Slide, Throw, EX headstomp, Super and Ultra.
^both versions of throws?
^ all throws have this property dude.
I messed around briefly with crossup PC today and when doing it after a meaty slide as long as you time the crossup PC correctly you can’t even be reversal DPd. The dp just whiffs in the wrong direction- same with super/ultra (did it vs ryu). I tried to delay a dp but I couldn’t…either its not possible (you get hit immediately during your first frame) or the timing is ridiculously hard.
If you do slightly mess up the spacing/timing though you can get reversed but that means the PC wouldn’t have crossed up anyway.
I was using HP PC btw.
Don’t know if this is already well known or used but I found a use for canceling a normal into tele.
If someone focus fishes alot you can do that and their FA will whiff and then you get to throw them unless they released the fa immediately. c lk seems like it almost always hits tho its weird becuase soemtimes when I let the fa go to level 3 ryu seems to be able to stop whatever you followup with as tho his level 3 fa recovers faster.
But again whoever is doing the focus needs to react to your cancellable normal immediately in order to have any hope of blocking anything and then they have to immediately react to whatever you want to do. Seems like it could be used.
[media=youtube]2S7vbv77BkM[/media]
some combos
^Whats the name of the beat used in that vid yo?
I know this is probably a stupid question, but which combo’s should i be doing when i’m in front of the person?
I used to do heavy kick, but it’s not working , and every time i try c.lk i always get thrown… all the dang time…
heavy kick isn’t a combo lol.
but try and clarify your question…I think you are asking what you can do against your opponent as wakeup pressure.
a while ago I got confused when I got thrown out of a meaty against Blanka and then I realized its his stupid hitbox. you gotta learn your opponents wakeup animation and learn his hitbox. so on the opponent’s wakeup you have various options. we can save this for another time, but depending on how you read your opponent, you make the decisions on what type of pressure you apply. make educated guesses. simple examples: if the opponent likes to be stupid and push buttons then feel free to startup into a combo of your choice. if you think the opponent will block and be ready to tech a throw, just apply meaty pressure of any sort. if you think your opponent is going to EXPECT meaty pressure and block and avoid pushing buttons and getting hit, throw his ass. tic throw his ass to cover the latter two options. walk up and meaty jab or cr.short him and then try a tic throw. if he techs it, next time try a frame trap off of your cr.short or cr.jab.
im pretty sure you know what a meaty is but just in case you don’t, simply put it means hitting the opponent as they’re waking up. you can do like a perfect definition of a meaty where the very last active frame of your attack connects with them on the very first frame after exiting neutral wakeup animation but i doubt anyone does it PERFECTLY. so don’t worry about that, just worry about timing your attacks to hit them when their character model becomes active again. I use the term to describe simply hitting an opponent with the last active frames of your attack no matter the circumstance. so if youre full screen and do a meaty EX PC and hit them with the tip, you have frame advantage because although you only hit them with the tip of the attack, no matter what they take on the full extent of the blockstun. meanwhile your active frames are finished and there is no overlap between your active frames and their blockstun, giving you a sort of artificial, spacing-dependent frame advantage. use meaties on wakeup because you can time it and be point blank and still do a meaty because youre timing it so that the last active frames are hitting the hitbox of your opponent ASAP after their wakeup animation ends.
the reason youre getting thrown is because youre just not timing this right. youre probably timing it too early so youre already whiffing and going into recovery animation and they wakeup and just throw your ass. you want to do it later than youre presumably doing it (and like in my case, you gotta do it really late against blanka because he’s from brazil and people from brazil have weird wakeup animation).
here is a way to practice. set up the dummy to throw over and over again. you can use turbo to program this so there are no gaps whatsoever between the throws if you want to get it as precise as possible. it’s really not necesary though. just deep slide to knock him down and just do cr.mk xx lk scissors. then practice cr.short xx lk scissors. next try recording the training dummy (ryu preferably) spamming jab. use turbo again if you can so its just a steady gapless stream of cr.jabs. slide to knock him down and repeat the same combos. cr.mk and cr.short xx scissors. you should NEVER trade with his jab if you time your meaty properly. also try throwing him. he should NEVER be able to jab you out of your throw if you time your throw as a meaty throw.
next try different combos. try cr.short, cr.short, cr.short, cr.short xx scissors. try cr.lp, st.close lp, st.lk, cr.mk xx scissors. try cr.jab jab jab cr.lk xx scissors.
remember if you knock em down with scissors they can tech their knockdown so you want to be up in their grill ASAP if you want to meaty them. the thing is you cant slide into them like if you did an untechable knockdown so to setup your meaties with charge already stored so you need to use longer strings that will store your charge as you perform them. the ones i listed above all work after dashing up.
roundhouse isn’t actually a bad option against some opponents. sometimes i walk up and make it look like im going to throw and meaty roundhouse them. sometimes the fuckers wanna just jump out of there and you can roundhouse them if you can predict that properly. you can practice this with the same setup as i listed above.
try this out on all manner of opponents since theyre not all the same. (fucking blanka for example yet again).
good luck
When Bison cross up Psycho Crusher, they fall the opposite side Bison is torpedoing across. When it hits normally, they falls toward the side Bison is torpedoing towards.
ah good to know so i can tell whats what on the stream. min was doing so well, bison is looking so good right now. that hell attack, st.fierce, slightly delayed PC crossup is going to be a really fun shennanigan to pull. i hope its not too spacing dependent.
Ehh yeah but I think most of it is novelty…I feel like everyone will catch on after a couple weeks.
Damn man im so pissed off…
I suck hard, man it really pisses me off.
Okay the ryu/barlog match up is one of the most annoying match ups for me.
Ryu BEATS my bison up close, i dont know how the hell he does it, all i know is that ryu players just mash lp and it links to everything, every time i mash MY lp it gets beaten, so annoying, i try the c.lk to sk but sometimes it just wont come out, i know maybe my timing is terrible, but im not sure what im doing wrong.
barlog, all he does is mash lp and i cant do anything about it, he does like 9823928 damage in 1 combo, while my combo’s do squat damage.
I understand now, its not bison sucking, its me big time.
I REALLY do hope i improve by in ssf4
Ryu’s jab is faster than bisons, and has a better hitbox. You actually want to avoid being right next to him unless your are applying pressure with block strings. Cr.short is your best poke up close, and you can cancel it into short scissors for free chip on block. The ideal range in that match up is max st. forward range. You can use that, st.roundhouse, and short scissors to bully him. st. forward is also good for whiff punishing ryu’s cr.forward. At this range, DP’s also become a guess, since he would have to catch a limb, and since it will whiff if he guesses wrong there is no fadc get out of jail free card. Push him into the corner, and keep him there.
Balrog is similar in that you don’t want to be too close unless you are pressing your advantage. His jab beats out any of your close range pokes, so if you are going to stick something out in crouch jab range, you better be sure he will block, or that you have frame advantage. You really want to play this match up slow. Stay about a characters length away, and play footsies. If you score a knockdown, you can take advantage of his shitty wakeup. Without meter, Balrog can’t do anything about meaty pressure, and you can always safe jump him after an untechable. This matchup is kinda lame, in that it really comes down to frustrating the other person into making mistakes.
if you want like in-game criticism hit me up heroic.
sounds like you gotta work on your execution, it’ll be easier to criticize if me/we can actually see it. any videos?
Im curious gentlemen, what is a good AA with bison? I usually use st rh but at certain distances(like when they are in between the tip of his foot and his head) it doesn’t work, i tried to crouching fierce them but holy shit the move has like a million start up frames and has like no priority, then i tried to ex PC and while i usually escape i don’t actually hit them, tried ex HS which i cannot use to react to jump ins. Only thing i a yet to try is ex SK, am i missing something? Or does he kinda suck in terms of AA?
Bison has shitty AA. st.RH only works as an AA at certain distances, otherwise it will either trade or lose to a jump-in. cr.Fierce is decent if you anticipate a jump and time it right, but it’s not really a go-to AA option. EX PC is decent, but more often than not it’ll just get blocked. EX SK shouldn’t really be used for AA at all imo.
The only other option I can think of is j.strong, but you have to react to the jump quickly. Obviously this is easier against people with floaty jumps, so you just have to practice it.
The most useful ways to deal with jump attacks:
Standing HK - Only really works if they jump from max range. Also a bit character specific.
Crouching HP - Lowers your hitbox making is better at stopping some moves. However, the startup is slow, so fast reaction is needed to pull it off.
Focus backdash cancel - Will focus their attack and puts you at a safe distance. Also character specific, and your opponent may start to punish with stuff like option select tatsu if they catch on.
Neutral jump HK/MK/HP - Depending on your opponent’s jump height, you can use these to prevent attempts to do crossover jumps.
Backwards jump HK - Also good at countering crossup attempts.
Forward jump MP, standing HK or HP juggle - Anti air prediction move
Forward jump MP, MP Ultra juggle - Same as the above, but with ultra
EX Psycho Crusher - Invincibility frames on startup makes this one useful and safe most of the time. Problem is, if you do it late enough to avoid getting hit, they will often be able to block after landing.
Tested PP a bit, if it wasn’t said already, it’s fully projectile immune. So air hadou’s and air kunais eat it pretty easily.
Aight thanks guys for the feedback.