On July 09 2013 18:20 YulyaVolkova wrote: Thanks alot Steve.
My main for the past 2 years has been Viper which I definitely know the most about the matchup with. Stuff like jab tk beating stand roundhouse + often trading/sometimes beating short scissors, reversal strong tk point blank EX psycho, reversal EX seismo point blank fierce psycho etc. Also some weird stuff like if the Bison short scissors->short scissors alot you can just start throwing out raw FFFs after a blocked scissors and counterhit the next one, obviously loses vs many other options though.
At the moment im mainly trying to learn Evil Ryu, probably intending to make him my new main so hes probably the character id like the most help with if you could, I understand you played him a bit recently? You mentioning Sakuras st.mp->shoryu as a scissors beating option makes me think that theres a reasonable chance E.Ryu has the exact same option, ill test it out later.
I guess the main thing I don't get overall is the idea of attempting to stop the Bison from doing several things at once while im also trying to do things actively. I don't know if its normal but I find it really, really difficult to react do anything where im watching for more than one possible thing. Ive played reaction based games all my life but its always the case that you're just watching for one thing at once, and have something you're going to do if it happens. In Street Fighter, say slightly outside of footsie range, Bison can jump, headstomp, or move about on the ground say (in several ways), all of which theoretically I should be countering with my own options, but I just can't. I find it really really hard to even say watch for headstomp AND jump, differentiate between the two, and apply the punishes correctly in time before ive already been forced to block. Nevermind adding in the fact that I should be focussing heavily on the ground game in order to out footsie/pressure only to then switch to these punish options at the random moment they may occur.
Think that may have actually twigged in my head potentially the primary cause of the issues, but have no idea how to solve it. The idea that I have trouble vs characters that have lots of options that are unpunishable on block, and must be punished on startup essentially either pre-emptively or on reaction. This may explain why I feel like I get in these endless pressure loops unless I choose the one correct option - I just don't know how to be attempting to counter several of these things at once. Any ideas? Perhaps something like passively countering as many of them as possible while watching for one specifically? Like the st.mp just being done passively countering scissors while also not being out there long on whiff and possibly allowing a react headstomp punish if you're watching for it. If I could train myself to quickly differentiate between jump and headstomp I could add that in as a third option I could beat. How do you approach it?
Well I guess part of your problems come from having mained viper. Bison is definitely one of the hardest matchups for viper. You cant play footsies against bison with viper like ever... Once you get into range of lk.scissors or even cr.lk your best bet ist to hold down back and wait for the right moment to gtfo. Viper basically has to rely on zoning bison all day, except you get a knockdown ofc. And Bison has a huge variety of escape options on wakeup, so even when you get that knockdown its not as good as against other chars. Its a pretty shitty mu tbh.
Agree 100%. :o)
Watched an entire 2 hour or something Latif vs......Happy Medicine online set on his channel one time. Although Latif blew him up in some rounds I dont think ive ever seen Latif play so slow/lame/dull in my life. So many rounds were like, backdash/jump back to full screen, seismo feint x 50 while Happy Medicine sat at absolute full screen with charge and....yeah. Wasn't fun to watch, but I watched all of it anyway to attempt to learn wtf to do vs Bison. Helped a bit, still feels like a retarded matchup.
Pardon me for asking, but on Saturday/Sunday, why are they squeezing in all the matches for every game into one day? Having it all more spread out would be better IMO
On July 10 2013 11:21 WindWolf wrote: I meant more like, why have (almost) the entire SF-tournament in one day?
It's just pools n such. Way easier logistically to do the two biggest games (pools) all in one day, organizationally, and save the Top 16 or whatever for Sunday.
Pardon me for asking, but on Saturday/Sunday, why are they squeezing in all the matches for every game into one day? Having it all more spread out would be better IMO
In order to feature nearly every game on Sunday on a single stream, that's the way they decided to do things. Check out the schedule for Sunday. Where would they squeeze more time in without bumping off other games?
Considering how many SF4-related fakes there have been in the past (including ones made with SFxT models), I'd dismiss that unless/until confirmed by Capcom.
Not to mention that Rolento model/screenshots reminded me exactly of a vid I've seen where someone ported Rolento from SFxT to AE. Impressive in that regard, but it's pretty likely those images are fake.
Found it:
Idk you be the judge. It would be pretty exciting, but I'm highly skeptical until these are more than just images from Twitter
I don't think Capcom should change too much in V.2013 (if we can call it that). Overall, I feel 2012 is good. There is always room for tweaks, but overall I don't want to see any major changes