For safejump to work, the timing has to be tight. A frame or two off and you’ll get hit.
With a setup like that you probably just have to practice getting it frame perfect every time. Good stuff man.
For safejump to work, the timing has to be tight. A frame or two off and you’ll get hit.
With a setup like that you probably just have to practice getting it frame perfect every time. Good stuff man.
Yeah there is listings for it in the Prima guide.
Attack VT Hit VT Guard
s.LP 1 0
s.MP 9 5
s.HP 9 4
s.LK 2 0
s.MK 6 2
s.HK 10 7
c.LP 0 -1
c.MP 6 3
c.HP 11 5
c.LK 0 1
c.MK 5 3
c.HK Kd 4
df.HP 15 10
s.MP~df.hp 15 4
LP blast Kd 15
MP blast Kd 15
HP blast Kd 14
EX blast Kd 17
LP inferno Kd 19
MP inferno Kd 20
HP inferno Kd 28
EX inferno Kd 29
LK knee press 5 -2
MK knee press 5 0
HK knee press 6 3
EX knee press kd 7
So I need some help understanding my frame trap options here. After a blocked Psycho Axe I thought I was allowed to press jab at least, but I find myself getting counter hit by mediums online. I realize some characters have a faster jab than Bison, but I was under the impression it was still my turn to press buttons here?
I’m pretty bad, mind you, and frame data isn’t usually my thing so any advise on the matter would be appreciated. I don’t feel like I have a very good presence when trying to apply pressure, and if I do it feels like my opponent doesn’t know any better than to enable my garbage.
Edit: my bad, I thought I had the Q&A thread open.
Psycho Axe (df.HP) and Shadow Axe (s.MP~df.HP) have different properties.
Oh, what are these properties? I’ve been mainly using Shadow Axe, then.
Is Shadow not plus?
Edit: Well shit, I just looked at the data sheet. Man thanks for clearing that up, I didn’t realize they were different. Was driving me nuts.
What are my best traps? I saw the post a few pages back regarding cr.LP into s.HK
Cr.LP -> st.MP for mashers. Sub in delayed cr.lp or cr.MP for 3 frame jabbers.
Cr.LP -> st.HK for late techers.
Cr.LP -> walk up st. LP pressure for blockers. Go for throw or another st.LP. Confirm into st.LK xx scissors or cr.MP xx inferno on CH.
At least that’s what I use. You can get way more creative.
Maybe this should go in beginners but I made a video showing some options vs 3 frame jabs. Nothing advanced, just wanted to share.
You can just do s.MP cr.MP xx MP Inferno -> empty jump and its a safe jump against all SRK (including the EX)
As we know, 3f users deny our precious st.mp,cr.mp pressure. An important countermeasure: blocked st.mp followed by either st.mk or cr.mk (xx lk scissors) will make them whiff, as those two kicks lean back Bison during their startup.
A safe jump is a jumping attack, by convention. You will find in this thread a few things after mp inferno.
Additionally, try to test your setups against various kind of recovery, they have different timings.
yup. st mp st mk is a good string vs cammy and chun and probably karin. I really like the counter poke here and once they grow accustomed to it it opens up st mp cr mp for more pressure once again.
4f safe jump if no recovery
https://twitter.com/nanai1025/status/704121644621561857
If they quick recover (standing or back) your stMP beats their move (I presume a 4f move ?)
The no recovery setup works great; just tested it vs. Ryu and Ken’s mp reversal dp. The second video with the quick rise won’t work vs. quick rise reversal dp (which makes sense), so maybe he’s showing that st.mp beats out quick rise into mash cr.lp or throw, but that wouldn’t make much sense since the first video is showing a safe jump vs. reversal dp. Regardless, both could work well if you condition yourself to see whether they quick rise or not and adjust accordingly.
Edit: Just tested the setup in the second video, and yeah it beats out mash cr.lp or throws on wakeup, but loses to quick rise reversal dp obviously. (This setup won’t beat out 3f normals though, but that’s typical. However, if they backroll quick rise the st.mp will beat out the 3f normal due to being out of its range; from there you go right into shadow axe since st.mp counter hits.)
I was about to write off the combos at 0:33, 1:18, 1:26, and 1:33 as outdated, but that actually works. Don’t know how practical it is at all though, because you have to hit with the last active frame of the st.MP and you have to hit at max range.
https://www.youtube.com/watch?v=Cg5h_fGeRss
Another thing, this actually combos on the ground without a counterhit too. Again though, it’s just hitting with the last active frame, and the distance is strict.
So, I need some basic Bison BnBs. The only one I really have is
J.MK, Cr.MP. XX M. psycho inferno
https://youtube.com/watch?v=CLQCmEMW8JA
Front page article showing Bison some love
Oh my god. I’ve never thought about using his V-Skill against a tatsu. I normally just try to do a cr.HP.
So, I need some basic Bison BnBs. The only one I really have is
J.MK, Cr.MP. XX M. psycho inferno
Cross Up:
j.MK, st.MP, cr.MP, MP Inferno
j.MK, st.HK, cr.MP, MP Inferno
j.MK, cr.LK, cr.LP, st.LK, LK Scissor
Jumping:
j.HP (or HK), st.HK, cr.MP, MP Inferno (or LK Scissor for positioning/less damage)
j.HP (or HK), st.MP, cr.MP, MP Inferno (or LK Scissor for positioning/less damage)
j.HP (or HK), st.HP, HK Scissor (when you are jumping from a distance where st.HK can’t reach)
Low:
(dash) cr.LK, cr.LP, st.LK, LK Scissor
cr.MK, MK Scissor
Ground/Punish/V-Trigger starters:
(CC st.HK), st.HP, HK Scissor (punish/V-Trigger starter)
(CC st.HK), Psycho Axe (or st.HK if able to move close enough), cr.MP, MP Inferno
CC st.HK, cr.HP (optimal V-Trigger starter)
st.LP, st.LP, LP Blast
I have nvr seen anyone suggest using the CC st.hk, st.hk, VTC, st.hk opening for a very close proximity punish.
Im thinking if you can combo 3 roundhouses in a combo its gonna b pretty damaging. Is it not a good punish?
There are better.
But… How much invincible frames has Bipson’s dash?
I have nvr seen anyone suggest using the CC st.hk, st.hk, VTC, st.hk opening for a very close proximity punish.
Im thinking if you can combo 3 roundhouses in a combo its gonna b pretty damaging. Is it not a good punish?
The most damaging opener for a V-Trigger combo starts with either a CC or jumping HK/HP into cr.HP. That’s because it allows you to use st.HP right after V-Trigger activates, and damage scaling isn’t as severe either. Using st.HK leads to less options during V-Trigger too.
But… How much invincible frames has Bipson’s dash?
From the guide:
Dash Duration (Total Frames): 22 (frames 8-10 fully invincible; frames 11-14 strike and projectile invincible; V-Trigger: frames 6-13 fully invincible; V-Trigger: frames 14-18 strike and projectile invincible)
wow, there is so much stuff in this thread that I don’t know where to start @_@
i’m searching some oki after mp inferno and to how apply pressure after mk/lk scissors