So that’s three of us that said cr.hp is useful. The rest of you are frauds!
The way the game has gone, he really doesn’t need the teleport as much anymore. There’s only 1 bad thing about Bison in Ultra, Guile. With his recent nerfs, I don’t know…
After back throw during the dash, the word “technical” appears if the opponent used DWU. If it appears we can whiff a st.lk (approx 11 frames?) and still delayed jump mk for a mixup.
This set up may no longer lead to unblockables but we can still maintain jump in pressure and use ambiguous j.mk and j.hp.
It really makes me cringe when I do the j.hp setup, it works, I go for another knockdown and they go for a dp AGAIN, and AGAIN, and AGAIN. These are the type of people that complain that Bison is cheap. Then again, Bison players are exactly the same. I was using Cammy, I punished every teleport/ex psycho, he did it on every wake up. Told me to stop being a scrub and learn to play a real character (didn’t know I main Bison like him).
When I used cr.hp at the last loctest I went to, I had a Cody player complaining that it’s now heavily in Bison’s favor with pokes, and he can no longer jump in with cr.hp and st.hk mixing it up lol.
It’s still a 10 frame anti air right? Why do people have to complain about a 10 frame anti air when it’s the slowest anti air normal in the game still?
With respect to the cross up crusher on wake up; I know it works better because I saw how Cammy could not punish it, but against Akuma he DP’d me for the most part. It makes me think that this will be more about timing than anything else.
Also, the PC seemed to only hit once after hell attack, so I don’t know which version is better. I guess we will have to see the final version. I sure hope the PC stays less punishable because with SK being more damaging, we need to have more uses for the PC.
On block though I can confirm that it hits TWICE as it passes during a cross up.
Oh…the -5 on DP’s was awesome. the pressure is so done. you guys are going to love this. I played an evil Ryu player lol. The look on his face when I was telling him about the -5 on DP and when he saw me catch him with a c. short was PRICELESS!!! It was a look of depression. And I was thinking….It serves you right you tier wh()ring bastard!!! That made my day.
From what I am hearing the -5 on DP FADC higher level people are adapting by holding focus for a split second to confirm whether or not it hit, and then they can make a decision to backdash or forward dash. Higher level people will adapt and make it work and lower level people who abused it will get fried. Same goes for vortex. I am personally glad that these braindead tactics have been removed from the game. People going to have to start thinking for a change.
You cannot react to the “technical” message. If our jump lasts 40 frames of animation, the message appears like 45 frames before getting up. 5 frames are not enough to confirm, so it’s a guess. You can still pressure the opponent if he does DWU, but you lose the mixup opportunity.
It’s not guaranteed, if you expect the opponent to hold focus to confirm you can punish him with a long range move while he’s charging. It’s a mindgame though, since the opponent may dash forward immediately instead and be safe.
Currently the “technical” message appears 60 frames before wake up according to Wao.
But if what you’re saying is true and it is false/changed then yes I completely agree.
EDIT: Scoured a few videos actually already posted in this thread, check out 10:11 for the back throw, notice the “technical” message appears towards the end of the forward dash. I’ll try to find clearer and more ideal examples.
Yeah I stand corrected, it’s most likely 60 frames. But my point is still valid, since the message appears roughly at the moment you should whiff a normal (or not), which is basically at the end of the dash, so it’s definitely not reactable. Which makes sense, I mean if it was reactable it would have been a pretty pointless mechanic.
Well, if it’s 60f prior, it makes it quite pointless. Akuma and Ibuki can adapt to it, and they were the most troublesome vortex characters. It makes no sense. Should be much later.
Nah sorry I didn’t ask Combo about U2. I actually never even used U2, which I don’t know why not but w/e lol.
As for evil Ryu, when he did a DP, I caught him with a c.short and like I said before, the look on dudes face was priceless when he figured it out. You see, he had already done DP FADC before that and DP’d again, and hit me, but when he saw me stop him short the next time it was classic. After the first time, I was like “you know that’s punishable now” and he was like “it is?” I was like “yeah” then later he did it again and the c. short came out and stopped him clean LOL. I’m telling you guys, the look on his face when he knew that he didn’t have a get out of jail free braindead tactic anymore was worth all the suffering Bison’s have endured. I felt like all of the Bison’s around the world were laughing at that point. It was epic.
On the subject of DWU. It was really strange, whiffing jump ins and stuff, but I liked it cause I knew how I could do it against the damn vortex. Honestly guys, this game will not be all lame like people were fearing and here is why; Currently its more lame, because everyone is afraid of a knockdown because of the tremendous risk it entails. NOW you don’t have to fear the knockdown like you did and you have tools to deal with it, if you guess right. Its fair now.
That was the biggest thing I could take away from my experience with the game. UNLIKE every iteration of SF4 series thus far, I always felt like I had to outplay someone with Bison to win 5 times over. Now, I feel like its even.
And all the character changes have been made to make the characters more aggressive in the end. I think this is true.
Just to reassure everyone once again about the -1 sk. Its really not that big of a deal in the end. Take the grappler match ups like Gief for instance; who knows how Gief can punish with super or Ultra, but he can’t jump anymore at Bison so Bison can really zone him well now.
I think it was intentional. Since Ibuki was designed around wakeup mixups, DWU would have taken away her entire gameplan, and she would have become an obsolete character. And even if their goal was to nerf vortex, that’s obviously not the direction the devs wanted to take.
So they designed DWU in a way that somewhat preserves the gameplan of characters who rely on these mixups to be effective, while still being a bit less effective and braindead. I still don’t like the mechanic, but at least it makes sense in that regard.
Nah sorry I didn’t ask Combo about U2. I actually never even used U2, which I don’t know why not but w/e lol.
Exogen . There are match ups that Ultra 2 is more efficient than ultra 1 . in the Dhalsim match up ultra 2 can punish yoga sniper , in blanka you can punish blanka balls on block using ultra 2 . i prefer U2 even against shotos. http://www.youtube.com/watch?v=PAww_LR1GUw
Against Blanka, he’s not supposed to be doing Blanka Balls if you have charge anyway, so I don’t bother. I’d rather U1 him.
U2 is very good against Viper and Fuerte too. Anti-mixup tool.