Bison is going to poke the crap out of you with s.MK/HK. He will do this ALL the time. Because of the distance he will use the poke, you can (usually) safely high kongo them and have enough recovery time to stop the grab. Don’t do this all the time, he’ll start dash grab fun.
LK scissor kick (SK) loop is difficult to get out of, but you can kongo it. Bison players that have the loop down usually will give you 2-3 loop setups before mixing up, so you definitely want to know their pattern before you toss out a kongo. That SK loop only break armor because of the second hit, but its so fast that its practically an armor breaker.
RE: EX headstomp in corner: BLOCK IT. I make sure to time that sucker nearly as late as possible making empty jump or on-wake dashes get stuffed. Bison’s regular headstomps STINK and the flying hand attack is kongo-punishable, so he will only really use EX when you are in the corner.
Bison is somewhat a victim to you NOT running away and sticking your ground. Neutral jump HP is difficult for bison to punish up close (at distance s.HK will stuff plenty) and he’s a charge player. Force him to lose charge as much as you can and that demon flip mixup is something he can have a tough time with if he doesn’t have EX. Bad Bisons stay out of MK/HK range a lot and you can bait them plenty with angled fireballs.
Balrog …
He will LP charge A LOT. He’ll mix in the high/low setup, but its his BnB for chip damage, setup, etc. Kongo is nice (I don’t use it often against him), but FA is much better (gives you enough time to land s.HP into EX pain train).
Balrog can have a difficult time with air mixups (up close), since he is a charge character.
Stay neutral (don’t run away) against Balrog with nj.HP. That Gouken hand is HUGE and can give Rog fits if he doesn’t have EX.
I find Balrog and Bison 6/4 (beatable but difficult) against Gouken – they simply have better tools to do damage/mixup and peck throws.
Thanks for the suggestions, I’ll work on cross-up more to mess with their charges and FA against Balrog players to try for s. HP into BnB combo if it hits.
Also didn’t know you could Kongo his flying hand attack so that’s something to keep in mind.
Keep in mind that mastering the “safe” crossup against the entire cast is one of the most vital things you can do in the game. The timing is somewhat strict, the spacing is somewhat strict, but once you master those pieces, your game just goes up+++
Bison’s air hand (itself) is kongo-able, along with his stomp (EX isn’t kongo-able). Good Bison’s won’t rely on those to get in and attack, but the random scrub will toss them out to see how you handle it. Get used to forward/back dashing as Gouken, the old man HAS to stay mobile and it really screws up Bison’s air specials.
1- I start the zoning with hadokens and palms this usually takes 1/4 of the enemy health
2- Enemy gets IN
3- I make 3 wrong choices (block low, block high) so I get combo
4- Fight is done
Sometimes I never get out again, specially versus cammy, feilong.
Low pokes into hit confirms own me a lot.
I need tips, I am at 2500 PP, 5000 BP.
Personal Note: I switched to Denjin Hadoken and it seems to help to make me less dependant on Ultras, Is just that ShinShoryuken is so awesome that wins matches.
I’m “new” to SSF4 for the most part. I’ve got maybe a month worth of games under my belt, so with that I’m asking for advice. I don’t even know when is the right time to punish some Ultras…
Ok, I need matchup help here. Actually, it is really specific events in certain matchups.
First: Sagat EX Tiger Knee. How do you punish? I feel like he is even or plus on block. He throws this out and it is up to me to guess whether to block his Tiger Upper or tech his throw. Am I wrong?
Second: EX psycho crusher. Same deal.
I always mess up the Ultra 1 punish on Dictator as Gouken never seem to turn around in time or I’m just too anxious.
Is Demon flip safe dive out of the picture when he has Ultra 2? Can the hitbox be parried or is it considered a throw?
Any Adon advice would be great…
I really just need to play against these characters more so I can get a feel for them (the new ones). Dictator is still a pain in my ass even though I played him plenty in Vanilla.
i find throw to be the best option, pretty sure he’s even on block
in close forget about it, from far, it’s a toss up, but throw is my go to
as soon as i see Bison do the psycho i just mash ultra in opposite direction
pretty sure it’s an armor break, if you’re doing the dive properly (from a sweep) you have enough time to jump or block if you like (remember that you have to block standing) i just jump & crack him over the head with a neutral HP
Adon is one of the most annoying characters in the game, & in AE he’ll be even more of a pest cause now all his fucking EX moves are projectile invincible…zone him out, if you can. lots of vertical hados & LP palm if he starts dashing in, i just try to keep him out as much as possible, if he gets in you’re fucked
You are right. blocking and teching should be the main option, specially if he has a lot of bar, don’t risk getting ultra’d!
also, remember to use forward throw or he’ll grab you faster.
No, ex demon flip will always avoid it.
Adon: far st. mk beats all jaguar kicks, providing you have the good range. spamming them is not a bad idea at all, since it has more range than his far st. hk.
the aerial ones might be hard to hit if he’s too high, but they are not armor breaking, so if he start jumping be ready to parry.
mp fireballs are good too. don’t throw fireballs if he has ex and is in range. st. mk instead.
his get up speed is faster, so most of the time he is able to dash under DF safe jumps, make sure to do some light DFs instead to catch him trying to dash and rape him.
an interesting shenanigan is to throw fireballs from far to bait an ex jaguar kick to punish with ex tatsu and shin sho. try it when you have low life and he’ll try to chip you out.
Sagat EX Tiger Knee is -1 on stand block, +4 on crouch block from what Sagat players have told me. The best way to avoid it is to either A)punish it on reaction or B)do things that will beat the EX TK, mainly throwing fireballs and neutral jumps. If he tiger knees and you neutral jumped often you can get a jump-in combo. If you get hit out of the air it’ll be 1 hit and no damage. Just don’t get hit by kara TU or f.hk.
Hmm…I had no idea I had to block Dic UC2 standing lol. I just always jump if I can lol.
Ok so at full screen EX PC is just going to wind up with me at best even on frames.
EX knee is at best a rufus galactic tornado on block…
Meh.
I need to add some Bison players. Maybe some boxers as well, though I have an easier time with boxers. All 3 3S characters as well. I don’t know anything about them =[
EX Tiger Knee is -1 on block. All Tiger uppercuts are 5f startups. fthrow and not bthrow.
For adon, MP fireball will take care of jag tooth, jag kicks, walk forward. Slightly smarter Adons will air jag kick, which in turn can be punished by kongo, or if you feel daring, hp fireball. Both air and ground jag EX kicks have proj invulnerability, but i feel positive ive punished both of those with hp fireball before, it invulnerability window must be pretty small or only going off the ground. Test it out yourself.
Focus attacks are basically out of the question unless you are fighting a shitty adon or you are working your way into their head.
L rising Jag is 4 f while the rest are 5, but his wakeup is faster than the rest of the cast, so its a bit situational whether or not you want to try to attack on his knockdown.
Watch out for throws, crossup j mks on knockdown.
Lastly, their jump arc is sharp enough that they can dodge ex fireball from fairly close.
I haven’t fought any fantastic adons, but using fireballs to make him cautious about throwing out jag kick and tooth makes the match go a lot more smoothly.
Why would you want to forward throw after Tk and not backthrow? If he tries to throw you he’ll get thrown or you’ll tech. If he TU’s he’ll get hit anyway. Only way for Sagat to beat backthrow in that situation and not forward throw is perfectly timed cr.lp and Sagats don’t like blockstringing with cr.lp’s.
so, what exactly can dhalsim do on AE against st.mk xx lp hadou, st. mk xx lp hadou block string on the corner, provided you are not close enough so he can throw you in between the mk and hadou?
I saw that lots of characters have enough trouble with that on chocolate, on AE it must be even worse.