DP (dizzy). j.fierce, close jab, close fierce xx fierce rekkas = somewhere over 10000 damage
a-todo: command grab, CC, [s.HP, c.HP, c.HP, s.HP… until 10 hits], [s.HP xx jab wave, c.HP xx jab wave] x N, jab wave xx level 1 wave super = 10000+ damage
k-todo: command grab, walk up, close strong, low fierce xx level 3 wave super = 10000 damage
- Which two Japanese players did Buktooth defeat at Evo 2k6?

this was obviously a joke where i’m blatantly self-promoting myself like an aspiring bay area rapper, but the answer is nuki and daigo
…but seriously HOW COOL IS THAT THOUGH who else can say they eliminated both of those niggas from the same tourney right RIGHT??
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Which character(s) do the 2p Cross Up Glitch NOT work on normally?
a lot more people remembered this than i thought would, the answer is hibiki
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Other than being susceptible to OTG grabs, what is the A-Groove-related glitch that only works with Dan?
i was surprised how many people remembered this too. you can throw dan out of the invincible part of his CC activation unless he umm, jump installs it like GG
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How does one perform the ‘glitched’ Bison headstomp?
this was an easy question, but i just want to bring up the glitched headstomp again so that maybe more people will begin using it. a number of people had sort of an idea how to do it, but answered it wrong still
the correct way to do it is to do a headstomp, pick a direction to fly off and hold it, then after bison steps on the dude and pops up to the apex of his bounce, let the stick go to neutral
- Which character(s) may be juggled much lower to the ground than is normally possible?
chun li, cammy, guile. cammy and guile can’t be juggled as low as chun, but there’s still a lot of stuff you can do to them that can’t be done normally