if they increase the speed of the HS and allow you to crossup with DR and chose which side you want to attack with somersault skull driver this air game would become very good.
again we all know but for capcom, faster PC for the love of god.
if they increase the speed of the HS and allow you to crossup with DR and chose which side you want to attack with somersault skull driver this air game would become very good.
again we all know but for capcom, faster PC for the love of god.
point 2 and 3 are very nice. I am sure many people agree.
It’s more than just the speed of HS which is the problem. The problem is that it’s too easily defeated by cHP, or various moves that inch characters forwards (like guiles cHK). It doesn’t trade enough either, just flat out gets beat. And using Skulldriver as a followup is pretty much non existent in competition, as it is wonky with how it likes actually hitting your opponent, not to mention how easily countered it is.
DR needs a complete overhaul, as does PC
Flash kick wall bounce would feel pretty right I think.
Don’t sleep on the skull crusher.
The EX version is great for people who think they are slick and try to focus attack it.
Shit, just the other night my buddy landed this on me because I tried to focus that shit:
Skullcrusher x 2 > c.strong > c.forward > HK scissors
348 damage.
I see people say that bison has no comeback potential or that his dmg output is low, but that is just because they are using the wrong combos.
J.fierce > c.strong > c.forward > HK scissors
That shit is ~340 damage for NO meter and it builds almost a full bar.
don’t take this the wrong way, but that should never have happened.
Most of the time I rarely see people focus it anymore, they just flat out SRK it or get the hell out of dodge. Yeah, when I can actually land a skulldriver combo, it’s a hell of a lot of damage, but it’s almost impossible at high level play.
man, the timing for cMP > cMK is really hard to pull off though. I probably only pull it off 60-70 percent of the time I try it. Too risky for me.
I KNOW bison has comeback potential. One of the few guys who can have little or no health, and keep an opponent at bay safely. But the vast majority of his moves are EASY to deal with if you know the matchup. HS, DR, PC, all get locked down in high level play, and you’re left with nothing but Scissor Kicks, Slides, and sMK sHK footsies
and somebody correct me, but jFP isn’t 100% safejump
Yeah, but if you’re getting hit by skullcrusher, you’re doing it wrong. Also, good luck consistantly linking c. strong and c. foward. Bisons main bnb’s have fairly mediocre damage, not that they should do a lot since he can basically cancel into a scissor kick off of a poke.
I agree that c.strong to c.forward link is a bitch.
But its not impossible…it just takes a shit-ton of practice.
Ugh.
am i wrong in understanding the frame data? it looks like a 2 frame link
I don’t know, but either way it’s very difficult to do consistantly. The timing is far apart and the farther apart the timing is for a link the harder it is to perform. This is why Gouki’s RH loops is harder than most one frame links.
Its either 1 or 2 frames, but for some reason this link is MUCH harder to hit than some other links in the game.
For example, I can hit chun’s c.jab x 4 > st.fierce all day long and that is a one frame link, but I have trouble with dictator’s c.strong > c.forward link.
I think the fact that plinking it is really hard, doesn’t help.
I think what people are trying to say is that Bison can do good damage, but these are all off jump-ins/moves with large startup times, meaning the opponent would have had to whiff something big. Most characters can do ~300ish damage off a jump in anyway, but it’s a bit harder for Bison because of his floaty jump.
In terms of comeback potential, Bison’s combo damage off his jabs and shorts is actually pretty good, but it’s limited to BnBs. His most commonly use BnB (c.lkx3 xx scissors) actually does poor damage, but I agree that’s because people are not using the right combos.
When you think comeback potential, it’s either
a) a way to combo into Ultra off a mixup or,
b) an Ultra useful enough to punish or limit your opponent’s options.
Bison (as with a lot of other non high-tier characters) doesn’t really have either.
It is a 2-frame link. It’s really not that bad, especially if you practice c.mp, s.hk.
cMP > cMK is also wierd in the fact that I think spacing helps
I’ve noticed that doing it off a jumpin is a hell of a lot easier than doing it as a punish or after a focus attack.
Obviously it’s also easier when done as a reversal
The c.MP, c.MK link is reeaaally anal when it comes to spacing in general, let alone character-specific hitbox issues (Actually, any link involving c.MK seems to have that issue). Compare that to c.MP, s.MK and then c.MP, s.HK at various ranges. Out of all of them, the one with s.MK is the most reliable due to its hitbox, at least from my exp.
If you can land the j.HP/j.HK before the c.MP > c.MK, chances are you’ll get both hits in, but if you land it on the tip, I don’t think the c.MK will hit because you won’t reach.
**Damn man.
I started this thread out of love for Bison but…
Adon and Guy are in SSF4 :lovin::lovin::lovin:
I aint shit:sad:**
To stop getting beat up by Juri ._.
to be honest, the cMP > cMK link was one of the things I really hope they change in SSFIV
Anyone else would like to see Psycho Ball super/Ultra put in?
eh… not really. i think they should change his ultra to his megapsycho crusher of death from alpha 3. just the animation… not the unblockable nonsense. as cool as his current ultra is(in animation…not in usage)… i think that one would be better.
here’s still hoping they make it so he can combo his ultra in a more reliable and consistent fashion.