What do you mean exactly ? on whiff ?
I’ve been wondering…
http://watissf.dantarion.com/sf5/boxdox/#v1_1/B59-8LK-2
This is Bison’s J.LK hitbox. It’s quite good.
The startup is 3f prejump + 3f for the actual move = hits on the sixth frame.
How viable is it as an antiair?
It’s his best aa normal for crossup situations from what I’ve gathered.
Was cruising on the Street Fighter subreddit and saw this nifty yet super impractical V-trigger mixup.
What’s so impractical about it?
Sorry if old, but regarding Capcom’s attempt at bandaiding the ability to combo lights into mediums: I just learned Bison can link cr.LP into cr.MP on CH.
I realize there are other characters who can do lights into mediums, but I didn’t know Bison was one of them until about 10 seconds ago.
Edit: I just found Kriger’s post in the combo thread mentioning this exact thing, so nevermind.
A whole super and V-trigger bar just seems too expensive for a single mixup. Not to mention even the small possibility of someone being able to block this, which would lead to wasting at least 2 bars on the EX inferno and scissors with the attempted crossup. When someone lands a crush counter with double full bars I don’t think this would be thing to come to mind but if this actually was used/worked in a high level match the reactions would be glorious.
It requires a 2 meter investment in hopes that your opponent will quick rise. With this setup, you can’t even confirm the recovery option they’re using before you use 2 bars.
Still, it’s an interesting proof of concept.
The first stun combo can be perfected:
https://www.youtube.com/watch?v=PEk3ws-lHNk
With enough research maybe we can even squeeze some more…
Nice. Since the last Inferno is only doing like 20% damage i’d go for scissors for a better position (+3 in their face).
Thing is, this was done on a character at full life. If you’re hitting any character that has taken one to two hits prior, they are going to most likely be dead. What I am more curious about though is the meter gain after you use up the initial two bars, assuming you started at three. Because if it’s enough to generate yet another bar, you would just finish them off with an EX Scissor after the last Inferno.
edit: You can actually get the dizzy on Cammy before the EX Scissor by getting one additonal hit in off of the EX Infero > Blast. The timing seems tricky, but you essentially have to wait until the last possible moment to where they are just almost too high up from the Inferno to land the Blast. But it works.
edit 2: Better yet, simply swap the Blast and Inferno order and be done with it.
Two bar stun works on: Cammy, Dhalsim.
Three bar stun works on: everyone else besides Zangief.
edit 3: You can stun Zangief with 3 bars. You just have to do EX Inferno > EX Stomp instead of using the Blast. So just use that on everyone.
So I just had a match against a Ken and made a poor EX Stomp attempt when Ken V-Skilled under me, so I flinched and used EX DR to discover that it turns around. Only works out of EX Stomp.
Recreated in training mode.
Need nice resets that can stun Zangief and Birdie.
For real? Read above.
4f safe jump if no recovery
If they quick recover (standing or back) your stMP beats their move (I presume a 4f move ?)
なない (nanai1025)
Do we know what the frame advantage/disadvantage is for Bison after having a move blocked but canceling into VT? For instance if I do a slide but cancel to VT to make it safe, how plus am I? Does it vary from move to move?
I don’t think st.mp/cr.mp HP inferno is a tight block string, nevermind a true blockstring; possible to jab out. Nonetheless it can still work. If it were me, I would just do st.fierce HP inferno right away, then cancel to VT. If it hits, you get EX scissors confirm, its tighter (but not by much) and then do the mixup.
I don’t think it matters how you throw your j.fierce, I always do it late and get the safejump.
Regarding the forward throw safejump, you cannot backroll throws in SF5. AT ALL. Not even command grabs. If you grab them, it can only be quickrise or a regular knockdown.
In terms of reacting to the backflip vs. standard wakeup, its pretty hard if not impossible. The gap is literally 5 frames between the two, and by the time you react you’re timing will be completely screwed up.
Karin’s cr.jab, it shouldn’t be counterhitting you. I just double checked in case I screwed up hard, but yeah I just did it and completely CH karin with it (set Karin to wakeup cr.jab, did the same setup and CC her.) It should beat 3f normals easily. It won’t beat Karin’s DP obviously cause its a DP.
In general: Bison’s tight strings change a lot when versing 3f normal characters vs. 4f normal characters. Against 4f normal characters (roughly half the cast), any light into st.MP has to be respected, and st.MP to cr.MP has to be respected as well (disregarding things like shoryukens), et cetera. Against 3f normal characters none of these work since they will be interrupted. And yes the reason these work is because of the priority system. (Actually, the whole theme of the game is 3f normal characters vs. 4f normal characters. For example Laura has an extremely hard time mixing up 3f normal characters, but 4f normal characters she can always meaty them.)
Man so I was trying the 4 frame safe jump/meaty setup in the corner in the lab against cammy and there were times when I would get hit by reversal LK Cannon strike a lot. Also, i would occasionally get hit by cr LP on quick rise.
I made a video but I guess I forgot to show the issues I was having with the safe jump…
Doesn’t Cammy also have a 3f dp in this?
She does. It’s ex cannon spike. But what I’m showing is the four frame one. Occasionally my safe jump fails. I’m not sure why