One thing I haven’t seen mentioned here so far is that you can use the close HP, c.MK/s.HK low tech counter in other situations than just after a c.LP/c.LK too. In recent vids I’ve often seen dictator players do blocked j.MK, s.HP, they seemed to get lots of counter hits this way. There are also some pretty old vids of Kuma (against Honda players I think) where he does blocked FA2, s.HP to score some CHs, although in this situation probably the c.LK, s.HP trap laudanum09 posted about works better.
I saw this last night in the most recent National Tourny vids, and I don’t really understand it at all – especially because, iirc, it was against SAGAT! Why is close s.fierce a good idea after j.forward? For one thing, I thought j.forward had minimal block/hitstun, and that shotos could uppercut anything that comes after it. Putting that aside, why use close s.fierce to fish for the counterhit instead of something way (or even just marginally) faster? I don’t get this one at all. The only thing I can think of is that the Bison in question was trying to counterhit Gat’s five frame c.short. Still, I don’t get this one…
Also, could anyone give me some tips on setting up/landing Hell Attack? When I first started messing with Bison, I’d attempt this shit every once in a while. Most of the time I’d get beaten in the air. Since then I’ve stopped trying. But in high-level vids, Bison’s often DO land Hell Attack. Is there a science to landing thing? I’m pretty weak air-to-air in general, but I find it especially difficult to land Hell Attack in particular.
Uppercutting is kinda risky for Sagat, and without meter the reward isn’t that big either damage-wise when he hits. Good players usually seem to like to minimize their risks, so I think the Sagat tries to do a crouch tech instead (delayed c.LP+LK). This way when Dictator continues with c.LK/c.LP right after the crossup Sagat does nothing, when Dictator tries to throw Sagat techs it. If you want to counter this technique you either have to delay your hit or do a slow move (close s.HP). This way Sagats c.LK will come out and get counter hit by the close HP. Same with the c.LK, s.HP frametrap. Only do this on players who like to tech throws properly. If your opponent likes to mash Uppercut, c.LP, c.LK or throws into your strings you will get counter hit instead. Of course good players will catch up to this tactic and hit your crouch tech trap with their fast moves on purpose too, but this opens them for regular counter hit/throw mixups.
would this be a good tactic to use vs Balrogs who love to cLP the moment you come within 5 feet of em?
No :shake:
One thing that has started working for me lately is landing my ultra through SK shinanigans against opponents who have been stuffing my loops with normal/specials. Like a Sagat answering my lk SK with a lk TK or a Ken stuffing my loop with cr.mp, Using the good’ole f,b,f k to buffer my next charge of the SK. It doesnt work so well against opponents who randomly punish your loop, only the ones that have gotten comfortable doing it, its time to make those players uncomfortable again even if you don’t have meter. It also works well if you know your opponent knows that it is safe to interupt your strings with no meter. Also if they just try to jump back to avoid your SK pressure the ultra will catchup to them and AA them, like Guile for instance.
i catch a LOT of ken’s after they hit me with their tatsu (or if I block it)
Heys guys I noticed something today in testing that semi safe hard punch jump set up against the shoto’s.
As you guys said forward dash seems to get them clear and a non-reversal DP also seems to beat it, but here is a weird thing I noticed.
I recorded Bison to do the set up and was attempting to do a reversal lp.dp with Ryu. So everytime I did the reversal dp I got stuffed by jumping hard punch and every time I got a delayed dp out I beat it.
However any time Bison forward threw me out of the corner and did the semi safe hard punch jump my reversal lp.dp’s traded with it. Seems if your thrown out of the corner you are actually thrown further than if your thrown from anywhere mid screen.
Test it out, make sure Bison is up against the wall (either side) when he performs the forward throw and then on wake up perform a reversal lp.dp and watch what happens.
Back to j.forward -> s.close fierce for a sec…
I was picking DS’s brain today and this sequence came up. He explained that it’s especially good vs. shotos because fierce trades with DP, and it doesn’t make you fly in the air like a DP trade usually does (so no follow up ultra for Gat/Ryu).
Azza, the early safe jump stuffs ryu’s lp DP clean, no trade but it has to be a REVERSAL. most of the time it will be if they go for it, so yeah, safe jump fierce is still a good tool.
and youre right about the corner deal.
Interesting, did you test this? I couldn’t really imagine how this could work, so I tried it in practice mode and in my experience i would get hit by all the SRKs in between j.MK and s.HP, only Ryu’s LP SRK would trade. Maybe I’m missing something here. I tried to wait a little bit longer to do the s.HP too, this way I could block a Ryu SRK, but this didn’t counter a crouch tech any more.
Hrm, maybe I misunderstood dat DS? I’ll take this one into training mode and let you know.
EDIT: Argh, I couldn’t make this work in training mode. Sorry for the faulty info! I’ll ask more questions and get back to this shit when I know better.
Iv been noticing this fad of, oh this guy is playing bison, I’m gonna jump in at him as much as possible. Well something like that, more what I’m trying to say is I think people have definitely caught on to the fact that Bison has no solid AA. And I have been noticing alot of people that jump out of the first safe SK I throw there direction, instead of trying to stuff them or just blocking. So lately as soon as I see this happening I’v been ending my block strings in those occations with HS instead of another SK. I know it can be unsafe so its all about the opponent but damn it has come in pretty handy lately for sure.
use roundhouse if they try and jump back or forward or whatever after a blocked scissor kick, esp in the corner you knowww they wanna.
and yeah for sure i experience that too with the free jump in mentality. i dunno i just think its about staying very mobile, dashing below jump ins, back dashing jump ins, teleporting jump ins, or if your spacing is good, st.roundhouse them or cr.fierce them. its not that easy but thats just what i try and do, just be wily and try and use bison’s mobility to evade that type of stuff.
try to train yourself in certain situations to step forward to AA instead of back to block because Bison’s AAs work WAY better if someone jumps in from up close. close s.fp is underrated. Also lots of jump ins are predictable and sometimes there really is no excuse for not AAing them.
For instance the common Balrog jab block string jump in fierce…this shit is easy to AA…but the problem is most Bison’s stand up to block. Why? Because were conditioned generally to walk backwards when someone goes airborne that habit needs to be overcome in some situations. As soon as you stand up to block its probably too late because c.hp is so slow and Balrog isn’t in the air long. There is no reason to stand when Balrog is hitting you from close and he has the obvious frame advantage(not only bc its typical for him to jump in then…but also his sweep)…so in that specific situation train yourself to just stay crouched and know if you see him go airborne simply press your hard punch button and tell Rog “I WILL NOT STAND FOR YOUR JUMPINS ANYMORE…AT LEAST FROM UP CLOSE!”
Really though especially with crouch tech there is absolutely NO REASON EVER to stand in that situation. Except if he does random overhead but that shit is so slow if you can’t EX Pc/Block that on reaction its time to start exercising or something.
You wouldn’t know how many times I have lost a match to that overhead. I’ll go to training room and record it.
But to tell you the truth I have found I play better against Balrog when I’m using Bison than my other character, Ryu.
Train yourself to option select throw him out of rushes. Usually a normal person’s reaction time at mid-distance allows you to crouch long enough to block a low and throw the OH, that’s how I’ve taken care of it.
I dare balrog to use anything but light rushes.
also a mk sk when spaced so only the second part will hit is safe on block against the cast except Balrog, he can punish with cr.lp into specaial/super.
Does divekick OS Galactic Tornado punish tele in Rufus v. Dic match?
Could you please elaborate on that? Option select throw him out of rushes. Anything that can give me and edge on this fight is appreciated.
The problem is that I normally block low against Balrog because of his damn c.hk and then end up eating the Overhead Punch. I was training yesterday on trying to throw him out of his EX rush punches and was able to do it about half screen distance.
You still need reaction time, but you can time a throw when you see balrog rushing so that if he goes for a low/straight/upper you block, if he goes for the OH or EX rush you throw. I mean it’s as simple as that, I train myself to perform a throw during everyone of Rog’s rushes, good rog’s will never perform anything but light rushes though.
Theres about 10 frames of leniency, it’s really not as hard as it sounds.
Go into training mode and set rog to perform an OH and get the timing down, then set him to perform a low, if you get hit by the low you are performing the throw too early, etc etc. Just practice it, it’s the same timing for EX rushes, nothing is more gratifying than denying rog EX rushes.
If you have a friend who is willing, make them mix up all of rog’s rushes untill you get to where you only throw throwable ones and block the others. This is useless if he combos into it though just for reference.