The Bison Thread

chains can be cancelled only into EX moves (this rule applies to every character)

LK scissors seem to be minus on block, but just slightly, can’t be punished by Zangief’s SPD or Ryus HP SRK.

In SF4, Scissors’s 2nd hit has 4 active frames, which means he could stay at +0, +1, +2 or +3. Depending on the blockstring, the player can make the last ones happen. The negative (or positive depending who’re you dealing against) point is the distance left.

Maybe in SFxTK, if we space correctly, we can put ourselves at +0 or +1. The pushback is reduced. We could still stay at Cr.LK range at +0

http://www.eventhubs.com/news/2012/…4tv-show-some-street-fighter-x-tekken-combos/

Some nice Bipson combos in this

Safe scissors that juggles into more damage seems a little ridiculous, so I doubt they left it in. Bison never had safe 2-hit scissors before SF4.

But it is a new game with a new engine, so who knows what they did.

+0 or -1, it’s still safe, so, yeah, it’s happening.
The broken stuff would be +0 Scissors at point blank that leads into juggle. Now that’s crazy.

Today is a glorious day. Not unlike a certain Tuesday. I’ve gotten my psycho paws on SFxT, so if you have any Bison questions ask them here and I’ll try to answer them this evening.

Stuff I want to check out:
[S]- What other normals can be dash-canceled besides cs.HP and c.MK?[/S]

  • SF4 links
  • j.MK crossup hitbox (it looked like total ass on CA stream)
  • Are charge times noticeably different from SF4?

Does Bison still have cross up psycho crusher?
Does he retain most of his SF4 links like cr.Jab,st.Jab,st.Light,cr.ForwardxScissor or Crusher?
Are his Anti-Airs still ass?

That’s it for now, much appreciated for the knowledge.

Nice. I heard the rumor that a certain NYC shop was selling today, but I’m willing to wait for my pre-order. Anyway, Bipson questions:

-If someone tech rolls behinds Bison, does any punish combo give him enough charge to finish with scissors/PC, or does he have to resort to magic series into launcher/character switch?
-Is PC startup faster for sure? Can he combo into it off lights?
-What are his untechable and techable knockdowns? Does Bison have time to safejump off either setup?
-What are the EX properties on his moves? Is EX-PC still considered a fireball?
-Does skulldiver still only go in one direction?

Sorry if these questions are kinda broad and would take a lot of time to test, but they would be some of the first things that came to mind.

Just a very small list to check Bison’s effectiveness

-Cr.HP any faster?
-Slk, smk, crhk combos?
-S.MP or S.HP are special-cancellable?

-Point blank Psycho HP is safe (distance)?
-Psycho crusher still has crossup properties?
-EX Psycho still loses invul when goes active?

-Point blank Scissors LK safe against Super Command Grabs?
-Cr.LK faster than Cr.LP?

-Whats so great about EX Headpress?
-Can EXHeadpress combo into anything at all? Air to air or air to ground?
-Skull Diver active hitbox
-Skull Diver behind the enemy = autocorrects?

-Teleport has same recovery?

S.LP damage
S.MP damage
.SHP damage
.SMK damage
.SHK damage
.Cr.HK damage
.Smk > S.HK damage
.Slk > smk > crhk damage
.Scissors (LK, HK, EX) damage
Psycho (LP, HP, EX) damage
Headpress (regular, EX)
Super damage

comparison with Ryu’s damage for Cr.LP, Cr.MK, SRK, Hadoken and Super

New user to SRK here. And i was wondering if his jumping double medium punches into ultra is in SFxT?

That wasn’t a dash cancel btw, that was a special cancel. You can charge and dash out of scissor kick, kind of like a free FADC.

Head Stomp info go. Also, check if you can use EX Scissor Kick on a crouching opponent, tag cancel and do an overhead, see if that works as an unblockable.

Yes. You can even add a close HP after Hell Attack and cancel into Knee Press Nightmare.

In clockw0rk’s combo video he actually does j.MPx2, cs.MP, s.HP xx Super. So the answer is yes, and then some.

OK, that makes a lot more sense … I keep forgetting about that.

is his learning curve about the same that it is in the SF4 Series and would pairing him up with zangief or hugo seem like a bad idea?
just wondered

In my opinion…if you can deal with zoning with Bison fine, then adding a heavy damage character wouldn’t be a bad idea at all. You can use Bison to get a hitconfirm with his excellent footsies and tag into a character like King or Hugo for some juicy damage.

Could use some speed and meter/defense gem on Bison for this.

OK, here we go … got me a six pack and some sfxt. Going to update this post only. (Last updated 7:26PM EST). They’re kind of all over the place right now but I’ll organize them later.

Notes so far:
[LIST]
[]Charge times still feel same
[
]c.LK link timing feels slow as hell but you can still link c.LKx4, and you can do c.LKx4 into launcher series.
[]c.MP does not seem to link into c.MK, which breaks my heart
[
]c.LP s.LP s.LK c.MK xx SK links, but…
[]c.MK xx HK scissor does not combo.
[
]c.MK xx any Psycho Crusher does combo
[]c.LK xx any Psycho Crusher does combo
[
]s.MK and c.MK xx s.HK will be a godlike poke … I don’t see this being punishable in most situations as long as you’re spaced out
[]Tip of s.HK will cancel to launcher.
[
]Headstomp and Devils Reverse look exactly the same at first glance.
[]On hit DR puts them into a juggle state which you can follow up from … not sure how effectively, though.
[
]EX Psycho Crusher still beats 2 hits of projectiles.
[]Psycho Crusher does not cross up.
[
]j.MK hitbox has been nerfed. Crossups have to be pretty tight. it will not crossup into the corner unless it’s done very late.
[]far s.MP is special-cancelable
[
]c.HP is not special-cancelable … looks maybe faster than SF4?
[]LK scissor is not 100% safe, Gief super will grab it on recovery
[
]Scissor can be thrown out of startup.
[]EX Scissor can be thrown out of startup.
[
]Psycho Crusher can be thrown out of startup.
[]EX Psycho Crusher cannot be thrown out of startup
[
]Scissor does 100 (LK), 70 (MK), 80 (HK), 150 (EX). Yes, those numbers are correct … presumably because of juggle props on MK/HK.
[]Psycho Crusher does 120/130/140/150.
[
]Head stomp does 140(L/M/H)/160(EX).
[]DR does 70(L/M/H)/100(EX).
[
]Super does 325.
[]s.HK does 90 at all ranges
[/LIST]
Random Combos:
[LIST]
[
]s.HP xx HK SK, c.MP xx Psycho Crusher
[]s.HP xx HK SK, c.MP xx HK SK xx Tag -> ???
[
]DR, s.MP xx s.HP xx EX Psycho Crusher (Corner only)
[/LIST]
Gonna take a break from Bison for now and actually learn about the game… brb.

cr. mk xx sk doesn’t work?

lame

wonder if its possible to combo into headstomp via juggles. a jumping fierce counter hit, land and hit crouching mpxxheadstomp?

Doesn’t seem like it, startup on headstop is too slow. There may be setups out there, but (in my day-one opinion) I’d be surprised if they were practical.

LK Scissor kick is -1 or -2 on block. Tested it with dummy scissor kicking me and jumping up. Both did not jump at even heights.

His trials are pretty easy to do if you switch gears around.

#8: close s.MK (links) s.MK
#9: close s.MP (links) c.MK
#10: close s.HP (links) c.LK
#11: Jump HK, c.MP (cancels) Psycho Crusher
#12: c.LK (links) c.LK (links) c.LK (links) c.LK (cancels) LK Knee Press** Note, you might not get the special to come out if you do down-back to down-forward for the move to charge out. Use down-back to forward.
#13: Jump HP, close s.HP (links) c.LK (cancels) EX Knee Press** Again, like above, go from down-back charge to forward + 2 Kicks
#14: Devil’s Reverse (fist) s.MK (chains) c.HK
#15: Hell Attack (jump from about a character’s width from Kazuya dummy) (juggles) s.MP (links) far s.HP (cancels) Psycho CrusherThis one took me a short while to get right since it’s space dependent and you may not cancel chains into regular specials.
#16: Close s.LP (link or cancel) close s.LP (link or cancel) s.LK (chains) s.MK (chains) s.HK
#17: Far away, do a full screen EX-Psycho Crusher and immediately do a Super Art once the dummy is juggled
Just like above, do back charge to forward.
#18: Jump HK, c.LK (links) c.LK (chains) c.MK (cancels) Knee Press
#19: Jump HP, close s.HP (cancels) HK Knee Press (dummy is now in juggle state), c.MP (chains) s.HP (cancels) Super Art
#20: Jump MK, c.LP (cancels) close s.LP (cancels) s.LK (links) c.LK (chains) c.MP (chains) s.HP (cancels) EX-Psycho Crusher

Hope that helps.

edit: I’m having a difficult time using Scissor kicks for some reason during matches. Either it’s lag or I am an asshole and I hold it for just a split second too long and it’s just doing random counter hit / super charge ups. Very annoying.

Granted, there won’t be much “Bipson Pressure” in this game via scissor kicks. You will learn to use Bison’s poke chains a bit more. Better find a good partner.