Thanks for the tips
Something like c.lp+c.lk+c.hp, it will OS against the df+HK and stuff like that
woke up , turned on my pc and saw this dude casting… i play him alot in champ. but i didn’t know he broadcasts on JTV…
challenged him and had some fun … took a minute to warm up …got beat early while i was gathering myself to get my head in the game since his abel was pretty decent… . i got my groove though towards the end.
not great … not bad …criticism welcomed … harsh or good i’m all ears. i wanna learn.
hey guys,
i was kind of reluctant to put this up because these matches are a little older but i think i could still learn from my mistakes: [media=youtube]mcZHCAZXJ9Q[/media]
i think i still jumped too much in this video, but i was trying my best to approach by ground. i think one of my biggest lessons i learned post match is that ex pc can really stop the demon flip pressure. anyways please rip my bison apart. i have a few other sets of matches up as well, if you’d like.
First off, when Akuma has Ultra, chill out with the DR’s. He can just Demon you if he times it right.
Secondly, try to sit on your lead better. In a lot of those matches you had a huge life lead but you let him catch up fairly quickly. Control the space in front of you with s.forward and s.RH, and stuff those jump ins with EX Psycho. If you don’t have meter, you can either focus backdash (make sure you don’t corner yourself), or react to the jump with j.strong.
When he was pressuring you with those Demon Flips, try to react to them instead of just blocking. When you just sit there and block, that gives him the edge, because he can do whatever he wants and keep pouring on the pressure. If you anticipate he’s gonna Demon Flip in the middle of his block string to catch you off guard, you have a few options:
1.) EX Psycho can stuff his attack if he’s at the right angle. More often than not, decent Akumas will angle themselves in such a way that their follow-up after the Demon Flip evade or stuff your PC due to the speed at which it comes out, and it’s crappy hitbox. Only use this option if you know you’ll connect with it.
2.) EX Scissors can get you out of a lot of pressure situations since it has a good amount of invulnerable frames. Personally I like to use it kind of like Balrog’s EX Dash punches on wakeup to escape cross-up pressure. This option will get you out of harms way and reset the situation.
3.) J.Strong! Probably the best option and will be the most helpful in any matchup. If you can stuff a few Demon Flips with this option then I can guarantee you he’ll think twice about trying it again. The best thing to do here would probably be to hit him with a single j.strong, and then a st.RH or st.Fierce, unless you have Ultra. Don’t use your meter to get that extra hit in with EX PC or SK because you’ll need for escape options later.
I saw a few unsafe slides in there, like that wakeup slide haha. Not a huge deal since it did hit your opponent, but take note that it probably won’t work against better players. In fact, it would probably lose you a few games. Slide at safe distances! Also, use slide to punish Akuma’s teleport and jumping tatsu escape.
Another thing - CHILL THE FUCK OUT with those random Head Stomps! There were A LOT of em and I’m not really sure what the thought process was behind those. HS is awesome, but only in certain situations. If you have your opponent in the corner, HS will shut down and jump attempts, so it’s great for that purpose.
At the beginning of the second set you displayed some great space control with those st.forwards. Once you established that, you went on to win the round in very convincing fashion. In the following rounds you kind of abandoned that strategy. Bison’s footsies are really strong just because of st.RH and st.forward.
And last, maximize your punishes. There were a few times where you could have gotten more damage with a cr.forward/cr.strong xx SK instead of cr.short. Near the end of the second set you could have won it if you had Ultra’d after you blocked his EX SRK. Instead you punished with cr.forward xx SK. Not a bad choice, but go for the win!
He came back with a throw, cross-up tatsu -> sweep, and then he read your teleport and threw you into the corner. Once he jumped up and threw those EX Fireballs, the right escape option would have been either Forward PPP teleport, or EX SK. Ultra just doesn’t travel far enough to go through fireballs. Know your wakeup options and choose the right one.
Other than that, pretty solid play. Practice those combos - you missed a few of those st.jab -> cr.forward links.
thank you Exceed, you really put a lot of time into this and i’m really grateful. i’ll definitely maximize punishes, don’t forget footsies, sit on the lead when i have it.
also thanks a lot for the demon flip specific strategy and everything else! i’ll definitely headstomp less midscreen (although i started using it to mix up post scissor kick knockdown, along with DR for those who get up quick), and make sure to not slide at unsafe distances, among the other advices you gave me.
Liluoke, props on a legit Bison. The time you put in definitely shows. Good shit!
If I could offer one piece of advice (lol, me offering advice), it would be this: ANTI-AIR! As it stands, your AA game seems kinda non-existant. Your Bison would be that much scarier if you could shut down the jump.
some matches off my youtube channel
Vs. Honda/M.Bison
[media=youtube]fiHZhUEwdGg[/media]
Vs. Rufus
[media=youtube]PMA2jpf8uLg[/media]
Vs. Viper/Ryu
[media=youtube]eACeKAGFv0w[/media]
Any criticism is welcome!
vs. Rufus: Blocked Messiah kick = free ultra. That up-close slide at the end killed the round for you, but other than that it was a solid match. You seemed to have a pretty good read on him.
Your right i should know this by now. Never again lol!
Pretty damn solid play man, just gotta quit dropping those combos. I saw a lot of dropped cr.short x 3 and a few cr.jab -> st.jab -> cr.forward, especially in the last video.
Also, you go for the cr.jab -> st.jab -> st.short -> cr.forward xx SK a lot. It’s a good combo, but if you aren’t close enough to the opponent when you start it, you’ll whiff the cr.forward - just keep that in mind and drop one of those st. attacks if you don’t think you’re close enough.
Otherwise, good stuff. :tup:
You know your right bro. I have been on a binge with that combo and haven’t stopped. Its like when I miss it im like fuck I got to hit it this next time. But that is def not the right approach. Thanks for the advice will def take it to heart.
[media=youtube]1SukZ4kyPlk&feature=player_embedded[/media]
Recent tournament I was in, this guy’s one of the best Blanka’s in the state and uses the pretty nasty 50-50 ultra setups
awesome dude. i have A LOT of trouble with blanka. actually just one really good korean blanka player and he always gives me hell. gotta work on that matchup, any tips would be much appreciated. damn i gotta figure out a way to record some of these matches.
Nice Bison you played the match up really well. Its cool that Bison has options against the 50/50 whether it’s ex or even ultra. It just so annoying that Blanka can jump in for free on Bison.
I think that the match up if played correctly limits Blankas options as Bison has a lot of answers.
St. :mk: is far better than St. :hk: in this match, and you generally won’t get swept because of it (Blanka can avoid the :hk: hitbox).
If you’re playing what I like to call “bad Blankas” who like to cross you up all the time with that j. :mk: it’s actually very easy to punish them with 2x j. :mp: ultra, Blanka actually doesn’t have a lot of good air to air moves against Bison except for neutral j. :hp:.
I think all Ball versions except EX are totally unsafe against Bison when he has charge (block or no block), I can be hit by a ball while sticking out a St. :mk: and have enough charge to hit Blanka back, so it’s always a trade in my favor.
The main things I have to consider in the Blanka match up is -
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Don’t jump unless you know he hasn’t got down charge or you can cross up deep with j. mk after a throw.
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When Blanka is low life, avoid being thrown at all costs, a throw leads to his 50-50 Ultra and can mean you die even from chip damage if you’re low on hp.
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St. :mk: sometimes stuffs EX upball on wake up if you aim deep, if not, you can hit him back when he hits you.
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St. :mk: beats nearly all of Blankas normals and non-EX specials on startup
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cr. :lk: or cr :mk: beats all electricity attempts on meaty
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Blanka can’t really do much about :lk: scissors or long distance :mk: scissors
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On Blankas wake up, always be wary that he may Ultra - this you learn from the scrubby Blankas you play, it’s not worth being hit by the Ultra as it’s generally game over
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You can’t teleport away from Blankas ultra if the flash has already occured, it’s better to block. You can bait them into Ultra-ing if they’re bad by standing next to them on wake up and teleporting as soon as you know they can act - then punish with an ultra after block.
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Escaping from the 50-50 Ultra is only possible if the Blanka stuffs up, you cannot use EX Devil’s reverse to escape because the Ultra lands over your head and stays active for more than your i-frames.
That and the timing required for the escape is so paper thin that you’ll probably eat a full ultra if you do it wrong (bad).
Better to block imo unless you have no other choice. -
If you see Blanka jumping at you, usually can reaction j. :hp: to swat them out of the sky.
Blanka has bad jump options unless he’s thrown you.
This is all in my opinion of course, but it generally nets me a good win rate against Blankas.
The only thing I don’t have an answer for in the match up is the piano frame trap, I haven’t experienced it enough to know what I should do about it.
I guess the best option is to not let him get a jump in on you.
I’m actually fairly confident at the Elf match up too, so I might try to upload some matches against the three best Elf players in my region.
Oh and to critique my own video -
Ex PC is bad, gets you swept.
Jumping away when he was trying to throw me was simply because I wasn’t confident I could tech it properly, and I REALLY didn’t want to eat a 50-50 ultra.
Well played. A couple more notes on the blanka matchup:
-If you devils reverse and do the punch follow up afterwards, blanka can walk forward and trip guard you with the river run, so use very sparingly.
-Like boxer, blanka has no good wakeup options without meter. If you get an untechable knockdown against blanka while he is meterless, you can meaty cr.mk xx scissor and he can’t really do anything about it.
-You can actually punish balls with slide on block. The timing is tighter than using a scissor kick. However, it has the added benefits of 1). usually doing more damage, since the SK punish often only hits one time, 2). giving you an untechable knockdown, and 3). doesn’t require a charge. Very effective against those blankas who just walk back, wait for you to step forward, then ball. It’s also easier to do this if you stand block, since you get pushed back further when crouching.
Is slide punish only on Heavy ball? I can’t imagine being able to punish light Ball with slide due to start up and travel time.
I believe strong and fierce ball are punishable with RH SK, but I’m not positive.
They are, I do it all the time. Not entirely sure but I think lp ball is as well on block the only time I see that is the common lp ball > throw at round start which doesn’t make it all the way to block anyways.
Also learn to recognize the rainbow ball he does a small backflip and the ball travels in an arc and FA it on reaction. Some Blanka’s like to try and cross you up with it especially on your wakeup, I just FA absorb that hit and dash and make him eat the flyswatter on the way down. Close standing fierce might work too but I like the flyswatter more for some reason lol.