Everyone likes to talk shit. It’s one of the things that makes fighting games so fun, the ability to have skill and know it :lol:
I just wish everyone lived a little closer to me, I need some competition :evil:
Everyone likes to talk shit. It’s one of the things that makes fighting games so fun, the ability to have skill and know it :lol:
I just wish everyone lived a little closer to me, I need some competition :evil:
I get it now (i misunderstood you earlier) you can jab his drill when it has not been prefaced by a noogie while Bison is in the corner. You can short double kick after blocking the drill (after being noogied while near the corner) before he can grab you, but under ONE condition:
Sim’s drill must be aimed at Bisons shins or feet and Bison must be stand blocking. Where Sim would literally have take a couple steps forward after he puts Bison in blockstun from the drill. If the drill is performed any deep or closer than that then you need to reverse throw Dhalsim because he will be in your throw range and Bison can’t double kick out because he is close enough to grab you as soon as you get out of block stun and throws are instant…Bison’s double kick isn’t. So he will grab you before it can even come out.
Sim can escape Bison’s corner lockdown if Bison doesn’t time his next scissor kick immediately after the strong forward is blocked…there is a small window of opportunity while in the corner to short kick slide well timed under the next double kick. It will trade but you will get out of the corner and be on the other side and then Sim has Bison in the corner. I tried this out on CE at home. Basically If the Bison player fucks up on their rythm of their trap of rinse reapeat while Sim crouch blocks-then Sim can short slide under the next double kick (if it was the roundhouse version especially).
Brad
Dude
This is almost as bad as the “Daigo Video” thread.
Could be as bad as a gang of monkeys ramming your mom…
…hmmm nah not that bad.
J-Cole
See… this is what I thought. I know there’s grounded startup in ST. But LAAkuma says is isn’t any in CE?
But you do?
Which is it?
I dunno, I don’t play CE… I’m just curious, because I play Bison vs Gief a lot and would like to know when I finally get a hold of AE.
lol, that was classic
Short double kick, is the one to use to escape the noggie trap.
HF,Super and ST Sim can teleprot in between the double kick trap as well.
but earlier you said it won’t escape the throw… (not instantly airborne) 5 posts up to be exact.
Now it does? So you’re taking back what you posted earlier?
No, you misinterpreted what I said… Bison can’t double kick out of it if the Drill done Closer/deeaper than bison’s feet (like his knees…thats what I am saying) when he stand blocks, and Sim will be in his throw range to grab Bison a soon as Bison leaves blockstun. …RE-READ my conditions on my Post carefully.
Haha what a beast.
You guys are dope. Post up when you’re going to Family Fun. =)
Right there, ^^ you said the kick isn’t instant, and Sim can grab it. If this is the case, you are also saying that it DOES NOT get off the ground on first frame. It can’t… because it’s not instant, and can be thrown. Right? If it did indeed become airborne first frame, you could use it as reversal to escape throw attempts, but you say this is not the case… so if sim times his throw correctly after blockstun, and he’s in range, short double kick WILL NOT work. It can’t, because it has startup and is on the ground.
but then you and LAAkuma say short double kick escapes throws?? Can you see the conflicting info here? I’m just confused…
Ok…I will make simple for ya…If Sim (I am NOT talking about ST Sim’s RH verison, but am talking Old sim’s/CE sim’s drill)makes “CE Bison” block a drill, but does it OUTSIDE of his own throw range, then “CE Bison” can Short Double kick (1st frame he has his feet already off of the ground like Jeff said) Sim as he is trying to WALK UP and grab Bison. Remember Sim has slow walking speed.
Maybe I need to literally show you what Jeff and I are saying. In fact, I will show up to SVGL to play CE on the Ultra Arcade to show you if necessary, seriously.
:lk:
I wish I could go to SVGL… but I appreciate your trying to help anyhow. but I still refer to…
“Bison can’t double kick out because he is close enough to grab you as soon as you get out of block stun and throws are instant…Bison’s double kick isn’t. So he will grab you before it can even come out.”
…and…
“CE Bison” can Short Double kick (1st frame he has his feet already off of the ground like Jeff said)"
= conflicting information.
Both CANNOT be true. It’s impossible. One says he can’t use double kick to escape throw, the other says he can.
It’s Distance dependant…I will leave it for Jeff or Watson to explain. :lk:
Hi Drunkenmaster, Jeff and all SF2 loyalists.
Ok I’ve tested out the Bison trick now and it works perfectly. I wouldn’t usually play a scrub like CE Bison but someone pulled out WW Guile on me so once I got a knock down I cliped them with the toes of the Pycho crusher back and forth, unstoppable death.
This surely cements CE Bison a place alongside Akuma in the sinbin. The WW charas can go in there as well imo.
Also, inspired by Jeff Schaefers return I’ve been playing HF BLANKA, he’s a beast(hehe). We had a really good HF scene in my home town but no-one played Blanka, so was always curious to see a goodun, as Tomo listed him 4th in the GamePro guide.
Here’s some stuff I found.
Standing Feirce is an awsome antiair, it covers about 100degrees of angle. You can hit right infront of you or directly above depending how you time it, and it has excellent priority.
Standing strong is lightning fast and great for 45-50degree air defence.
C. Forward has good priority and can snuff things like Guile’s C.Forward at the right range.
C.Roundhouse and C.Feirce keep the opponent off balance on the ground, great for trading with Fireballs.
Standing Short and Jab have awsome priority, they beat just about any other normal at full range and stuff like Honda’s 100 hands etc…
Jumping strong is THE air to air weapon, and at certain angles good for air to ground too.
Jumping Forward can beat virtually any normay anti air at around 45 derees.
Jumping Feirce will stop you being landed on a sweep, it takes out all the killer anti air sweeps: Geif’s, Sim’s slide etc…
The vertical Ball is what sets HF Blanka apart. You can time this on wakeup for some really nasty ambiguous - combo/bite mixups. If you get the range right this can even beat things like Guile’s Flashkick!
A really nast combo I got off the Gamest HF vid, and can be landed easily on Sim and anyone wider is: Crossover J.Feirce, s.Strong, s.Strong, c.Feirce.
Crayfish.
Yawn. Yawn. Yawn.
It’s easy to sit back and say what will stop Old Dhalsim drill, etc. But I guarantee I will throw Bison left and right. Can’t stop it, even if you know it’s coming.
So, wait. Simple question, simple answer, please?
Let’s take this situation:
Bison is knocked down. On wake up, he does a Short Double Kick as a reversal.
Can he be thrown out of the Double Kick by Sim (or whoever)?
If yes, you’re saying he can’t be thrown from the Short Double Kick in the drill situation because Sim doesn’t have the range?
Nobody in the game can instantly throw someone who is getting up. If I do meaty low forward, I don’t even have to move to throw you. So bison gets thrown, BUT bison CAN reverse the throw…it is extremely hard. If I (dhalsim) however after putting Bison in block stun; have to walk forward to attempt a throw…then yes…Bison can scissor kick and its good night dhalsim. The spacing for dhalsim is very hard to pull off…thats why you see sometimes bison double kicking out or dhalsim throwing til bison is dead. The drill is the best one to do…cause from that set up…Bison can’t even throw reverse you…so he gets owned…but that is also the hardest to space.
Hope I helped out with the confusion.
J-Cole :dp: YOGA TELEPORT!!!
Yes, thank you. That clears things up for me.
ShadyK from america discovered Roll cancelling.