SFV Lounge: Season 4 is almost upon us, hide your mains

I think Playing bison is the closest thing I get to playing the “street fighter” I’m use to or remember.

If they don’t touch him in S4, which they shouldn’t, and we don’t get a rose/makoto or elena. Then him and sagat are gonna be my squad for 2019

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Why do you say that? I’m having a 3 year character crisis that stems from disliking how the game plays, but bison is one of the characters I’ve never explored.

Oh I thoroughly hate how the game plays still overall, but playing bison everything feels like it has a purpose and makes sense. None of his buttons are useless or filler, his air juggles remind me of previous games and being patient with him isn’t a determent…even though he doesn’t have strong reversal options.

He has great normals, great Vtriggers, and great space control. And best of all he blows up a lot of UNGA. His defense is pretty trash, but his damage out put, frame traps and left right mix make up for it.

He actually seems like a well thought out character, even throughout the season changes.

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I hate the character personally as far as canon goes (yeah I’m one of them noobs) but at this point in time I’m willing to try damn near anyone to get some good ol sf feel. I don’t mind a character having bad defense if they have a great offense to make up for it.

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I didn’t really play SF4, so I don’t know Dudley’s moves, but there aren’t many close range CCs in SFV that I can think I of (Chun-Li’s B+HP is really the only on that comes to my mind, but I’m sure there are a couple others), but I do agree that short range CCs like that could be safe on block.

I was more referring to the long range ones people just throw out in neutral at a distance hoping to catch a button.

Are juris dp’s safe or even plus on block? I was just watching a stream and this juri kept on doing dps and when the opponent tried to react or punish it was juris turn again.

Her wheel kick is a huge problem online. The lk one is negative but the blockstun is super low so she can get turns if you don’t react super fast.

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Her light DP is -2 and you can use it as a sort of Spinning Mixer mixup, Rashid style. The others are hella negative iirc
edit: ooooh my bad, guess her light DP is actually -3 I just checked. Sad! But jeah as Dime said it’s hard to punish

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Ok so if it’s -3 and with block stun does that mean even with a 3 frame jab it’s really hard to punish or just plain safe?

If you crouch block juri LP DP it’s punishable. Only stand block is safe from memory.

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I guess to also answer this technically you could, but you won’t see many 3 frame punishes in the game, probably not even 4 unless it’s a DP maybe. Range is usually also an issue.

Juri you can punish all her flip kicks though remember, apart from ex

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SFV had honest Ryu murrs also.

Then they said frame 1 invincible dps and whoring super meter was too cheap

That’s the game in a nut shell.

Necali being introduced in beta with every heavy being a Crush Counter was the beginning of the end.

Also which ever monkey decided to make both Psycho Axe and St.RH for M Bison Crush Counter buttons.

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Bison was in a much better place in s1, but peopled complain about his weaknesses. The strange thing is that everything was lopsided. Ryu was supposedly too strong (even his lp fireball was too good), and chars that could easily become obnoxious like bison were too weak.
The issue is that the character is the only charge char that barely got any nerfs until s3. Even in the two beta builds before the game was released bison mostly saw buffs whilst the rest of the cast were nerfed badly ( i mean the chars were too strong at that point anyway). So that explains why bison was a bit op in s2.

It’s -3 if blocked standing and -8 if blocked
while crouching, it’s hard to punish it while crouching because the last hit doesn’t connect so you have to practice the timing a bit.
If you play Akuma you should be able to punish the -3 version with st.lp

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Falke players, halp meh. My spoilt Ken reflexes can’t deal with this game without an air invincible DP. I know that PP gives better damage and better + frames on hit, but I find that it whiffs too easily against close jumps (because she moves forward during its start up), so I’ve been defaulting to just anti-airing with d.hp. However, I still find myself losing games to moves like Sakura j.HK.

Do I need to master using multiple anti airs with Falke, or is it fine to just default to d.hp?

Bonus question: Is there anyway to do PPP immediately while you’re already holding a punch?

For close jumps, j lp or air throw will be a better option for Falke.
Also, there is no way to do PPP if you are holding a button. You have to safe release it earlier in a jump or by whiffing a jab at a proper distance.

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So let’s say you use A2A for close jumps.

For mid and far jumps do you use either PP or d.hp exclusively, or are they each better in specific situations?

For mid range, PP should beat everything or trade if you do it late. For far jumps, cr hp is a better option.
But you also need to remember that Guile’s j hk and Sakura’s j hk hit deep, so for those you need to do PP earlier or their hitbox will be too low on Falke’s hurtboxes and will trade with PP, ignoring the upper body invincibility it has.

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