You can’t use :db: :df:+:lk: for scissor … which worked in SF4. Cancel timing also feels a little different … like it needs to be later. SF4 tijera loop spoiled me, that’s for sure.
How is Bison’s damage in comparison to others?
His S.HK is 90 alone…
But much damage does s.mk cancel into s.hk take?
How about Ryu’s cr.mk and cr.hk?
It’s because of the super charging. We would have to adjust the timing to cater to this Bison’s frame animations.
Psycho Crusher is faster and there’s more opportunities to use it in this game because of juggles. I like it.
I haven’t tested too many chars, but damage seems pretty normalized. 30/60/90 for most L/M/H. Some multi-hit and command normals are different. Magic series seems to do 157, give or take. I’m sure many of the Tekken chains have different damage, too.
That’s where the smexy gems come into play! We have to calculate at least 10% damage gems being the normal. So the numbers will be slightly higher on the norm.
I agree about the cancel timing seeming a bit off which I think is due to the special charge / canceling. And down back to down forward definitely is working out for me too well.
Bison being able to confirm into a launcher from pretty far seems to be a strong asset especially on whiff punishes. I think Bison pairs well with a strong damage secondary because of this.
Also my bnb so far off a jump-in is: cr.lp ~ st.lk ~ cr.mk xx lk SK / HP PC
can you please put some videos up of bison if you can find anyone online? thanks
i got my copy today too, and I’ve been spending most of the night with Bison.
just some clarification on the scissor kick stuff…
yes, it’s true that you can only cancel st. HP into HK SK, but you don’t need that for the juggle, cause medium SK works as well. You can do something like cr.LP, cr.LP, cr.MK xx MK SK, cr. MP xx PS (or instead of PS, do a 2nd SK and switch cancel it to let your partner finish the combo).
the cr.LP to cr.MK link is pretty tight, and cr.LK to cr.MK is even tighter, but plinking helps a LOT (and seems easier than SF4 plinking)
another good combo that requires some practice is cr.LK, cr.MK xx MK SK, cr.MP xx PS… but, oh wait… nevermind. you don’t need to learn that one, because it’s one of Bison’s auto-combos that you can choose in the “Quick Combo” menu. And no, I am not joking.
nice find. your cr.LP, st.LK, cr.MK feels so much easier than any of the other links. kinda has the same rhythm as cr.LP, st.LP, cr.MK from SF4
Yeah the rhythm definitely feels similar. I tried that after doing cr.lp ~ st.lp ~ cr.mk wasn’t linking very well for me.
Good to know … seems to only work in the corner, while the HK SK juggle works midscreen. But being able to confirm the juggle off c.MK is way more useful.
One other thing worth noting is you can link c.LK to c.MK. So you can link that way, too.
far HP is godlike, and it being cancellable is even better
I was using out of range farHP OS into Cross Art, if they stook out a limb -> half life gone
the auto combo costs 1 stock of meter. Competitive players will need to learn them manually
i know about the meter loss. but just the fact that it exists irritates me.
hopefully new players will be too embarrassed to use it, cause the character’s body flashes white during the whole combo.
edit: by the way, cr.LP, st.LK, cr.MK is now my go-to string to get to MK. sooo much easier than the other links
i got it to work midscreen with MK SK, but it’s VERY situational and strict. you basically have to be point blank when you start the MK SK (which would never happen) and your cr. MP juggle has to be *perfectly *timed. and even then, it still doesn’t always work.
so imo it’s not even worth trying midscreen unless you get the HK scissors. or you could always switch cancel the MK scissors and let your partner do the juggle
Messed around with a little Bison online. There’s new setups to learn with him. Can’t do half the stuff I usually do in SF4. So yeah, take it with a grain of salt. Not doom and gloom, but I might just switch because I want to play a different style of character for this title because of how the mechanics work out.
[media=youtube]v2gIMbTbVbY[/media]
After watching that video i might have to give Rufus a try. Lovin that pressure.
My brief Bison notes.
Hell Attack scaling is normal now, follow ups are at 80% instead of 70% like in SF4.
The charging issue I ran into can be seen here:
[media=youtube]g5zIeNF-q9c[/media]
Hitting knee press and recharging asap seems to run in some sort of issue with how (I think) the free super and free EX charging works. Because Bison’s special charging move is the knee press, you have to adjust to recharging slightly slower than SF4
Tag cancelable things from Bison
Medium and heavy normals
Knee Press, first and second hits cancelable
Psycho Crusher, almost any active frame. I’ve had it cancel at the tail during testing.
Devil’s Reverse - DR juggles now, so get creative
Skulldiver - Good hit stun for tag canceling
Hell Attack never scaled for 70%
SF4 is 100,100,80,70.
Hell attack into ultra 1 scaled because Ultras count as 2 moves.
I really hope that charge characters aren’t gimped in this engine. I’m a little concerned about Bison:
-having weak punishes for tech rolls that cross up
-not retain charge while performing a tech roll, and
-not being able to dash cancel as often