the only time it really bothers me is when it screws with fb trap timing
If you are forced to block a jump-in with Bison (lets say a shoto j.rh), and you are pretty sure the opponent is going to try to walk in throw…1. is it inevitable that someone is going to get thrown 2. do you start drumming strong and fierce right away or do you wait to see them walk up (and if so do you get the throw usually or tech their throw)
Also, how good is the new devils reverse at getting away from jump ins on wake up? When I play Bison throws have a way larger factor in the game than when I play other characters, both me getting thrown and throwing opponents.
Nevermore, you just have to keep playing and practicing to get your reversal timing right, no one can really explain it for you. I think of doing it as late as possible, and then pressing the button the milisecond before I am standing.
A lot of your questions/issues just seem to be matters in timing to punish things, which will come with playing more games if you are playing seriously, there’s not a lot forum posts can do to help you. You can hit Ken comming down off of DP’s, if you don’t it means your timing is off, simple as that. Repeated DP’s are not invincible, just hard to punish. Same with the super. Ken’s DP’s can only hurt you on the way up, not down.
If you block the super and are afraid he will come back behind you and throw you, just walk away from him as he’s comming down and time a st. RH so it’s meaty, he will get hit by it 100% of the time. You can do whatever move/combo you want as he’s comming down, it’s just timing.
No, because they might make you block RH and do walk forward jab DP either psychicly or on reaction. Also if you block the J. RH and you are uncomfortable with the situation, just jump back and medium punch to cover your ass and start the range game over.
You wait a brieeeeef moment, and I mean brief, because if you press MP while they are out of throw range from the RH still, you will get thrown.
Not very. You can do it successfully sometimes but it’s really designed so he can runaway from fireballs, not people.
So maybe that’s why I can’t ever seem to escape the corner after a knockdown with it? I’ve seen others claim it’s a fantastic way to escape, yet can never get it to be useful for anything other than meter charging or fireball dodging. Is it even possible to go straight up with it so that you’re still out of say Tiger Uppercut range? I try using it to charge against Sagat and sometimes the Uppercut doesn’t hit, but most of the time I actually fly into it, even if I’m mashing the punch button as soon as I start flying up and back.
I also for the life of me cannot ever get crouching fierce to do anything vs jump ins. If I’m in the corner, someone can just keep repeatedly jump ticking. Sometimes the slide works for me now, but usually I still get hit, but at least I’m not stuck in the corner.
He is mostly only invulnerable at his legs so he can get over fireballs, it shouldn’t be possible to avoid tiger uppercut with DR I don’t think. Maybe once in a blue moon.
The ducking FP has to be at the last possible moment. If it doesn’t work for you do standing jab.
It doesn’t work for escaping jump-ins at all. Sirlin even said so in his Bison writeup:
http://www.sirlin.net/articles/street-fighter-hd-remix-bison.html
I don’t know why people claim you can use it to escape jump ins because that’s not the case. The only things I’ve seen it escape are fireballs (obviously) and meaty ground attacks (though I’m not 100% sure). I’ve sometimes used it to escape cross-ups but that maybe due to bad timing/positioning from my opponent.
If you want to remain in the same place when using it (instead of flying across the screen) then use ub+P instead of u+P or f+P. However, even when using ub+P you have to be very careful against Ken because his fierce DP can hit you from vvveeerrrryyyyyy far. The only problem you may find using ub+P is that jab fireballs can sometimes catch you on the way down if your timing is off.
Which way do you go when you use it in that situation? Wouldn’t it take you right back to your opponent?
any trick to doing the bolded? i can never get it out right. i usually either kick the 2nd/3rd lk blocked, or I cant get the hk to connect
So I got my ass handed to me by an akuma player the other day. All he did was jumping air fireball into cross up, then just jump backwards air fireball (mostly safe unless I time an amazing f.psycho crusher which will catch him as he is landing). I got destroyed. In the anti-akuma thread it was mentioned to Devil’s Reverse through his meaty fireball, just curious, how high is this on risk reward? If you stand up in the fireball you have 1 frame to pull of the move? I guess it is player dependent but it seems difficult to hammer out a move perfectly in one frame even with pianos? Or is there a little trick to doing it? Reminds me of trying to teleport out of mixups with slayer in ggxx.
Maybe you’re doing it too slowly.
Does that work when you try in training mode ?
You have to move slightly forward with each s.lk. So there will be slight pauses between each kick, but you’ll still get the “close” version of s.lk, which can combo into s.hk.
Hope that made sense.
Can you combo close lk into far hk?
I’ve only tried in training, don’t want to risk losing a match doing it in a game. I think my timing’s off. i’m using the DS3 to play, and i think it’ll be a lot easier with a stick
yeah it made sense, ill give it a try. i think i need to just get bison’s timing down and i’ll be okay.
EDIT: when you say slightly forward do you mean hold fwd then lk x3 or tap fwd, lk, tap fwd lk, tap fwd lk, hk?
No, you hold forward and then tap lks.
I’ve used ub+P (i.e. the direction the opponent is coming from). So if his jump is starting from the 1P side (on the left) then I hit ub+P as if I was on the 1P side.
However, I still need to stress that I’ve only done this a few times and I haven’t tested it extensively. As mentioned, it could be due to bad cross up timing from my opponent or even the type of attack he is trying to cross me up with (i.e. this may work on T.Hawk d+fierce cross up, but not DJ’s jumping forward kick). It may also depend on how deep he is doing the cross up. Sooooo ultimately what I’m saying is take this info with a grain of salt.
I will mess this some more and see what I can come up with.
Can Dic actually fight Chun or he still needs to pray?
thanks, i went home after work and tried and worked like a charm. i still gotta work on my timing, but it made my that much deadly with him
Chun’s Jab and Short in the air still beat out anything Dic can do on the ground. Her crouching Roundhouse still has farther reach than Dic’s forward, but the forward out-prioritizes her crouching RH when its done early.
On that note, what other AA tools does Dic have other than jumping HP and a well timed head stomp? Nothing I do seems to ever beat Ryu’s jumping RH.
standing jab, no?