Psycho Science: Fundamentals of Dictator and more! (Learn here)

Another thing I like to do on wakeup after a throw is walk forward and then time a forward j.hp so that I leap right over a shoto’s reversal DP, land behind them and punish. Because of the walking, it might look like you’re jumping in late and are wide open for a free punish, which is why I’ve gotten away with this surprisingly often. Limit this to once a match though~

soviet, follow m16ghost’s advice. It sounds like a good way to go even though I’m now comfortable enough to just do it by quickly snapping the stick from down to up position. It’s just that between that quick movement you have to input the strong as your joystick passes over the ‘neutral’ or standing position.

Bisons ‘Footsie’ game

Can somebody explain the basics of this for me using the vs Ryu match as an example as you cant really jump at Ryu at all so most of the match is played on the ground.

Is it trying to keep the opponent at s.MK range so you can hit with s.MK and hit with s.HK or c.HP to stop jump ins?

I think i have it but it would be useful if somebody could just confirm i have this correct. I may have missed something somewhere but Ryu’s c.Mk has more range than anything Bison has so this range is not much use against c.MK>Fireballing Ryu’s.

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This might seem like a cop out but Andre is basically the best Bison in the USA and here he is playing against Daigo, one of the best Ryu players in the world.

Yes you’re right, trying to get in is basically what Bison will be doing, neutral jumping fireballs or just walking up and blocking (aka bulldogging). Getting a knockdown and/or getting Ryu to the corner is a priority so that you can start lk scissors pressure/throwing game.

Watch Andre’s spacing, he’s outside of cr. mk range, and sometimes he suddenly FA quickly then dashes forward, and goes for a throw (or cr. lks to sk). You can also gamble and jump a fireball if you feel one is coming to get a free combo and knockdown if you guess right (do not do this often otherwise they’ll wait for jumps)

Many Ryus also like to hit with the tip of cr. mk then cancel into fireball to push you farther away, but if you go into practice mode, you can block the cr. mk then FA dash forward the fireball and go for a throw (once again getting the knockdown to continue pressure) This is very much spacing dependent and is just exploiting a tendency that many Shoto players have. Obviously there’s still risk, if you do it too much, maybe they’ll stop throwing fireballs and if you accidentily dash forwards you’ll probably eat a combo.

In many ways, playing SF well is exercising all your options in a balanced way, to not do things too predictably.

Hope that helps

Thanks for the advice. Appreciate this a lot. Ill study those vids again. Iv watched them all before but ill learn something new each time i guess.

Can someone please help me on Bisons SK “loop”?
I know it’s not really a loop but it keeps the SK pressure. How does one do a lk.SK and then do another one almost immediately?

:l:(2) :r:+:lk::l:

Basically, start charging back as soon as you do your scissors kick so you have enough charge for another one once the initial SK is done.

Ah ok thanks, and is lk.SK st.mk and then SK again a good thing to do, or should I just stick to lk.SK, c.lk/c.mk canceled into lk.SK again?

Using st.forward when a blocked SK has pushed you far enough from the opponent is a good way to keep them in check. Just remember not to be too greedy when throwing out another SK after it, it’s very easy to become predictable and doing SK “loops” is risky enough as it is.

Yeah thanks man

Does anyone know if there is a technique or input to allow you to auto correct special attacks and Ultra 100% of the time on crossups?

One of the threads in the Boxer forum mentioned adding another forward motion to the initial input, if this applicable to all charge characters that would be the stone cold nuts.

Interesting, that’s the second time I’ve heard that. Either way autocorrect blows.

Would Bison be overpowerd if he had 1100 stamina like balrog, sagat and abel?
I think he should have 1100 and not 1000. at least 1050

He has more tools to escape being hit than those characters. His health is fine.

yeah i don’t think bison really needs anymore health, he has an average (if not above average) HP already. A few cheap ultra setups like RYU has and than Bison might be overpowered. But hey, i wouldn’t argue if they buffed up his health:)

I wouldn’t mind if they raise his stun to 1000 at least. There’s really no reason for it to be 950.

In you peoples’ experience, what is the best normal for neutral jump air-to-air?

I tend to use RH but it doesn’t look like the best normal to use, though it does work fairly well.

I’ve had good results with Fierce but I couldn’t say it’s the best. No clue if it’s better than MP but it sure as shit doesn’t look as funky.

Neutral jump MK is godlike for air to air anti air. I use it vs jump happy Chun Li players a lot.

Roger that. It comes out nice and quick and has some good horizontal range.