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**** you Street Fighter IV shortcuts

  • 03-07-2009 1:23pm
    #1
    Moderators, Category Moderators, Computer Games Moderators Posts: 52,407 CMod ✭✭✭✭


    These are really beginning to annoy me with shoto characters particularly the down forward, down forward shortcut. I never have any problem in the other games recognising the difference between a fireball input and a dragon punch input but in SFIV every so often a dragon punch comes out instead of a fireball.

    However even worse than that its I'm having trouble getting off super movements, they keep coming out as a dragon punch. I went into training and turned on display inputs. It seems when I fluff a super into a dragon punch I'm making a movement like

    d, df, f, d, df, df, punch

    The double down forward is recognised as a dragon punch and it's totally ****ed up. This is fine when I enter the comand in slowly but when you are trying to end a combo with a super or ultra you have to be very fast with the input and this keeps coming out. It's really annoying and I find it much easier to pull these moves off in SSF2T and third strike.

    Stupid noob pad players, if they want to play SFIV they should get a decetn controller instead of capcom catering for them. Maybe I just need a octo gate :(


«1

Comments

  • Registered Users, Registered Users 2 Posts: 4,229 ✭✭✭Dreddybajs


    My friends have this problem occasionally and it's usually that they're not following through with the second qcf fully (ending on f). It's a bit annoying but you gotta remember that you're not actually doing the super motion 100% properly - if you were then the lenient input system wouldn't matter.

    An octo gate might help as you'd slide from df to f easier, but there's nothing stopping you from getting it consistently on a square gate either. Just practice and you'll get it!

    edit: Though I don't see how you could be ending on two dfs (as that requires going back to neutral) during a 2xQCF motion? Weird one.


  • Registered Users, Registered Users 2 Posts: 14,181 ✭✭✭✭Jim


    It took me sooooooooo long to stop doing random cannon spikes when trying to pull off other moves. I've got it now though and rarely do it.

    I still tend to do Cammy's Super straight after a cannon spike by accident though, total waste.


  • Registered Users, Registered Users 2 Posts: 13,084 ✭✭✭✭Kirby


    yeh, its a problem alright. Just be glad that your wiff, a dragon punch, occasionally hits by accident.

    Sometimes with sim, instead of an ultra, a regular teleport comes out.....and believe me that its VERY punishable. Ive learned to be careful about it and its mostly out of my game now tho.

    I like the idea of the shortcut system and would definately leave it in. But each player needs the option to turn it off for them individually in the menu before a match. That would keep both sides happy.


  • Moderators, Category Moderators, Computer Games Moderators Posts: 52,407 CMod ✭✭✭✭Retr0gamer


    Dreddybajs wrote: »
    edit: Though I don't see how you could be ending on two dfs (as that requires going back to neutral) during a 2xQCF motion? Weird one.

    Me neither but it's doing my head in. Even if I don't fully complete the move it should be easy for a decent shortcut system to recognise it as an incomplete super and not a dragon punch. I'm pretty sure the shortcut systems in the other games are there and never end in an error like a dragon punch.

    I should concentrate of ending in a forward motion and do this when I'm throwing out a super on it's own but I have to do it quite slowly and the nature of ryus super means that it's practically useless doing it from afar since it does practically nothing when blocked and is easily avoided and punished. When you are doing it as part of a combo string you have to input it so fast that there's always going to be mistakes, especially with a square gate, unless you are really good and I can't see how the system can be so lenient to qcf or dragon punch motions but not lenient for super or ultra motions.


  • Registered Users, Registered Users 2 Posts: 13,084 ✭✭✭✭Kirby


    Doesn't his ultra nearly always come off dragon punches and cancelled dragon punches? Seems to me most Ryu players have an age to wait as the opponent floats through the air...........


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  • Registered Users, Registered Users 2 Posts: 2,985 ✭✭✭animaX


    Retr0gamer wrote: »
    I should concentrate on ending in a forward motion

    I have similar issues when switching between third strike and SF4. Had to force myself to end quarter circle motions by deliberately holding forward that bit longer. You have to wait a couple of frames until the animation is over anyway, so there's no harm in holding forward during that animation.

    Thing is, its harder to "find" forward on a square gate in the heat of the moment. I got an octogate instead so that I can find forward easily. But as everyone says, its all about preference. An octo is not necessarily better than a square


  • Moderators Posts: 5,580 ✭✭✭Azza


    Embrace pyscho power. You don't need to worry about DP shortcuts when your a charge character!


  • Registered Users, Registered Users 2 Posts: 13,084 ✭✭✭✭Kirby


    Azza wrote: »
    Embrace pyscho power. You don't need to worry about DP shortcuts when you're an easy to play, overpowered character!

    Fixed that for ya :D


  • Registered Users, Registered Users 2 Posts: 14,181 ✭✭✭✭Jim


    Azza wrote: »
    Embrace pyscho power. You don't need to worry about DP shortcuts when your a charge character!
    Very well then. Bison mirror matches all Saturday it is!


  • Registered Users, Registered Users 2 Posts: 2,748 ✭✭✭Cunny-Funt


    made a big post about all this in the old thread.
    Retr0gamer wrote: »

    Stupid noob pad players, if they want to play SFIV they should get a decetn controller instead of capcom catering for them. Maybe I just need a octo gate :(

    Ah here now its not pad players fault, Its easy as hell to do a dragon punch motion on a pad I dunno why the feck they needed to add the shortcuts, they do nothing but hinder the game. They make it harder not easier. For all players, us pad noobs, and you ultra god tier stick players. Btw you getting the PC version? We should play:p

    About this octo gate and square gate stuff, now keep in mind I'm clueless about arcade sticks but what about a circle gate? why aint they used?

    animaX wrote: »
    I have similar issues when switching between third strike and SF4.
    Ah another 3rd striker, do you play on 2df at all?
    Azza wrote: »
    Embrace pyscho power. You don't need to worry about DP shortcuts when your a charge character!

    **Eh cough, bisons ultra coming out as a teleport cough... **


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  • Moderators, Category Moderators, Computer Games Moderators Posts: 52,407 CMod ✭✭✭✭Retr0gamer


    Kirby wrote: »
    Doesn't his ultra nearly always come off dragon punches and cancelled dragon punches? Seems to me most Ryu players have an age to wait as the opponent floats through the air...........

    You have to Ex focus cancel out of the dragon punch and I'm not really that good yet :)

    Not getting the PC version, my PC is crap. As for circle gates they are used by some players, it's really a preference thing though. It's easier to find diagonals in a square gate, an octo gate it's easier to find any direction but can be a little slower and a circle gate takes a lot of getting used to. All the best japanese players use square gates but thats only because all arcades in japan use square gates so it's what they are used to.


  • Registered Users, Registered Users 2 Posts: 4,229 ✭✭✭Dreddybajs


    Retr0gamer wrote: »
    Me neither but it's doing my head in. Even if I don't fully complete the move it should be easy for a decent shortcut system to recognise it as an incomplete super and not a dragon punch. I'm pretty sure the shortcut systems in the other games are there and never end in an error like a dragon punch.

    There is no evidence that it's a "shortcut system", it's just lenient input detection afaik.


  • Registered Users, Registered Users 2 Posts: 4,229 ✭✭✭Dreddybajs


    Kirby wrote: »
    Fixed that for ya :D

    I realise this is just kidding but Bison is nowhere near easy to play well imo :pac:

    edit: Whoops, double post


  • Registered Users, Registered Users 2 Posts: 2,748 ✭✭✭Cunny-Funt


    Dreddybajs wrote: »
    There is no evidence that it's a "shortcut system", it's just lenient input detection afaik.

    Pretty sure it was confirmed on SRK before we even got to play it over here and I'm pretty sure I had this discussion with you in the old thread too lol.


  • Registered Users, Registered Users 2 Posts: 4,229 ✭✭✭Dreddybajs


    Cunny-Funt wrote: »
    Pretty sure it was confirmed on SRK before we even got to play it over here and I'm pretty sure I had this discussion with you in the old thread too lol.

    Yeah, I still don't buy it though - tbh I think if it were a shortcut it would be mentioned in the manual or something.


  • Registered Users, Registered Users 2 Posts: 2,985 ✭✭✭animaX


    Cunny-Funt wrote: »
    Ah another 3rd striker, do you play on 2df at all?

    I would love to (and have tried to!) but I'm stuck behind a proxy and can't connect. Maybe when I get my own internet connection. I read on 2df once that they might allow connection from a prxy server, have they ever implemented that?


  • Registered Users, Registered Users 2 Posts: 2,748 ✭✭✭Cunny-Funt


    Old discussion on the shortcut system:

    http://boards.ie/vbulletin/showthread.php?p=59670167&highlight=shortcuts#post59670167
    animaX wrote: »
    I would love to (and have tried to!) but I'm stuck behind a proxy and can't connect. Maybe when I get my own internet connection. I read on 2df once that they might allow connection from a prxy server, have they ever implemented that?

    You on a college campus or something? Does it not let you host or you can't connect at all?

    Hmm, were you the Irish guy I was chatting to about this on the 2df forums aaaaaaaaaages ago?


  • Registered Users, Registered Users 2 Posts: 2,985 ✭✭✭animaX


    Cunny-Funt wrote: »
    You on a college campus or something? Does it not let you host or you can't connect at all?

    Hmm, were you the Irish guy I was chatting to about this on the 2df forums aaaaaaaaaages ago?

    Yeah that was me, haha! I'm still on a college campus and I was getting some error message. I remember a forum post where damdai said something about not being able to connect and that he was doing something about it


  • Registered Users, Registered Users 2 Posts: 4,229 ✭✭✭Dreddybajs


    I don't think that "confirmed" that it is one way or the other, just that SRK posters call it a shortcut - which it is. What I'm saying is, and was saying then, that Capcom didn't intentionally say "let df df be a dragon punch", but that they coded the input system leniently so that the game happens to recognise df df as a dragon punch.

    There're other shortcutty ways to do it, like df,d,df - I don't think Capcom specifically coded each one of these into the engine separately, but rather that they said something along the lines of "if the player gets 80% of the DP motion out, have the character do a DP" (not this exactly obviously). So what I was saying all along was that it's systemic of the whole input system and not a special case for DPs, though that's where it's most commonly seen.


  • Registered Users, Registered Users 2 Posts: 8,067 ✭✭✭L31mr0d


    for shotos with qcf I've learned to not even touch the sides. Doing 2 small circles with the stick, slightly in the direction that I'm facing works all of the time. I do have to use a different, more pronounced motion, for doing the qcf for fireballs though.

    Retr0, when you are facing right, try making 2 circles in the lower right quadrant of the stick without touching the sides (I literally only move the stick a few mm's off the center point), doing this also makes it a lot easier for me to buffer the move to come out exactly at the end of a jump, or after any standing attack


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  • Registered Users, Registered Users 2 Posts: 13,084 ✭✭✭✭Kirby


    Dreddybajs wrote: »
    but Bison is nowhere near easy to play well imo :pac:

    This is hard to explain I suppose.....

    Ya know when some people moan about Zangief and Sagat? They get beaten and think to themselves, "That guy wasn't better than me.....he just did the same thing over and over....and it worked! How hard can it be?"

    Thats how i feel about bison. Its a personal thing. I've been beaten by some terrible bisons online. Yes, its my fault too but thats just the way it is. Scissors kick is just so safe on block. You can control headstomp and decide where you want to land if you change your mind.

    Atleast Zangief has to close range to do damage. When players Lariat spam me, I just duck and punch. When Sagat's tiger spam, I yoga tower, Jump drill, or slide under and punish.

    It just feels that when I fight against Bison players, they dont even have to work hard. Ive been working hard to overcome my shortcomings in the matchup but its just so infuriating to have so much trouble against a simple combo string of low kick scissor, followed by ex scissor, followed by low kick scissor, etc.


  • Registered Users, Registered Users 2 Posts: 4,229 ✭✭✭Dreddybajs


    Kirby wrote: »
    You can control headstomp and decide where you want to land if you change your mind.

    You can? :confused:

    edit: I get what you mean, but Bison has it tough in that he's an extremely offensive, constant pressure, link-based character in a game that is designed such that characters like that get ****ed in the ass, is what I think, really. I don't know the Sim vs Bison matchup at all, I was just thinking of over the game in general.


  • Moderators, Category Moderators, Computer Games Moderators Posts: 52,407 CMod ✭✭✭✭Retr0gamer


    L31mr0d wrote: »
    Retr0, when you are facing right, try making 2 circles in the lower right quadrant of the stick without touching the sides (I literally only move the stick a few mm's off the center point), doing this also makes it a lot easier for me to buffer the move to come out exactly at the end of a jump, or after any standing attack

    Thanks I'll give it a try tonight.


  • Registered Users, Registered Users 2 Posts: 4,229 ✭✭✭Dreddybajs


    Yeah I do it by doing circles in the bottom quadrant rather than grinding over the edge of the gate too.


  • Registered Users, Registered Users 2 Posts: 2,748 ✭✭✭Cunny-Funt


    animaX wrote: »
    Yeah that was me, haha! I'm still on a college campus and I was getting some error message. I remember a forum post where damdai said something about not being able to connect and that he was doing something about it

    Ah so it was you, Hello again! :D Yeah Damdai says a lot of things... hell the guys not shown his face on those forums in a long time, and now its overrun by seriously annoying 15 year olds with massive anime sigs that take up a whole screen. (I ****ing kid you not).

    Still 2df is fantastic. Real pitty you can't get on there. You the lad thats in DCU yeah? They (gamesoc) ran a SFIV tourny one week there but I feckin missed it :mad:

    Dreddybajs wrote: »
    I don't think that "confirmed" that it is one way or the other, just that SRK posters call it a shortcut - which it is. What I'm saying is, and was saying then, that Capcom didn't intentionally say "let df df be a dragon punch", but that they coded the input system leniently so that the game happens to recognise df df as a dragon punch.

    There're other shortcutty ways to do it, like df,d,df - I don't think Capcom specifically coded each one of these into the engine separately, but rather that they said something along the lines of "if the player gets 80% of the DP motion out, have the character do a DP" (not this exactly obviously). So what I was saying all along was that it's systemic of the whole input system and not a special case for DPs, though that's where it's most commonly seen.


    I understand what your saying alright and I see. But I really get the impression capcom did puts those in like that and that its not merely down to the more lenient frames for entering moves. To me the more lenient system is down to a large window of opportunity in terms of frames, where you can execute your move. ST v 3s for example.

    We'll have to agree to disagree anyways lol.


    @ Kirby, LOL totally agree on bison. EX headstomp = win button. And its BS that his slide is not punishable (unless he does it from miles away) yet blankas is.
    Dreddybajs wrote: »
    You can? :confused:
    , but Bison has it tough in that he's an extremely offensive,
    Offensive? I see most bisons play in a defensive way. Hit and run tactics, always jumping back away or walking backwards away from you. He is a charge character after all, he's no cammy lol :P


  • Registered Users, Registered Users 2 Posts: 4,229 ✭✭✭Dreddybajs


    Yeah I agree with you Cunny, I don't define a lenient input system only by frame windows. I think we're actually agreeing with each other and just miscommunicating tbh.

    edit: Can't you throw Bison after a blocked slide? Also I think you see people playing him defensively because that's the way SF4 is designed, rather than the way the character is.


  • Moderators Posts: 5,580 ✭✭✭Azza


    Cunny_funt wrote:
    **Eh cough, bisons ultra coming out as a teleport cough... **
    **...Eh cough, negative edge ensures you never get teleport cough...**
    Kirby wrote:
    It just feels that when I fight against Bison players, they dont even have to work hard. Ive been working hard to overcome my shortcomings in the matchup but its just so infuriating to have so much trouble against a simple combo string of low kick scissor, followed by ex scissor, followed by low kick scissor, etc.

    For you the day you fought Bison in SF IV was the toughest battle in your life. But for me, it was Tuesday"


  • Registered Users, Registered Users 2 Posts: 13,084 ✭✭✭✭Kirby


    Ah yes, but the day Bison will be beaten up by a skinny indian man......will be Saturday :p


  • Registered Users, Registered Users 2 Posts: 2,985 ✭✭✭animaX


    Cunny-Funt wrote: »
    Ah so it was you, Hello again! :D Yeah Damdai says a lot of things... hell the guys not shown his face on those forums in a long time, and now its overrun by seriously annoying 15 year olds with massive anime sigs that take up a whole screen. (I ****ing kid you not).

    Still 2df is fantastic. Real pitty you can't get on there. You the lad thats in DCU yeah? They (gamesoc) ran a SFIV tourny one week there but I feckin missed it :mad:

    Yeah hows it goin :D I'm still in DCU and still can't connect. However, I'll be bringing the xbox Anniversary edition with third strike to the meet up tomorrow if you're going. We can play a few then. But bear in mind that I can't play online so I'm probably not very competitive :o

    Was thinkin of joining DCU gamesoc but I thought they play more fps's and stuff?


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  • Moderators, Category Moderators, Computer Games Moderators Posts: 52,407 CMod ✭✭✭✭Retr0gamer


    If this gets any worse I might just become a Zangief player.


  • Moderators Posts: 5,580 ✭✭✭Azza


    Die!


  • Registered Users, Registered Users 2 Posts: 2,748 ✭✭✭Cunny-Funt


    Dreddybajs wrote: »
    Yeah I agree with you Cunny, I don't define a lenient input system only by frame windows. I think we're actually agreeing with each other and just miscommunicating tbh.
    Maybe this is the case alright lol

    Dreddybajs wrote: »
    edit: Can't you throw Bison after a blocked slide?
    The evil mofo recovers so fast that the throw will generally tech :(
    Dreddybajs wrote: »
    Also I think you see people playing him defensively because that's the way SF4 is designed, rather than the way the character is.
    Well... yeah but hes...still.. playing.. defensively?... right? He's running away from me like lol... not saying all bison players play him like this, some do jump at you and get stuck in there. Or others are just bad/new and randomly attack and never block.
    Azza wrote: »
    **...Eh cough, negative edge ensures you never get teleport cough...**

    Wha? Ah g'way outta that now azza you can't deny the shortcuts can be a problem for bison players, more so the newer ones until they get used to entering it slower to ensure to land it on the forward and not the down forward.

    Bison is usually one of the main examples brought up when talking about the short cuts:
    .....in every Street Fighter before this one, as long as it ended in "Forward" of some sort, it would go off. It would work in this game too (Which is why UF works) if not for the short cut. The SHORTCUT is superceding the natural input engine which would normally see a "DF" as a "Down-Forward" and go" "Ah, he wants to do an Ultra, which would end in Forward. I get it. Here you go Dictator, here's your Ultra which you requested, sloppily but ****it, enjoy."

    Instead the dumb bitch goes. "Oh, looks like he went Down-Forward again let me summon up an Ultr~... oh wait, I just got this memo here. Uhm, let's see Down-Forward after Back.... a Dragon Punch motion? Well that doesn't make any sense you sure? Hold on a second, where is that num.... ah, ok... yeah Capcom? Oh John wussup? Yeah this guy here seems to have done a sloppy Ultra motion like he's been doing for years and usually I'd giv... yeah i t's about the new short cuts. Yeah.... yeah.... yeah I got the memo says to do a Dragon Punch but I thought that was Forward, then Down... ok.... I see. Well, I think it'd be kind of messed up cuz if I give him the DP he's going to Teleport. Yeah.... Yeah it'd be funny as hell, but it's kind of ****ed up you know? Yeah I know. Well it's not your fault. How the kids doin'? That's good man. Well I'll be seeing ya at the company Christmas party this year right? Ok then. I'll talk to ya la...yeah whatever you bum haha ok, bye. Oh well, here it is, a nice ol Teleport for ya big man. New Capcom policy. Oh ****, there it goes. Damn, KO'd by a scrubby Ken. That's gotta suck."
    animaX wrote: »
    Yeah hows it goin :D I'm still in DCU and still can't connect. However, I'll be bringing the xbox Anniversary edition with third strike to the meet up tomorrow if you're going. We can play a few then. But bear in mind that I can't play online so I'm probably not very competitive :o

    Was thinkin of joining DCU gamesoc but I thought they play more fps's and stuff?

    Well unless I can use my ps3 pad , I may as well try and play the game with my arse! Lol but I dunno for sure if I'll be there or not tomorrow.

    Indeed the gamesoc mostly play...halo and cs and ....rock band and **** but they do play some fighting games and SFIV, thats why I joined them last year but of course totally missed the one SFIV event. I'm gonna join them again though and try to play in the next one!


  • Registered Users, Registered Users 2 Posts: 4,229 ✭✭✭Dreddybajs


    If you watch any tournament Bison videos they'll generally be putting a lot of pressure on - what I mean is it's quite tough to play that way and if you mess up your links you're screwed, so worse players can't really play that way because of how turtley SF4 is.

    edit: eg http://www.youtube.com/watch?v=oWAPsF738N8


  • Registered Users, Registered Users 2 Posts: 699 ✭✭✭blag


    Kirby wrote: »
    This is hard to explain I suppose.....

    Ya know when some people moan about Zangief and Sagat? They get beaten and think to themselves, "That guy wasn't better than me.....he just did the same thing over and over....and it worked! How hard can it be?"

    Thats how i feel about bison. Its a personal thing. I've been beaten by some terrible bisons online. Yes, its my fault too but thats just the way it is. Scissors kick is just so safe on block. You can control headstomp and decide where you want to land if you change your mind.

    Atleast Zangief has to close range to do damage. When players Lariat spam me, I just duck and punch. When Sagat's tiger spam, I yoga tower, Jump drill, or slide under and punish.

    It just feels that when I fight against Bison players, they dont even have to work hard. Ive been working hard to overcome my shortcomings in the matchup but its just so infuriating to have so much trouble against a simple combo string of low kick scissor, followed by ex scissor, followed by low kick scissor, etc.

    I know you got a bit frustrated with Bisons headstomp/DR mix-ups the last day we were playing online but it's not as simple as controlling a headstomp and controlling where it lands,that's not possible(the headstopm,both normal and EX, track to where the opponent was when the command is input,it's not possible to do anything if the opponent moves back/forward but wait to be punished)

    The Devils Reverse is obviously controllable but not to any great extent and it's very punishable on block.The only other option then is the ol' classic(patented) empty devils reverse to throw,which isn't that hard to spot as it looks different to his normal jump and he makes a kinda "ugh" sound.

    That match up has problems for Bison too,it can be difficult to get in and it's usually a case of 'Sim getting a life lead and Bison coming after him from my experience.

    It's a known fact that Bison is mentally,physically,tactically and execution wise the most demanding character in anything...ever so:p
    Whereas 'Sim is a skinny w****r.(lies)


  • Registered Users, Registered Users 2 Posts: 699 ✭✭✭blag


    "Wha? Ah g'way outta that now azza you can't deny the shortcuts can be a problem for bison players, more so the newer ones until they get used to entering it slower to ensure to land it on the forward and not the down forward.

    Bison is usually one of the main examples brought up when talking about the short cuts: "

    That is a really annoying issue,It's been a while since i've messed it up now but the ST way of juggling the super from jump mp x 2 is still engrained it me and I have to remind myself all the time not to hold down back after a jump if I'm to combo from a potential juggle scenario.


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  • Registered Users, Registered Users 2 Posts: 13,084 ✭✭✭✭Kirby


    blag wrote: »
    it's not as simple as controlling a headstomp and controlling where it lands,that's not possible(the headstopm,both normal and EX, track to where the opponent was when the command is input,it's not possible to do anything if the opponent moves back/forward but wait to be punished)


    If I dash or slide forward, you can choose to stop mid flight and come down on top of me. Thats fairly lethal. Atleast when blanka does his rainbow ball, or cammy does ex hooligan, or Sakura does her leg spaz attack, they can't change their minds halfway through. Its so annoying.


  • Registered Users, Registered Users 2 Posts: 699 ✭✭✭blag


    Kirby wrote: »
    If I dash or slide forward, you can choose to stop mid flight and come down on top of me. Thats fairly lethal. Atleast when blanka does his rainbow ball, or cammy does ex hooligan, or Sakura does her leg spaz attack, they can't change their minds halfway through. Its so annoying.

    That's only the case for devils reverse,once the stomp starts it hits,is blocked or whiffs.


  • Registered Users, Registered Users 2 Posts: 13,084 ✭✭✭✭Kirby


    Yes but you can choose to do devils reverse instead and it just makes it so hard to know what to do. I realise its not as cut and dry as it would appear..... its just all part of the difficulty. They all look the bloody same ! :D


  • Registered Users, Registered Users 2 Posts: 699 ✭✭✭blag


    Kirby wrote: »
    Yes but you can choose to do devils reverse instead and it just makes it so hard to know what to do.

    Backdash is what most people tend to do if theres any uncertainty,covers all bases.

    Really what I'm just saying is that Bison isn't THAT easy,it's not just a case of lk scissors combo,a stomp/DR mix up and you've learned Bison.


  • Registered Users, Registered Users 2 Posts: 13,084 ✭✭✭✭Kirby


    I know...its just..... listen to this.

    Blanka ball is punishable on block.
    Ryu hurricane kick is punishable on block.
    Zangief lariat is punishable on block.
    Cammy cannon strike is punishable on block.
    Fei Long rekka is punishable on block.
    Honda Headbutt is punishable on block.
    Akuma double kick is punishable on block.
    Abel wheel kick and Change of direction is punishable on block.
    Balrog Turn punch is punishable on block.
    Even Sagats Tiger Knee is punishable on block.
    Bison Scissors kick is safe from nearly any distance.

    Grinds my gears :p


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  • Registered Users, Registered Users 2 Posts: 699 ✭✭✭blag


    Kirby wrote: »
    I know...its just..... listen to this.

    Blanka ball is punishable on block.
    Ryu hurricane kick is punishable on block.
    Zangief lariat is punishable on block.
    Cammy cannon strike is punishable on block.
    Fei Long rekka is punishable on block.
    Honda Headbutt is punishable on block.
    Akuma double kick is punishable on block.
    Abel wheel kick and Change of direction is punishable on block.
    Balrog Turn punch is punishable on block.
    Bison Scissors kick is safe from nearly any distance.

    Grinds my gears :p

    Mk scissors punishable on block.
    RH Scissors punishable on block.
    All psycho crushers(not EX) punishable on block.
    Devils Reverse punishable on block.

    The likes of Roses and the short version of Vipers forward pokey thing(don't know its name) are safe on block along with others in the game.EDIT:Isn't Sagats lk tiger knee safe too?

    I'm starding to feel like Bisons attorney."Mr Bison(Dictator) is not a crook":pac:


  • Registered Users, Registered Users 2 Posts: 13,084 ✭✭✭✭Kirby


    Discussion is good :)

    Yeh Sagats light kick knee is safe. but bisons scissors has more range and is more dangerous.

    And you dont need MK or HK scissors. You can just slide into range or use EX scissors and bam, LK combo.:p


  • Registered Users, Registered Users 2 Posts: 4,229 ✭✭✭Dreddybajs


    Yeah scissors isn't nearly as safe as you make out - also you can't just "choose" to do a DR after you've pressed u+kick, which is what it made it seem like you were saying before (that you can "control the headstomp" after you're in the air - you can't, this is impossible).


  • Registered Users, Registered Users 2 Posts: 13,084 ✭✭✭✭Kirby


    I know.... there are slight animation differences and I think a slightly different sound.....but the choice between em makes it tricky to react and all adds to the confusion of what to do. :p I'm getting better at it though.


  • Registered Users, Registered Users 2 Posts: 4,229 ✭✭✭Dreddybajs


    Also I'd say Sagat's kara-cancelled LK tiger knee has a lot more range than LK scissors.


  • Moderators Posts: 5,580 ✭✭✭Azza


    Bison can't teleport using negative edge but you can get the ultra. If you fluff the ultra with negative edge simply nothing happens. I don't have the issue of getting teleport when I want ultra anymore.

    The whole concept about Bison is mind games, like Blanka only Bison has class Blanka is just an asshole. Bison has 10 wrong options, but there only wrong if you guess right. He needs to trick you putting yourself in a bad position. A good Bison is one that hides his intentions well for he is indeed a crafty dictator who's scheming know no bounds.

    As for whats punishable and not.
    Rumor going round that Vega can kara throw punish Bisons lk scissors. Never seen it happen though.
    Ex scissors is not safe.

    Cammy lk spiral arrow is safe but can be focus attacks. Here mk and hk spiral arrow have to be spaced to be safe as they hit twice. But they can't be focus attacked.

    All tigers knees can be safe if spaced. If a tiger knee is only block once its safe.

    Giefs green hand is unsafe on hit!

    Not sure on the Sim Vs Dic match up. Not really any experience in it.


  • Registered Users, Registered Users 2 Posts: 13,084 ✭✭✭✭Kirby


    apparently its 5-5 but Im not buying that.

    And I have thrown LK scissors several times. Ask Blag :D Only on startup though and its usually jammy as all sin. You see the little whirlwind puff of smoke as he gets thrown.


  • Registered Users, Registered Users 2 Posts: 13,084 ✭✭✭✭Kirby


    Azza wrote: »
    Ex scissors is not safe.

    It is against sim. My quickest move has three frame startup and its short range....too short range as the blocked EX scissors creates too much space for it to hit.


  • Registered Users, Registered Users 2 Posts: 4,229 ✭✭✭Dreddybajs


    Azza wrote: »
    Cammy lk spiral arrow is safe but can be focus attacks. Here mk and hk spiral arrow have to be spaced to be safe as they hit twice. But they can't be focus attacked.

    Any blocked spiral arrow is a free SPD for Gief afaik.


  • Registered Users, Registered Users 2 Posts: 2,748 ✭✭✭Cunny-Funt


    Its settled then lads, Bison is hacks and needs to be banned from SFIV tournies wha?

    Hhehehehehe.

    <_<

    >_>

    A....Azza? Whats that evil glow in your eyes!? Gasp* THAT GRIN! That EVIL GRIN! ..Wha, what was that? This place shall become my what? I can't really hear you over all the manic evil laughter, whats that purple stuff? Hey your flyinAAAAAAAAAAH! MY FACE AAAAAAAAAAGH HE'S STOMPING ON MY FAAAAACEEEEE AAAARGHHH YET HIS ARMS REMAIN FOOOOLDDDDDEEEEED AAAAAAAAAArrrrghhhhh


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