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Thursday, September 10, 2020

SFV M. Bison ... a few nice tips

GROUND
  1. Lotsa info here, even tho old: https://www.youtube.com/watch?v=sVMIvk7QgdM 
  2. cr.LK, cr.LP, st.LK, lk-scissors might still combo now. ? 
    1. Maybe safer to just cr.LK, st.LK, lk-scissors. 
  3. After cross up mk, just stick with st.MP... b/c it's easier than st.HK, plus if they block it's safer. 
    1. But don't forget, if they block j.MK you can throw after... or do st.HK to crush counter. Right? Pretty sure that is a thing... so for the throw game, st.HK follow up is probably good (better? mix it in? I say mix it in.). 
  4. st.MP, slight delay, cr.MP is enough time to charge a scissors kick or blast. 
  5. REMINDER: Do his cr.HP early if they are trying to cross you up, and it'll hit. But yeah, you have to react immediately to their jump. I know this, but interesting to talk about it... strange that it feels easier to jump back attack instead. 
JUMPS
  1. So his cross up j.mk is so good b/c it has a huge hitbox behind him (he and Ken have it)... helps with his floaty jump to still have decent crossup options.
  2. j.HP is better hitting down... smaller hurtbox, so that's why it trades with semi-reliable anti-airs sometimes. But as I know, not in the vid, it is a more meaty(?plus) hit for combos if you hit super deep/late. But it also can hit way too high and make a follow up st.HP blockable, so gotta be careful. Compare to j.HK which never can hit too high on normal height characters. 
  3. j.HK... hits further to the right horizontally (from Player 1 left side) than j.HP, but it can never hit too high to mess up a jump in combo, so really it's better to use. 
    1. I Wonder... could j.HP be better on counter hit jump in super duper deep... does it allow you to do something you normally couldn't do???? What's slower than st.HP into combo... I guess psycho-axe but no, that is never going to connect or even be worth it, less dmging combo right? 
  4. nj.MP,MP (hell attack) combos into i think mk-scissors easiest. But sometimes you can do the other scissors versions I'm pretty sure, just tricky angles a little. 
  5. j.LP does seem to have a really good hit box. Devilhorse uses it pretty much exclusively for quick reaction anti-air, anti-claw-wall-dive type stuff.
SPECIAL MOVES
  1. Blast is good to do vs. Crapplers um Grapplers right out of st.MK range b/c what can they do about it? (((well I think they can jump on you but then you cr.HP antiair) Explains at time 31:30 on https://www.youtube.com/watch?v=sVMIvk7QgdM


  2. -2, -1, +2, +6 on blocking lp, mp, hp, EX blasts.
  3. EX-blast, dash in and CROSS THEM UP. Works vs. lowbies more often I think. 
  4. EX-blast, you can slide time to make slide safe.
  5. EX-blast, dash in, perfectly time your throw since it is +6 on block. 
  6. *** after they block a SCISSORS, and whiff their attack, instead of me doing st.MK, I should be doing cr.MP into combo!
    1. Ken's light tatsu is only 3 frames if it hits point blank (funny comment in that Bafael video).
    2. OH, Ryu's DP's are 3, 4, 5, 4 frame for lp, mp, hp. EX. Didn't remember that before. 
    3. Ken's DPs are 3, 4, 4, 4 frame startups. 
    4. Ken's Blocked Tatsus are -8, -9, -4, -59 on lk, mk, hk, EX onBlock. 
  7. Devil's Reverse is between +2 and +6 onBlock. 
  8. EX Dev's Reverse is betw +7 amd +11 onBlock. NICE. 
  9. EX inferno is -1 only, so safe. 
  10. EX inferno anti-crossup into Psycho Crusher combo. 
VSKILLS

  1. Vskill-1, vs. Zangief, if he does a max charge HP, you can counter with the vskill-1 counter thing (probably still can, even tho it doesnt do a fireball from blocking regular hit not). 
  2. Vskill 2, good to pair with EX blast for crossup stuff. 


VTRIGGERS
  1. You need a HK.SCISSORS to cancel into a Vtrig and then combo with cr.MP. lk and mk scissors wont work. 
  2. Vtrigger2, bomb detonate into jump towards, j.HP (had to be nearly equal in height to them... it just takes a slight delay), land, EX Inferno side switch (cross under) trick. Picoro used CPT south ameria 1 in June 2020, I think 2nd to last match... it was NOT against a Boxer.
  3. Vtrigger1. Changes all stats. 
    1. Cancelling normal into special, NO CHARGE required. Nice. That's why dash behind, st.LK, Blast, EX-scissors is a thing. 
    2. Makes infernos way less negative. They are now "ONE TYPE OF INFERNO" that comes out faster and juggle pushes them higher up. They become -5, -5, -5, +4 for lp,mp,hp,EX. Normally outside of Vtrig1 they are -12, -11, -10, -1 and mostly crazy bad. 
    3. Blasts "ONE TYPE now", come out faster(?), does more dmg 70 --> 100, and it looks bigger/different. +1,+1,+1,+7 on block in Vtrig1.
    4. Scissors mostly same, but EX scissors +3 now instead of +2.  


 

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