EX DR is slow and doesn’t move foward a lot. You’d be wasting one bar to do nothing. His EX HP being invulnerable to projectiles is only useful against Ryu (Super), Dhalsim and Fang.
If it’s in japanese, you have no better usafe of meter, then.
Once you have full meter, you can either:
a) Critical Art
b) Hear Norio’s screams 3 times.
I guess it’s obvious that option B is the one to go.
If you’re attending tournaments, however, I suggest switching to english bison so you won’t be tempted.
Pretty interesting if you ask me. Dash under, cross under with Inferno, and cancel into EX Head Stomp. For some reason the Head Stomp will go back to the other side. I’m guessing that it will go back to the side where the original move it was cancelled from was performed.
I will test later today and come back and see. Yeah I rate it for closing distance at the very least and c ornering your opponent. Just keep an eye on how they react to your fireball then react accordingly to close in or stay put.
Edit: With the input leniency you don’t need to negative edge it so you can do it with any variation of scissors
Oh man, I assumed this was common knowledge since I tested his V-Skill during the betas pretty extensively (and earlier tonight against FANG), please accept my offering:
V-Skill projectile forces them into a similar juggle state as EX Blast, just not nearly as high.
V-Skill up close combos into Super quite easily, extra easy in the corner of course.
At any range, if the opponent happens to not quick rise it is possible to OTG follow up with VT EX Stomp, again similar to the launch provided by EX Blast.
EX Knee Press can also be used as a follow up to the projectile, which could be good given the extra range it has over LK Knee Press.
VT EX Knee Press hits for the full animation
VT Inferno can hit at sweep distance for 1 hit
VT EX Inferno hits for full damage, but does not allow for VT EX Headstomp follow up (OTG is okay, just not the air hit).
V-Skill (hold), VT EX Inferno xx VT EX Knee Press for full damage!
Any and every form of Psycho Blast will miss, don’t bother.
Quick V-Skill (just the parry) can give Bison an opportunity for a jab or medium depending on his timing/anticipation of the upcoming attack. Though I think in most cases it’s probably best to just throw the projectile anyways. An LP Blast (or any VT Blast) is possible after any light attack other than crouching LK. Tested against Ryu’s s.HP; I could parry with V-Skill and land s.MP before Ryu could block, provided I used the V-Skill early enough.
Landing a V-Skill on a melee attack DOESN’T count as any sort of hit for them, meaning if they just tried to buffer their super it will be treated as a whiff and not happen at all.
Using V-Skill against jumping attacks is not recommended as Bison is open to be hit with any landing follow-up attack they may use.
The attack must hit Bison’s hand to be V-Skilled, meaning if you’re standing point blank and someone throws a fireball involving the character to extend their arms passed the purple shield thing upon emitting said fireball (such as Ryu), it will hit Bison.
While it cannot parry anything that hits more than once, it can work against attacks that have spaced out hits, like Tatsus, or at the very tip of F.A.N.G’s cr.MK.
On that note, since many of F.A.N.G.s attacks hit twice, he generally doesn’t give a fuck about Bison’s V-Skill.
F.A.N.G.s LP and MP up balls can be comfortablle V-Skilled due to their spacing. HP version cannot, but you’ll probably be sliding under that anyway.
V-Skill can be used for great effect against moves that might otherwise not look safe to parry. While I haven’t tested every possible scenario (because who can?) I’ve noticed it on things like Ken’s HK Tatsu; the first hit is parried and the rest of his spinning completely misses Bison while he retaliates, despite looking like it should hit him.
Low attacks ignore V-Skill since the attack has to hit his hand.
Birdie straight up is not allowed to use his LK or MK chain against Bison. V-Skill on reaction.
That’s all I got, but I’m sure he’s got more tricks with this thing.
Just tested this and it’s not true. You can still special or super cancel any normal even if Bison absorbs it. Target combos will still come out as well. Aside from that, this is great info. V-Trigger EX SK getting full animation is pretty cool. Definitely needs more testing!
Looking at the frame data, it seems like Bison’s V-Skill is pretty close to Ryu’s parry frame wise -
PSYCHO REFLECT
STARTUP
6
ACTIVE
7
RECOVERY
30
MIND’S EYE
STARTUP
3
ACTIVE
7
RECOVERY
29
Ryu’s Parry is active on Frame 4, whereas Bison’s is active on Frame 7. Both are active for a total of 7 frames. Only 1 frame difference between recovery frames. So there will definitely be certain strings or moves that Bison will be able to parry and punish, which is great news! We definitely need to add this to our arsenal!
Oh, damn. I went back to take a look and you’re right. I tested it by making the dummy throw a punch and mash out a super so it would cancel on hit or block but not on his V-Skill. This combined with further testing of your testing leads me to think that they pretty much have to see the V-Skill in order to time it properly, which I don’t see happening online. Thoughts?
Edit: Nvm. I was having issues figuring out how to setup the dummy to do X action on wakeup while also quick rising. I was trying to use the record feature, but it doesn’t allow you to easily setup quick rise, and it keeps stun on. Figured it out though. You don’t use the playback feature at all, you just program the dummy and leave it set to dummy.
Not sure if this will change anything for you, but it’s what I was after.
The only way I’ve been able to achieve that is to record a few seconds of whatever just to put the clock on the screen, then do whatever the setup is I’m investigating and pinpoint where on the timer they hit the floor. Then I go to the dummy and tell it to do the shit I want and force a quick rise command on that time mark that I’m aiming for. If you didn’t already know, pressing PP is an alternative method of neutral rise, and KK is for back rise, which I use if I’m trying to keep them blocking for whatever reason.
I found this out within the first hour of training mode, just to see if it was a projectile only skill. Nash’s wasn’t, so why should his? Anyway, it has its uses, but for an up close “parry” for normals, it’s very limited. The start up is pretty slow at 6f. I also wouldn’t waste my time using it as a medium to far AA when Bison has much better options. You could probably use it to play mind games though, training the opponent not to throw out specific moves anymore, even within footsie range (Vega/Rashid).
Not sure if that’s what Supranovax was asking about, but is that really a legitimate “crossup”? The dummy rises facing where it’s going to land.
You know, I wonder how useful that would be against a teleport > fierce happy Dhalsim. Not sure how many frames the air teleport (on reaction) to fierce is. Wouldn’t that be some shit though? It would shut down much of their pressure. I think most of the moves though that would be easy to parry tend to be the slower attacks that (negative) you can just get a full combo started off of with st. roundhouse or cr. strong instead. The parry would be useful for the moves that tend to push the opponent just out of range on block.