Ah, so you CAN combo from MK/HK Knee Press in the corner. I thought it would have to be LK Knee Press for the shorter recovery, but I guess the float on MK/HK scissors is good enough to offset the recovery. Seems like a lot of potential for meterless enders as well (c. MK xx Psycho Crusher or Knee Press mostly…slide might not be worth it despite the hard knockdown, because you’ll hit the opponent really close and lose a lot of okizeme time on the recovery). Anything that makes Bison scarier in the corner has got to be in his favor.
That did look like fun. I forgot to watch and see if it cornered Bison, though.
That’s not a cancel combo, though; the notation is misleading. It’d be better written as something like [j.MP->MP, s. MP, s. HP, Psycho Crusher], indicating that it’s a Tekken-style juggle. Those floats are surprisingly generous, though; I thought gravity would kick in a lot quicker.
Not sure if this is a link or chain, but it looked pretty good for no charge regardless. Pretty much all the SF4 Bison combos seem to be intact. Wonder what the damage is on that versus a faceroll series to launcher combo…
Pretty avoidable, but still neat. Presumably at that distance you could also get juggles like c. MK xx Psycho Crusher for no meter.
Probably need a tag cancel into Bison for that; I don’t think Bison has good enough floats on his own, even air-to-air, to offset the long startup and recovery of headstomp.
Not sure how well the recovery on headstomp and Skull Diver would play with the gravity scaling, but if you hit them at the peak of a really high float and get both the headstomp and the Skull Diver to hit (I don’t think either of them air slam, and presumably they both push the opponent upwards a bit on hit), you might be able to get something afterwards when you land. Would be some Alpha 2 shit right there. But probably not worth it (probably…we’ll see eventually).
A tag-cancelled multi-hit wallbounce move in the corner like Sagat’s EX Tiger Knee might also do the trick. Tag in and charge down while Sagat’s doing his knee, try and catch the opponent just as they bounce off the wall, and go from there. Midscreen wallbounce probably won’t cut it; even with a long time to charge, they’ll probably fall too far down and forward and mess with the tracking.