He’ll have an OH in TxSF … bet it.
My comment and question was poorly worded…I blame it on a busy Friday afternoon at the office…I am eager to get home and see how blown up my current Bison/Vega team can get. My specific thought was…if Ono made Bison this weak in SFxT…how strong/weak will Heihachi be in TxSF? I tend to think Harada won’t throw him to the wolves…
Oh, in that case. Knowing Harada, nope, not a chance.
Im willing to bet he wont be as ass as his SFXT self.
I just want Bison’s kick to be godlike in TxSF.
Guys does bison have a cross up in this game ? I can’t cross up at all with jHK and jMK , what they were thinking they took everything and made it worse (expect for hell attack which is much better) also his Cr.Mk have no range I couldn’t hit anyone with it --. what they did to the character is awful . he can just 3 or 2 combos --
j.MK crosses up, but the hitbox is much smaller.
The earliest frame Bison can cancel out of a charged scissor is frame 5. Normally this would mean adding 4 frames to Bison’s dash, similar to FADC, but from testing it might actually mean to add 5 frames (see below). That data is before the super art section.
Meaty timing doesn’t affect frame advantage when the move is canceled.
Theoretically Bison is at best -1 on block after a fierce -> charge dash cancel (or whatever it’s called), +3 on hit after a far fierce cancel, and +4 on hit after a close fierce cancel. But when I tried it a few times I was only able to get close short (3f) to combo very rarely, and I was able to punish on block with Julia’s super (2f), but not Ryu’s SRK (3f). So either my execution isn’t frame perfect (definitely possible) or the charge cancel data is misleading (also possible).
I also don’t know if speed gems make dashes faster because I don’t play with those gems.
Did more offline. Again, more I use this character more highly I think of him. Key is focusing more on pokes, footsies/whiff punishing and those delicious frame traps. Grabs work too in moderation He is so good at escaping too. Forget scissor kick, you just lose pressure. Just use it for combos like off a raw jump in or something
Bison has some weird ambiguous bullshit when you attack in the corner. When you delay a jump in with medium kick, the opponent has to block two different ways regardless of if it hits or is blocked. My friend was doing it to me and the other way around. I’ll try to make a video if you guys can’t replicate. It’s strange… and most importantly it is DIRTY.
Did you say frame traps?
yeah. All about that stand light kick pressure. It’s so good!
About j.mk, is the active frames longer now? I feel like Deejay when I use it, and makes it great for pressure against chars with weak AA.
Shouldn’t it, though? One of the points of a meaty is to hit on a late/final active frame. And cancels only cancel recovery frames, so if you hit on the last active frame you get that much more frame advantage.
my first auto block and tech gem player
block on vega tech on ryu
[media=youtube]YmWBweJZRvA[/media]
Nah, when you hit with a meaty, the reason why the frame advantage changes is because you’re essentially altering the recovery of your move. But when you cancel, you’re canceling into the fixed startup of another move, which is always the same length.
If you look at Bison’s cr.mk, he’s +2 on hit. But he’s recovering through 15 frames of recovery and 3 remaining active frames, so he hitstuns the opponent for 2+15+3 = 20 frames. HK scissors is 21 frames of startup, so that’s why cr.mk doesn’t combo into scissors. If meaty timing changed the frame advantage, you should be able to meaty cr.mk into HK scissors, but you can’t.
Just on something I wasn’t aware of … sometimes when I’m desperate for a safe tag-out I’ll tag cancel a PC that I know will be blocked. If you’re up particularly close don’t use the HP version … use the LP or MP version so that it will hit twice. HP needs to be spaced around c.MP range for that to happen.
I still don’t get it. I mean if you make the move meaty, you are cutting recovery time while causing the same amount of blockstun. This results in greater frame advantage on hit or block. In fact, the scenarios i pointed out before were all supposed to be pressure off blocked normals.
Me and my friend play bison juri 2v2. I didn’t know if you know this, but if you switch cancel on the first hit of pinwheel you can get hell attack to st.mp, st. hp xx Crusher. Its a good combo cuz its really easy, does decent damage, and you hit wheel kcik a million times a match anyway so its pretty practical. I didn’t see you do it in the match so just a suggestion.
Im still pissed that we can only combo into Fierce Knee Press my Fierce punch.
I DGAF about scissors anymore. I’ll use LK scissors as an ender sometimes, occasionally I’ll use MK scissor in the corner, otherwise I’m sold on PC enders w/ tag cancels if I have the meter. Get damage.