I think Im going to experiment with that, along with DR’s and teleports.
yeah, I could see DR being kind of confusing if they roll back and have to block while their character animation is crossed up.
otherwise its just guess and jump back, depending on how close I am to the opponent, I’ll use fierce or forward for the jumping attack. maybe try and react and walk back/throw/meaty
:eek: Rolls are actually kinda cool for Bison when he’s forcing them. As long as you can react in time, you’ve got a few options.
You can jump back with j.:hk: and this scares the crap out of most people.
If someone’s trying to roll out of the corner, you can teleport behind them first and cause them to roll back into the corner, LOL. So dirty. Pressure with s.:lk: unless they have a reversal.
As was posted earlier, Psycho Crusher (this move got so much more utility in this game) can also play wakeup tricks with rolls. Experiment, plz.
Really loving SN0’s posts about s.:lk:. I used to pressure with c.:lp: and c.:lk:, but s.:lk: gets the job done in this game.
Kind of a note-to-self for testing this evening, but I wonder if you could use a DR immediately after a corner knockdown to cross them up and force a roll back into the corner…
my opponent always seems to block my auto correct psycho crusher after rolling. but I’m using the lp version so maybe if I use MP or HP it’ll cross them up. looks like I have new things to try out tonight
[media=youtube]DK0JE42QX90[/media] I call it stand light kick grieving, personally.
So imo playing with gems and what not, speed gems help Bison alot, and meter gems make this guy super slippery.
Already went through this, the charge issue you’re getting is pushing back to quick. Slow down your execution for his scissor kick by half a notch and you won’t drop scissor kicks anymore.
Also, tweet the shit out of Ono about it. It’s kinda crappy.
well it’s that plus you need to strictly end in forward, right?
edit: I tweeted to ono about knee press problem. Did you?
edit 2: It IS crappy, I’m afraid to even use it half the time
Guys need some general help.
- What is the best most damaging thing to equip to ‘quick combo for bison’
- Light scissors on block are people getting badly punished for this? at my level it still feels kind of safe what about other people
- I need a good combo for when Bison is tagged in**,** at the moment I: mp xx mp xx scissors but there has got to be something better? Hugo can do half a bloody a life
- Gem suggustions? I have speed a defence on block at the moment what suits bison? (
- Does LK scissors make the others pointless?
- What is the best/easiest/most damage combo into my launch (see below)
- What is the best/easiest/most damage combo not into a launch (no meter usage)
- Crouching medium is very good isnt it…Do people like to link crouching medium to Bison’s super art. Is it worth it?
- CR medium HP psycho crusher for 200 a good punish for whiffed shoryukens is there better?
- My best STANDING poke is still Hk despite the nerf yeah?
At the moment I am doing something like:
lp lp medium punch hard kick LAUNCH
lp lp medium punch medium psycho crusher
Neither of these I feel maximise damage, that said I am not a combo master lot of of the ‘harder’ stuff I simply wont be able tp pull off with my skills and on a pad.
s.
Like Yannick, said scissors should only be used in combos. Put SSF 4 Bison behind, read Yannick’s other posts
It is just more successful if you just commit to the scissor kick because we’re at a slight disadvantage anyway so you have to let things pan out or get counter hit.
Charging asap isn’t as important anymore because has to play differently in this game anyway. I think Head Press and Devil’s Reverse is better in this game too. Devil’s Reverse free juggle. Can’t hate on that!
yeah scissors blow, you have to block after a light kick version. You LOSE pressure. But I would love to do some juggle combos but I cant always get them to come out
- Friends don’t let friends use quick combos.
- Light SK is -2 on block. Not safe, but not punishable by most stuff besides gief super. You just can’t press buttons after LK SK.
- That’s best for damage vs ease of execution. I think you can also do cs.MP, s.HP XX PC/SK.
- Meh @ gems, but speed, meter and defense are best IMO.
- In what way? It does more dmg but can’t start a juggle.
- Best damage is s.HP, c.MK s.HK Launch but it only reliable off jump-in or CH frame trap. I mostly confirm s.MK into s.HK Launch.
- Check the combo thread.
- It’s not as good as it was in SF4 but it’s still safe on block.
- People should be eating tons of damage off a whiffed SRK. Combo into launcher, or at least s.HP xx RH SK into juggle.
- I prefer s.MK. Gives you leeway to confirm into s.HK to launcher.
What suits your play style?
You do everything on pad.
So after going 2-2 at Big Two (I actually had one match on stream, Me vs Kaiser) today and having some real good conversations with other players I’ve decided to drop Bison. The general consensus was certainly that Bison was ass in this game, this even from about 3 other Bison players (Min included, who even said it on commentary as my match started). While I still like my familiarity of Bison that I still have from SFIV its not enough to keep me with him.
Honestly playing Bison was my way of short-cutting learning this game by playing it similar to SFIV. So I’m gonna explore other options and learn the game more and wait to see if anything is done balance wise to help everyone’s favorite Dictator. I’ll still be lurking around looking for new discoveries.
We await your return…warrior.
Alright guys, I have a bunch more to share:
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It might not be that bison is bad but is really high execution in this game. More execution than us bison players are used to, link wise. 1 f and tough links in general seem to be a fact of life. cr. lk to cr. mk is a 1f link but if you do the combo with the mk scissors to cr.mp to crusher. Yea its low damage, 263, but thats better or at least the same damage potential as we had in SF4 with our bnb there. Also cl st.hp to cr. mk is a 1f link but the damage is worth it if you get the followup.
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His footsies are so damn buff, not just because of our awesome halfscreen 5f st.mk, or our st. hk which was buffed as a poke and is only 6f, but the system of cross rushing off that nonsense. Also, 6f is actually pretty fast in this game and you can punish a lot of stuve with it that looks relatively safe.If you have a solid damaging partner (hugo, kazuya, steve) that is hella scary.
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One useful trick is to know how to use st.hk to punish and what it can punish. it is 6f startup and whats nice is that if you punish with it and go straight to manual launcher, thus avoiding the extra combo scaling you would suffer from a st.mk > st.hk chain, especially when st.mk is only one frame faster. A lot of stuff is actually punishable with hk like hugo’s lariat which is -7. Punishing a tag in with st.mk > st. hpxx super is sometimes worth it, especially to grab the life lead since bison is so good at keep away and clock management.
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As for antiair, I made a previous post about how st.hk can be used differently as an antiair but i wont go in depth. Moral of the story, hit em with your toes, not your fat leg hitbox like sf4. And hell attack is muuuuuuuuccccch better than it used to be and you can get a st.mp, st. hpxx crusher on the way down. Do that
I know a lot of you already know a lot of this, but its a new game and i thought id help people out
It’s not just that Hell Attack is good, all jump normals serve a good purpose in this game. Air to air is a very very viable anti-air solution. Even Bison’s air normals are useful in this game. Counter hit someone in air with even just j.LK or anticipated j.HP and there’s a free combo.
I’m unable to tag ppl with auto-correct PCs after rolls. i think walk/dash punishing with s MK is probably more viable for dmg/safe
seems like everyone damn nearly rolls almost always vs. my bison after any knockdown (pretty much automatic that ppl roll from a corner). its really tough to maintain pressure