In general be more aggressive. Use devil to get out of corners and go through fireballs against an opponent who spams them. Abuse his throw whenever you can.
USE MORE JMP!!!
In general be more aggressive. Use devil to get out of corners and go through fireballs against an opponent who spams them. Abuse his throw whenever you can.
USE MORE JMP!!!
s hk when you see the jab dragon punch come out and you can punish it on recovery before he can land and do another one.
Don’t do jumpins on Akuma when he’s waking up, safe jumps are random against him. Check out this frame data: http://nki.combovideos.com/data.html#antobi
You do random full screen psychos on fei. I mighte be wrong on this, but I thought they weren’t safe against him on block (he can s far hp), not to mention that he could flame kick your hand.
In general, practice combos that give you enough time to charge your psycho crusher and scissor:
j lp/lk/mk/hk, s lk, c mk xx scissor
j lp/lk/mk/hk, c mk xx psycho
s lk * 2 xx psycho
c lp, c lp, s lp xx psycho…since you like to rapidfire jabs against honda
Once you can execute them well, these will help you with damage output if you see your opponent dizzy.
try to bait feis flame kick, most fei players do them right after blocked chicken wing because they think you will immediately try to punish them, but instead you wait for the flame kick and then destroy them during recovery.
thanks for all the replies and tip’s, i will try them out.
Seems a lot of them like to wing-> throw or meaty close fp-> throw.
You really have to mash throws and hope for the best sometimes.
I just started practicing with Bison as my sub, and I have most of the basics down, but there was something else I found that newer players might not know. I noticed while I was practicing with Bison that his LP Crusher snuffs out Honda’s Headbutt (or at the very least in few situations, trades).
If your psycho is out before his it should win, but you basically have to be psychic with it from a midscreen or closer distance, or be fullscreen and hit a honda out of it on reaction…
My Crushers hit most of the time because (I’m guessing) Honda thought Jab Headbutt would snuff it.
I’m having trouble with some of Bisons combo links.
st.LK -> st.LK -> cr.MK -> Scissor Kick
The Scissor kick will NOT come out. When I stand back and whiff all the attacks, it comes out perfectly. This is a legit combo isn’t it? Moreover, can you do st.LK -> cr.MK -> Scissor Kick? Holding back long enough seems impossible with alot of these combos.
I’ve practiced it for awhile, I just didn’t come here and complain. Nothing I do seems to work. I need some advice for this.
Also note, I’m using a joystick on the pad. I will be getting a stick ASAP.
Try this so that you can learn the timing of the combo:
Crouch and hold down/back, so you are building your charge. Give it a few seconds so you KNOW as soon as you press f+K you will get scissor kick. Then from d/b, go to standing and holding back and immediately press lk, then go back to d/b to do the cr. MK, and then press F+K and scissors will come out.
Practice that until you can add another st. lk.
Can you do the cr forward xx scissors consistently?That could be the issue rather than your charge time.
When I was learning Bisons combos I learned all the litle bits seperately.Started with the cr forward xx scissor/PC.Then added the standing shorts.Then the jump in forward/rh and finally the cross up version with forward and rh.
Yes,you can do st short cr forward xx scissors,I use that frequently to finish off a dizzied opponent,if you’re not close enough slide up to hold the charge.
I’ve been doing c.mk xx stomp a lot recently.
Catches way more people than I expected =\
I recently started doing that, too. It fools people more often than I expected
…
You really should not be using this combo in almost any situation.
Instead, use this combo:
st.Short, st.Short, cr.Forward, Fierce Torpedo
The combos that you want to use the Scissor with generally only use one st.Short.
Such as:
toward.jump.Roundhouse, st.Short, cr.Forward, Forward.Scissor Kick
or
up.jump.Short (hitting on way down), st.Short, cr.Forward, Forward.Scissor Kick
The Torpedo is MUCH faster to charge, and most instances where you are using the 2xst.Short involve a very limited time for you to charge in.
Whether you use a Fake Slide, a jumping cross-up Roundhouse/Forward, or a corner trick cross-up Torpedo/Scissor; you are gonna want to use the Torpedo instead of the Scissor Kick.
I’ve been using that lately too,I never used it before I saw someone mention it here but it’s a good mix up.
i’ve been losnig alot of rounds because of headstomp not working.
enemy throws a projectile, has almost no energy left, i headstomp.
i land right behind him and get a sweep.
that’s a really awesome way to loose a round, really really great.
Yeah…the best way I’ve found to actually hit with the Head Stomp is to use the short version and hold back. For some odd reason, that tends to work for me. You just have to play around with all of the versions of the Head Stomp and get a feel for what version works at different ranges and how to control it.
This has been addressed earlier, most probable cause is that the opponent is recovering too soon after you hit the u+k motion and it throws the tracking off. Most people can do a headstomp on reaction from a full screen shoto/sagat low tiger/dhal/chun fireball and hit, any closer than that and it will get significantly harder. Also note that against other characters like Deejay, Guile, you stand the chance of getting air countered if you try from full screen, but chances are you won’t miss like you mentioned in your post.
Does anyone know what’s the sweet spot to be standing/crouching when fighting boxer?
If you stomp while hes still in the fireball pose, it tracks just fine.
It’s ridiculous how stomp, the punch after it then a c.mk or s.rh dizzies about oh maybe…99% of the time?
Especially since the flying punch has some of the most ridiculous cross up properties I’ve ever seen
Flying off to the left, then going through the guy and hitting him on the right or hitting him on the left then landing to the character’s right->s.lk s.lk, throw/ s.rh
I’ve got to practice this stuff more >_>
@gig4ls, what do you mean by sweet spot?
I assumed that there must be a distance that you could stand away from Boxer that doesn’t allow him to absolutely rape you with dashing low punch/tap strings and mixup into dashing uppercut + headbutt. Maybe I’m just giving Bison’s s hk/ c mk/ c mp way too much credit in the dic vs boxer match