like I said I think I beat out Sagat’s jump in strong, but it was kind of random. Sometimes in casuals I like to do neutral jump strong just as a kind of WTF thing and I ended up knocking Sagat of all people out of the air with his jump in strong clearly sticking out.
so yeah not exactly a go-to move imo. You’d be better off cr.fierce on Sagat’s jump in, but there’s a third use for you, all spacing and timing specific, i.e. who is up in the air first, how soon/late was the punch button pushed, etc.
I took your advice among others however from the ‘how do you start/end your round’ thread and began to do weirder stuff instead of courtesy blows. nj strong is nice but I like jump back forward. Looks graceful.
Here are some videos of me and my boy Sole10 playing.
I wanted to see what kinda tips/critiques all you Bison pros could give me from the matchup.
It’s Ryu vs Bison, which is always a tough matchup, at least one I can’t sleep on.
So any help would be great. Good Quality on the vids too.
It’ll never hit a standing opponent Not even Gief! You can annoy characters with crappy reversal with bullshit like neutral MP into throw or low. It’s a neat parlor trick.
i love using jMK the moment I jump every now and again to catch people off guards, but was wondering what to beware of when you use it, aside from the other guy not jumping obviously…any other characters have air moves that can beat it out (normals or specials)?
edit: also, how late can you delay a sHP after a jump in, and still be able to combo it? any risks of being SRK’d?
It will beat almost anything it touches clean, including deep AA lariats. (!!!) (Though it doesn’t work if you are TOO close to him, hold back for a few frames if you are too close)
whoa weird. im going to try this out. so it fairs better than nj. fierce? i know i can hit on the way down and occasionally do since it hits so late its not a bad mixup against some chars. seems kinda hard to use though. i wonder what the hell they were thinking with that one.
anyways in terms of going air-to-air with another character, why is it that people beat me out and I can beat other people out with light pokes like forward jump jab or short? Is it because of the startup speed? range? if Ryu jumps sticking something out early (happens to me a LOT since) in anticipation of me jumping with hell attack and I jump at the same time and hit j.mp or j.mk I get beaten or trade, but if I hit jab I win out sometimes. Is it more because of the whole ‘priority’ thing not being some built in tier system of move interactions but like a consideration of a bunch of factors (including range, time of input, the angle you hit from, where you are in relation to your opponent in the air, etc) so that a light attack that comes out quickly might stuff a strong attack that comes out slowly? if so if expecting air to air isn’t it always a good idea to stick out air to air jab instead of anything else?
so i recently figured out that bison has a teleport cancel ultra
ill be in the lab to figure the inputs and see if this has any use
oh yea i was messing around and i figured out that u can expc into a fireball(nonex) and fadc thru it as u make contact with the fireball
its great for style points and wtf moment status
i suggest all the bisons try it out
its funz0r
Ex-PC stuff old news. Been absorbing 2hit fireballs for a while now. Just can’t do it against Akuma redball unless you can guess they’re using the medium punch one.
What are your guys’ thoughts on: forward throw > slide > meaty c.mp
Is this guaranteed meaty because of animation frames? I’ve been using it a lot lately and it’s caught a lot of people out.
Any other tricks to help time meaty pokes?
Oh. GL this weekend andyocr. I was thinking of driving to one of the local events to check out this weekend and saw your name for the 5v5.
Hm. In training mode vs Ryu in the corner I whiff a throw after a blocked lvl 2 FA.
Eh?
If you throw as soon as possible after dashing in, Bison’s throw animation whiffs.
Bison’s best meaty is c.MK since it has the most active frames.
As to your question about throw whiffing, yes, your throw will always whiff right after a FA2. Your throw whiffs because you are at +5 after FA2 and you cannot throw anyone still in block stun. Ideally you would wait 2-3 frames after your FA2 before throwing if you want to be able to throw as soon as possible.
When you’re pressuring with c.lk x 3 and you whenever you attempt a throw in that pressure string you can poked with the option select throw break (for example Rufus is doing c.lp+lk and if I try to throw I get hit by c.lp). What’s the counter for that option select, because that way I cannot throw him at all.
i was thinking about dumb ultra setups the other day and was wondering how reliable this is. let’s say you knockdown your opponent in the corner either by throw or scissor, and you’re right next to them as they’re laying on the floor… and they don’t quick get up… could you whiff a throw as they’re laying on the ground to bait their wake up and then ultra?
Why do people use c.lp, s.lp, c.mk xx SK? Wouldn’t c.lk, s.lk, c.mk xx SK be much more effective?
c.lk comes out faster than c.lp, and it hits low. Both combos make use of one-frame links, so it’s not like one is much easier than the other. The s.lp, c.mk link is incredibly easy, I’ll admit, but that can’t be the only reason, can it?