So, I’ve spent the past 2 hours documenting my Necalli oki, what are we seeing on Bison? I now know about the Inferno 4f safejump, we have the meaty/throw after MK/HK SK. After the MP Inferno safejump you can OS a st.lp if they backroll, do a st.lp st.lk chain and then cancel into LK/EX SK on hit.
Backthrow has the Axe followup but that’s about it. I don’t like the EX Blast oki; it’s expensive and backroll beats it for free.
VT EX Headpress as a frametrap trying to predict a whiffed tech attempt (Hard)
VT Dash as frametrap trying to predict any kind of button press (works way better than it should be)
Blast as meaty for safe chip. (Up to +11 for HP Blast and +14 with VT Blast)
EX Inferno as safe chip. Beats reversals.
Backthrow -> Axe
Foward Throw > EX Headpress.
Scissors > Throw/Frametrap
Blocked Axe > Throw/Frametrap
Blocked EX Special (minus Regular EX Inferno) > Throw/Frametrap
Inferno > Safejump + OS against Dhalsim
EX Scissors > Axe
EX Headpress > Axe
This HP Blast one can create one nasty blockstring.
Meaty HP Blast > S.HP > HP Inferno > VTC > S.HP > VT Scissors > EXInferno > Cr.MP > VT Inferno
This is especially strong when you’re up close and people will wanna tech or throw out armored moves (hint: they lose). If they block, you’re +3 from s.HK, and you can keep pressure, trap, etc.
This won’t safe jump but for like the 8 or 10 characters on the roster that doesn’t have wake up DP options, you’re good to go.
Actually, it does. That’s the real throw distance. The invisible stage walls stop the enemy from being launched farther. Same thing happened to SFIV Foward Throw.
what’s the best way to hit with last active frames? horizontally or vertically? like do I want to come down early or go early and horizontal to diminish the fall distance? this combined with the cr.mk hitbox stuff makes me think Bison is going to end up rather technical or at least rely on a lot of matchup specific setups rather than a general overall plan like sf4.
If you do DR when you are about to fall you’re good. Personaly i prefer to hold back to keep my charge and to have a constant base. Just use LP, MP, and HP variations to have different angle
I’ve noted that after anti airing with crHP the enemy falls into perfect range for Psycho Axe CC attempt.
Been working on opening people up with low short here’s what I’ve got.
crLKcrLPstLK xx lk SK
113 dmg
213 stun
low starter
+3 on hit
Bison’s tightest frame trap from this distance is 4 frames. Options are as follows
stMP (if blocked leaves you +2)
puts you in position to deliver a 9f stHP frame trap)
note that follow up HP frame trap will lose to Ken’s sweep so I’m assuming it will lose to all sweeps
opens opportunity to whiff punish
stMP fHP target combo (will catch anyone without a 3f normal pressing buttons, -5 on block so its a gamble)
-crMK xx lkSK (combos on hit but -4 on block)
-crMK xx mkSK/hkSK (chip damage, interruptible -3/-2 respectively)
-crMK xx exSK (+1 on block)
-crMK xx MP Blast
We are also in perfect position for a jump in cross up MK if our opponents are respecting our low options here.
I’m sure there’s much more but I’m just exploring my options and thought I would share my notes from this morning.
I messed with DR. You have more frame advantage if you hit punch late in the jump arc of head stomp. I tested against Ryu in training mode, had him do the ‘reversal’ jab recording. Did as fast a DR as possible and got counter hit out of st.mp every time. I did DR late and st.mp counter hit every time. So I guess you have a risk of getting more frame advantage and being anti aired or doing a fast one and getting less. Either way I was able to tag him with cr.mp every time no matter how I hit with DR so DR pressure is going to be pretty fun to take advantage of.
Since charging is so quick I don’t think it’s necessary to always be doing it like that. At first I was holding back during all my DRs as well, but recently I just noticed that you can steer them forward at any point, even the last second before landing.
I fought a Ryu and did a Jab DR that was about to fall short, which caused him to drop his guard and take a step forward right as I ooched myself towards him by a hair and got the hit. I think using this in combination with the three strengths gives DR a lot of subtle versatility.
In short, I think there’s a lot of value in steering basic DR’s forward at precise moments.