Bison feels hella weird compared to his sf4 counterpart. Keep missing the input for scissorkicks. Having trouble doing c.lk x 3/4 > sk
I’m gonna tough it out and see if I can get some semblance of consistency going with him. As I was playing today, he mostly functioned as an anchor with excellent reversals and turtling. I put nina in the front to dish out damage then bust out bison and cheese people out with his footsies and sexy array of ex moves
Need to bitch about stand heavy kick again. It seems like the range as a poke has been increased, but the priority as an AA has been nerfed to hell. It requires really meticulous spacing which im still trying to figure out, I hope we get hit and hurt box data. In meantime I’m liking n jump medium kick for preemptive air camping…
You can start charging as soon as the launcher hits, and have it in time to combo. I don’t think s.HP comes out fast enough (or it could be my shitty execution again :rolleyes: ), but yea you can do c.MK xx Psycho Crusher.
I wasnt feeling Bison either for a bit but i’ve adjusted to his new style of play and he has a lot going for him especially vs grapplers. It seems like you just cant jump in vs a lot of them in this game. His scissor kick pressure game is gone but his PC is so much better. Ive been using that a lot more and it just seem safer than SKs. His S.HK isnt a reliable AA anymore, Ive been using his C.HP as a AA and it works really good. Its faster than its SF4 counterpart. His normals have good range so you can go into cross tag combo easy. This is where ive been finding sucess with a partner that doesnt have a charge move super.
yeah his normals have changed. I need to fuck with njMP to see if it has any uses. I will need to get used to being able to dash cancel SK’s. I personally just dont like them. They’re now harder to pull off in combos, and don’t have the same benefits (basically only juggling in corners, and not having the same knockdown effects or safety on block). sHK seems really shitty, aside from the fact you can combo into it after a sMK (soooooo beast).
I have started using cMP, cMP, into PC/SK. I need to see if there is a chance I can combo from that. Maybe catch them with a cMP or cMK after the SK, and get one more in there. As it stands now, I don’t like Bisons options after being tagged in.
Only thing cool I have with bison is using Law’s fury fist to punt people up, tag cancel bison and j.mp j.mp into something. I’m trying to do the s.mp to s.hp psycho link but I’m having trouble with spacing.
Tag out on psycho crusher is an LOL. It kinda makes the screen pan out making it disorienting, not to mention Bison ends up behind them while the point is now in front.
Its also very very easy to do wakeup crossup PC in this game. Feels like it stays active FOREVER.
j.MK does cross-up but like everyone said, it has a way smaller hitbox than in SF4.
One thing i found usefull is that in the corner it does not crossup easily exept you do it late, but j.HK does crossup really easy and with great damage. In mid screen, j.HK and j.HP do also cross-up but they are pretty hard to get them.
About SK, its pretty different, if you are used to SF4 charge where you do SK and fast go back down again to charge for a Cross-up PC for example, SK wont come out. What works best for me is just charge :f: and finish the motion with and wait longer to charge back again. Its still harder to get used to the timming but it works, i wasnt able to even do a simple lk to SK when i touched Bison for the first time.
Like someone said here, c.HP its a godlike AA, s.HK must be done with some spacing, it stills trade a lot. Stomp and Devils Revers feel really awkward to me, and the first one sucks even more than in SF, for real :S
Also there is no scissor kick pressure. It’s probly -2 on block. You wont get punished but you yourself lose pressure- you pretty much need to block unless your opponent is a derp less you get counterhitted and blown up
I"ll be getting the guide soon to have an official answer but I’ve been hearing that number regarding his lk scissors, anywhere between -1 to -2. Not too familiar with frame data but can you punish at that small disadvantage or is it mainly just so that there’s equal ground?
At -1/-2 it can be punished by stuff like Zangief’s super (which does work in SFxT). But yea, you lose your momentum, too. In SF4 since it was 0 frames you could easily beat out a 4f jab/short with a followup c.LK. At -1/-2 you can’t really do that since even if Bison’s c.LK is still 3f you’re at a 4-5f gap after a LK scissor.