new the whole sf2 scene. I been playing w/ bison for a few weeks now and im trying to pick up a few combos.
I been working on j.HK > s.LK > c.MK > SK
I can get the 3 hit combo fine. My problem is landing the Scissor kicks in the combo. Either i try to input the command to early and it doesnt go or too late causes the combo not to link. any help is greatly appreciated.
As SOON as you jump forward, you need to hold back, then press RH for the jump in as late as possible. If you do those two things, the st. lk, medium kick and SK is easy. I notice I only ever fuck up that combo when I am lazy about charging as soon as I jump.
Is this because the scissor takes longer to charge than psycho? I have no problem with j. RH, cr. MK xx pyscho, but any jumpin involving scissor just won’t come out for me (the cancel into scissor).
(Edit: Bah if I weren’t so lazy I would have found the answer in the middle of the thread)
But seriously, the s lk links seem to follow one timing, whereas the s lk > s hk link is another timing. That tends to throw me off so I understand your pain. Add to this the fact that it is a fairly tightly timed link and if you’re playing online there might be some lag, and you’ve got a fairly strong set of circumstances against you.
I would suggest trying this out in training mode until you can do it in your sleep and then try online. There’s not much else I can tell you unfortunately, it’s like that mythical c hp AA that supposedly works…I just have to figure it out on my own because no one can really tell me how it’s supposed to work.
I’ve reversed my opinion on the Honda matchup. I was saying it was even, but I’m saying now that it’s 6-4 in Honda’s favor AT LEAST. Stored Ochio and Hands still rape dictator. Thank god he can’t walk up super or ochio loop in the corner any more.
6.5-3.5 Sounds right because although you can cleanly counter him in the ways I posted he can turtle you all day without you being able to do anything about it. So if you’re behind on life and he turtles you basically lose and devil’s reverse only delays the inevitable because as a reversal it resets the situation but with honda still having the massive turtle advantage and in your face ochio it’s just a lot of guesswork on bison’s part.
Turtle Hondas are such a pain. You know, I really don’t even mind the hands that much, because I work Psycho Crusher into my pressure strings against Honda, but that stored Ochio is way strong. Scrub Hondas are easy to beat with Dict (HHS, HHS, HHS, HHS, wait for it…HHS, TOD, GGPO)…but a Honda that knows what they are doing can be a very difficult foe to even touch, let alone beat.
I’m thinking it’s just me or being online, but once Boxer gets me in his cr.forward>strong headbutts loop the match is as good as finished. When it comes to escaping the situation would be best to time reversal strong throw, mash strong/fierce throw, or reversal DR after Boxer’s cr.forward? I’m thinking the last option has next to no chance of working.
[media=youtube]2IjwteY-eS8[/media]
0:23 (j.Strong into frontside combo w/ 2nd hit of j.Strong)
0:57 (scissor into cross-up combo w/ j.Roundhouse)
1:26 (scissor into cross-up combo w/ j.Forward)
Remember, Bison/Dictator has:
lots of ways to knock an opponent down (j.Strong, c.Roundhouse, Scissor, etc.)
the speed, mobility, and moves to set-up a safe combo on them as they get up
Keep in mind that you want to choose combos that keep you out of the corner:
if they are closer to the corner, use the cross-up w/ torpedo or the frontside with scissor or normals
if you are closer to the corner, use the cross-up w/ scissor or normals or frontside with torpedo (as long as it won’t push them along with you into the other corner)
Ways to use fake slide? Best thing I’ve come up with is full screen to get in s.lp anti-air range when they jump. Not that useful. I guess you could fake slide then j.mp to try to bait a jump but I don’t know. I feel like the s.lk s.hk link is harder in remix, while all his others are easier. :lol:
i had a hard time working this in, but i have a few places where its nice.
-after s.mk is blocked - the ambiguity between mk and rh gives them just the pause you need to make them react to the beginning of slide animation. Try it, they’ll lock up every time
-after a throw thats teched - Unless they’re mashing something in the air, they’ll be reacting to the first thing they see you do, which is slide.
-jab anti-air. This is great, but you have to play with the timing and watch your signals right after the jab
-after s.lk - this is awesome if they’re always blocking your ground poke strings
fake slide is really good against other ground powerhouses - blanka, dhalsim, ehonda it’s nice to have. Zangief I just love it, because he already fears the sliding kick so much with his lariats.