Try to absorb the projectile early (with you airborne while absorbing the projectile) or late as in about to hit the opponent.Either way ex scissors is a better tool for evading projectiles.The ex pc can only absorb two hits before you turn into a hologram or whatever the glitch is and ex scissor can go pass any projectile ex or otherwise due to its properties on start up.
In the video, he doesn’t absorb the fireball. He is instead timing it so that the fireball gets to him during the invulnerability frames in EX psycho crushers startup, and passes through him. This is a common tactic for countering fireball spam. EX scissor is actually more effective, and easier to time.
did you watch the vid? the ex-pc passes through the hadoken, then tags ryu for 2 hits.
ahh, so i’m just mis-timing it then. how many invulnerability frames does ex-pc have? thx
My mistake I didn’t explain about the invulnerability frames on EX PC is the reason why a projectile misses early.If it hits really early on invulnerability frames of the PC lets anything pass through.After that it’s two hits at the end.If Akuma hits you with that 3 hit fireball you just stay still in the air getting hit 3 times.
And I started using that standing reset Andre uses although differently I mp anti air once hit them with cl.hp then hit the stomp into hs/dr good stuff.
I’ve been reading this thread as I have just gotten into G2. I main M.Bison and I’m learning a lot from this thread.
I’m new to posting on the site, but I’ve been lurking for a while now.
I’ll start adding other M.Bison players on XbL so that you all can help me practice.
Man, that meaty jab PC after landing a Knee Press is juicy. I’ve seen it a while back but I just recently incorporated it into my play.
So it actually is neutral/safe on block? As in Bison effectively hits with the last 3 frames of the attack? Can Ryu SRK you through it or will you be able to land and block before that happens?
You’re safe if you actually hit Ryu. It’s +2 on the last active frame, so you’re safe all the way down to -2 (-3 can be hit by throw/jab/srk), or in other words hit with the last 5 active frames.
Been wondering this for a little while, but is mk scissors safe on block if you space it so that your toe will hit?
But since he is invul. when using srk, will it count as a hit?
And the frame data says that the srk has 4 active frames, is that wrong?
In short, no, but the list of moves that can really punish you is pretty small:
http://forums.shoryuken.com/showpost.php?p=7432965&postcount=80
If Ryu just SRK’s, he will beat Bison. If Ryu blocks, then attempts to SRK, Bison is safe, provided the spacing was right. LP PC has 18 frames of recovery, so if you whiff it, you’re going to get owned.
SRK has 14 active frames.
Oops I meant start-up but thanks~ I was just confirmed that srk actually has 2 frame start up~
Last question for the day (I won’t be bothering you for much long I swear!): SK loop is only safe against characters with no 3-frame jabs and 1~x inv. moves, correct? (i.e. meter less Rufus) -I should make a list of these chars, if any…
Now say Rufus does indeed have one ex-bar. Knowing that ex-messiah has 11 start up frames and bison’s low short has 3[start up]+2[active]+8[recovery]=13 total frames, if Rufus misses his reversal by 2 frames (after bison’s lk SK), Bison will be able to low short and block in time only to punish with an ultra if he doesn’t FADC out of it (as ex-messiah grants a neat -14 on block). Amirite?
If so, playing with frames is kinda fun :3
The start up data for SF4 is listed in a way to tell you what the first active frame is. So Ryu’s SRK is listed with a startup of 3 frames, which is actually 2 startup(i.e. non hitting) + 1 active frame. This makes it easier to tell what is safe/unsafe at at glance, but it is different from the way other games traditionally list their startup data.
So for example, if your frame disadvantage is -3, then any move with a listed 3 frame startup can hit you (most jabs, almost all throws, Ryu’s SRK)
Don’t worry about it. I actually enjoy answering technical questions, because it’s the only thing I know. :crybaby:
If you’re doing the loop with c.lk, then yes. The one caveat is if the opponent performs a move which moves his hitbox over your c.lk hitbox, causing you to whiff and get hit. Bison’s own scissors kick does this, for example.
Correct, but remember what I mentioned above about the startup frames including the 1st active frame. This basically means you have to subtract 1 from the startup, to get 2[startup]+2[active]+8[recovery] = 12 total frames.
But this also applies to Rufus’s EX Messiah, so your errors on the startup end up canceling out.
So in otherwords, Bison cannot block for 12 frames because he stuck out a c.lk. If Rufus does EX-Messiah at the same time, he will hit Bison on the 11th frame of the 12. If Rufus is late by 1 frame, he will still hit Bison on the 12th frame. If Rufus is late by 2 frames, he will hit on the 13th frame, but Bison will be free to block by that time.
^^
Where exactly is the hitbox on the Psycho crusher? I did a regular Pc and a dhalism jumping backwards tried to fierce punch but his punch got completely beat/no trade or anything. I was surprised when it happened.
Regular PC not ex. Think it was fierce.
The topic above seems to have died somewhat so i will start on another subject. Simple question: What beats a shoto’s jumping towards HK air to air?
If i time the jump in late then i eat HK, if i jump in early then i eat HK. I have tried to use MP, HP and MK and HK and at best i get a trade. This limits my game to the ground and a couple of different opponents have started using this against me this evening. Has Bison got anything (apart from maybe headstomp) that owns these in the air?
Psycho Crusher hit box is estimate about from the hands down to bout the end of his tunic. I’d say like 60% of his body in length.
During EX-PC only the active frame is invincible for a bit, that’s why you can get lariat out of it so easily if they time it. The hitbox is not as big as I’d wished.
Hey guys, i’ve been looking through the fundamentals section and i even searched the bison forum for Bison’s wake up game by searching “wake up” and “Okizeme” and didn’t find much.
What do you guys like to do while your opponent is on the ground?
So far some of the options i’ve seen are:
- Jumping MK cross up -> combo
- FA Cancel backdash, bait the reversal and punish with SK or combo.
- Meaty c.MK??? I never really understood how you could meaty a reversal since it has invincibility frames in the beginning.
- Sit close to your opponent and block, baiting out the reversal or just waiting to see if they do anything and if they don’t, start a block string?
What else do you guys like to do? It seems like from a few videos i’ve watched, when opponents quick get up every time, the wake up options are fairly decreased.
Every time i jump in on an opponent they are already up and dragon punching the shit out of me. To add the above poster, im interested in the timing of the jump in on a waking up opponent. If they wake up quickly can Bison even safe jump them without getting hit? Is it dash fwd and jump immediately?
I know they cant quick get up from a throw so if anybody has any tips on the 2 types of wake up jump in then id appreciate too.
K…i’ve been failing miserably at continuing a combo after FADCing scissors. Any advice??? I’ve tried hitting a cLP, and cLK (tried timing and button mashing) and it isn’t working. And I am not good enough with the sLKx2 to try for that (I have tried FADC-> sLK and it did hit more frequently though).
It’s pretty much bison’s only FADC, so I would like to be able to get it off at least 75% of the time I attempt it, rather than the pathetic 25% I am getting it off now