He feels exactly the same to me.
?!? Shoto DP’s couldn’t punish LK scissors before patch, and they still can’t now. LK scissors are -2 on block, DP activates in 3 frames. Julia and Zangief (depending on range) can still punish LK scissors for free.
Nothing’s changed, Capcom’s done weirder things but I doubt they changed any hitboxes for the better without including them in the patch notes.
Couldn’t you try teleporting after blocked scissors and see Julia super still hits? I think hers is 1 frame startup.
Also I found the s hk as sa works if you aim with the tip of his foot while c hp works better for the crazier jumping hitboxes. Am I getting this right?
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when are people going to stop bashing this game? Getting cOLD
When people actually try to enjoy it?
I hope you’re not referring to my post because mine was a genuine question. Sorry to compare to SSF IV, but in that game you aimed your s HK AA with your knee, not your foot just because of where the hitboxes were. I’m getting more success with aiming with my foot in this game against things like Hugo’s body splash and most regular jump attacks. Since I don’t have hitbox data I can’t definitively say on my own what works best, I wanted feedback from others.
For c HP as an anti air I’m finding it trades or hits clean more often on jumps where the bottom hitbox is higher on the opponent (in other words you need to hit higher up on their body) such as Kazuya’s jumpins or Zang’s body splash.
no, It wasn’t towards your post, just people in general. Many of my friends bash it and they are top ssf4 players… : /
for AA, crouch fp is preferred over stand hk if you have angles down because you can do stand forward to slide for knockdown. But I think the best is reaction air to air hell attack or proactive neutral jump forward.
stand hk has sketchy hitbox, and you get nothing off of it combo wise when used as an AA.
Sup guys? They’re talking about SFxT in the SF4 bison thread, so knowing my Bison brethren I’m here to join the SF4 discussion.
So now that we see what ex scissors does in 2013 what do you guys think this will do for Bison if anything? 4:02
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I think this is useless, ex scissors does 150, but if you want to continue the combo, you are spending two bars. Correct me if I’m wrong but this seems to be super situational.
I guess it’s nice to have a special worth switching off of. However, you’re doing a little more damage up front and a little less scaling, but you’re burning 2 bars. I’d rather take my chances and switch off psycho crusher, for that.
They combo they showed does 341… vs 312 if you do jHP sHP [c.MK sRH Launch]. Seems like you’d get more mileage out of burning those 2 bars on your incoming character’s super.
It looks like it launches them pretty high, I’m curious as to what you can get off it without tag cancelling. Maybe just the standard s. MP/s.MK, c. MP xx Psycho Crusher juggle. If it launches high enough, you might be able to just finish the juggle with raw launcher if you’re out of meter but need to get your teammate in.
Heihachi drives me nuts. Any tips on this matchup?
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There are 2 things to watch out for imo vs Heihachi:
- If he gets in close he will high/low mix you up all day. Doesn’t help that he can link from his low punch (the one that moves him forward) into his dragon upper combos. Solution: zone him out or rush him down, dash/teleport away when you can’t continue your blockstring or pressure game.
- Sometimes it’s hard to keep the pressure on or to turn the tide if your opponent is good at guessing with counters. This is especially the case with Heihachi because he can follow up his counters with damaging combos/super. Advice here would be to not get predictable with standing normals; I’d rather take 100+ damage with a hard knockdown than 50 into a dragon upper combo. Dash in throw or early aborted bnb into throw is always good.
Do note that Heihachi moves like a slug, so you can dash (or even walk) around all day. Also while Heihachi himself can dish out damage, I find that he becomes especially dangerous when he has meter to switch cancel during his bnb. Normally I like to lame it out with Bison but I think for this one it helps to be aggressive when he doesn’t have meter.
I don’t mind Heitachi other than the fact he beats Bison out in the air pretty bad. When I get close to him I like to harass him with Bison’s stand short, a well space crossup and good usage of neutral jumps until the player inevitably fucks up
If you have meter Heihachi’s mixups become a little less scary. If you see the first hit of his f+LP come out, there’s a gap between the MP and HP followups so you can just EX Psycho Crusher through. If you don’t have meter and are getting harassed by that string, mash out a backwards teleport. This is of course assuming that he’s not linking into it off his f+HP, lol… I just mostly stay in crouch block, it’s easier to react to that other overhead punch he has than his f+HP low punch thing.
Jumping HK is one of the most annoying things to deal with. If I feel like the Heihachi is going to be jump happy, I’ll start guessing with neutral jumps of my own since that’s one of the only ways to deal with that fucking jump kick. You don’t want to stick out random ground pokes like standing MK because Heihachi’s short jump arc will punish you if you whiff.
If Heihachi has two bars, be very careful about throwing out Devil’s Reverse - Heihachi’s super goes full screen so he CAN punish you if he’s alert. And if he’s willing to spend two bars for 300 damage (a friend of mine uses that power gem that activates when you do a super…). Heihachi’s super can also punish your teleport if he’s looking to bait it.
You also have to be really cautious if they’re playing Heihachi on point, if you have them down to 40% or less they’ll obviously be looking to tag out, and a lot of them love to tag out by doing that counter that leads to a combo afterwards. Always frustrating seeing that happen. In this situation they LOVE to do it on wakeup, so… don’t press any buttons on them when they’re getting up. You could just throw them, but you get a better punish if you hit him right as he’s recovering… which is always kinda scary actually because you don’t want to get caught by the very end of the active frames… point is, don’t be stupid and autopilot your attacks!
Very true. I only think “ugh, here we go…” when I see him on point. Otherwise I assume I’ll have Juri in by then who does better. Very true about the footsie deal.
Speaking of that, I’ve been hearing in 2013 Bison is losing his ability to buffer stand forward to roundhouse in footsies, in other words,** the boost combo will be unsafe on block even though it wasn’t a documented nerf in 2013.** If this is true, how do you think this will effect him? It was a very nice tool, but when I think of most of the time I confirm into launcher it is…
- Off an ambiguous jump in or cross up
- frame trap
3.Off a neutral jump forward that clips my opponent - my opponent screwed up
Regardless, if this is the case for me I’m probably going to actually put Bison as my anchor and Juri on point. Off a fireball hit confirm into launch, the two will be doing 360 which is very easy to get due to the nature of Juri’s ambiguous jump in normals, and the fact even if Bison could still buffer his pokes safely… the launch would be doing less damage overall because Juri is receiving damage nerfs to both of her key jump cancel normals (crouch fp, neutral fp for a total of 40 damage iirc.)
Then I guess I’d play him without buffering and he would be like SSF4 Bison minus any relevant sk pressure and a worse warp but with better poke hitboxes, air priority, ability to combo off of devils reverse or counter hit normals (this is going to be a big one being able to to stand forward into slide for an untechable knockdown at many ranges because rolls are nerfed) better walkspeed, frametraps, awesome stand light kick to bully people with (faster grabs will be cool too for him) less risky reversals (OSes still will not be as strong as in SSF4 because rolls were not removed) and my personal favorite- ability to do damage in a punish situation (eg launcher to your partner instead of slap on the wrist ssf4 bison)
If the Tekken power creep overshadows him, I am learning Lili, but don’t count on me dropping him unless I absolutely cannot get him to work… and I doubt that will happen.
Will MK HK chain be unsafe for sure? I haven’t seen any “global” boost combo changes, and it seems like the chars that had BC changes were listed in the changelogs. In any case I think he’ll benefit from the overall 2013 system.
Well, one person played the 2013 beta and said it was safe, other said it was unsafe. I think he will still be good though. But I may change his position on my team, because in addition to Juri’s damage nerfs doesn’t seem worth it, but who knows? We’ll see.
The only frame trap I can think of is cl hp into s/c lk. cl mk into s/c lk also works I think with a larger gap, but Bison doesn’t really have a whole lot of other normals that are + on block. What strings are you using as frame traps?
It is currently unsafe…there are several characters who can punish you even with good spacing (Vega, Julia, Ryu come to mind) and many who can punish you if your spacing is bad. Whether it becomes unsafe against more characters would make it interest, if that is the case then Bison has no safe cancels to ex on block.