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Ah, nice find.

What’s with the Ryu Av?!

I notice that Kuma likes to use C.MP into SK quite a bit, esp. off a dash-in. Is there some reason to use C.MP over C.MK? The only time I ever use it is when I’m comboing into Psycho Crusher

Playing a lot of Ryu in training mode and getting his combos/FADC Ultra’s to muscle memory! I can pull out some fadc ultras online during matches here and there. It’s giving me more confidence. Might have to bust out a more stable or consistent character like Ryu for my next tournament experience. :annoy::sweat: GOMEN!

speaking of ryu, his option select jump fierce has been really demoralizing me lately. it beats ex PC, ex scissors, ex stomp, ex devil reverse (skims with jab dp for juggle to ultra no less), ex scissors goes through, all you can do is tp, and even then they can option to hurricane kick. shit is so broken.

Yeah, I skimmed the Ryu forums, there’s loads of tricks. Maybe a bible’s worth of information from so many Ryu players. lol

so rumor has it crouch DP is out for SSF4 which means our pressure game won’t be as screwed as it is since shotos will have to actually use the original dragon punch motion, meaning they have to tap forward at some point and risk getting hit by a combo.

really all of the discussion on reversal frames and how easy it is to get out of a block string won’t matter if you can’t just mash df. an easy solution to a big problem, lets hope the rumor turns out to be true.

I hope this is true that would mean big damage =)

For the cr. lp -> st. lp -> cr. mk xx SK combo, how can I get enough charge after the s. lp to be able to cancel the cr. mk into SK immediately afterwards? Do I go from cr. downback lp -> st. back lp -> cr. db mk xx SK? Is there a better way to go this?

You’re doing it properly, you might be accidentally losing the charge somewhere without noticing. I used to mess up on the Back S.LP-Down/Back C.MK part.

P.S., No one knows why C.MP is sometimes used as a poke over C.MK?

You’re holding back the entire time. db, cr.lp, b, cs.lp, db, cr.mk xx hk.sk is the motion.

Edit:

If you’re trying this on dash, it won’t work because of charge time. The only time this combo works is off jump-ins, cross-ups, FA(level 2)-dashin, (ex) skull diver, empty DR and after you’ve got some charge up obviously. Just adding this incase my first answer wasn’t what your question had asked for.

its kinda slow but it goes further than cr.mk. hits harder. maybe that’s why?

for me, in the corner after a scissors knockdown, i’ll walk back, mash out a jab or two to confuse them all while retaining charge and once outside of cr.mk range do cr.mp xx scissors. catches people sometimes because the hitbox reaches much further than you’d expect, especially if youre tagging them on a counterhit.

for punishing, I use cMP > SK, rather than cMK, because it does more damage

I see. I just wanted to find out if it was a priority issue, easier to cancel or preference. Thx.

Cr:mp has more range

But c.MP hits high, not low like c.MK, so they have their advantages and disadvantages.

Wow, looks can be so deceiving.

No1 asked u tony!!!:arazz:
Now go play with ryu and start winning:tup:
LMAO

Ryu’s no joke, I think I’m gonna work on Sagat instead. J.MP people’s elbowwww, if ya smellllllalalalalalaaaaaaoo…~~~~~

What is the best usage of Bison’s teleport?

I can’t seem to find a good way to use it that doesn’t get me punished? The recovery time is so long… I can’t even teleport when someone does their fireball without getting punished when I reappear right beside them.

I wished teleport was better in a sense that there were better options and faster recovery times.

It’s 42f (84f in real time) so that’s almost 1.5 seconds of recovery time after the initial teleport. There are not that many risky moves other players will throw at Bison with such a long recovery time. Even if you back away from someone like… Rufus who’s rushing you down, he can still bend over and reach you with c.HP. Or an EX-P-Tiger shot juggle into EX-K-Tiger shot. It’s ridiculous.

I have a big problem with reverse K-teleport because it goes as far as the camera moves, and it’s actually really slow. You’re in trouble when you get rushed down by some characters. I would use it a lot more if it was reliable like Akuma’s teleports which seem to move the camera angles as he floats across the stage.