mythicExile
12-19-2005, 09:43 PM
I know that this info must be everywhere and known to everyone.
BUT i will do this nonetheless
after practicing in the most extreme sense of that word (namely, losing many many games to random scrubs trying to get it down) i can confidently say i do painting the fence correctly.
Now, what is paint the fence you ask?
Essentially, it is a simple juggle that m.bison can do on any character hit box in the corner where he does his DP+HP move repeatedly, dealing massive damage.
while this seems simple enough, there are complications:
if you go too fast, the enemy will fall too low and evenutally hit the ground, thus stopping ur ptf.
if you go too slow, the enemy will also do the above.
if you use something other then HP for the DP, then the chance of them staying in the air increases, but the damage decreases
finally, the motion must be relatively accurate. capcom designs its games so that motions can be done rather loosely. however, in the case of mbison..because his b, f + p (psycho crusher) is a move, and his d, u+p (stomp) is also a move, this causes the person doing ptf to be extremely accurate so as to not cancel a ptf into one of these mentioned moves.
---> things to practice so far: timing/motion preciseness
now, as i said it took me quite a while to get this down. no, you dont need this game at home, tho it does help tremendously (if u have a stick similar to the one at ur local arcade)
the first thing u should learn (because it is easier then the actual painting) is the setups (how to juggle an opponent from midscreen to the corner, or from the air, or out of a corner etc etc) and there are many guides for all of these.
second is the actual motion itself.
onto the motion:
if ur bison is facing the left corner, then chances are u wont be doing any buffering. that is, every motion u do will be afull DP motion. this turns out to be quite useful in terms of setting the tempo. if u do a continuous set of DP motions (followed by punches) your ptf will be quite rhythmic and quite timed properly.
what is timing properly? getting 4-5 hits per paint.
now, if ur bison is facing the right corner, u CAN buffer. meaning, once u do the first dp motion, u can continue the paints by simply doing fireballs. the down forward of the previous paint will count towards the forward of the current paint.
HOWEVER: i strongly suggest u do NOT do this.
learn to do it fully on both sides for best results. it is in buffering and buffering alone that people mess up the most (ie get crusher/stomp). get the full motion and do it.
as for getting a feel, u should be able to do approx 14 paints ona full can (err, bar)
taking advice froma friend (Noodleman from this forum), a way to help ur paint rhythm is to actually count the paints.
thats all for now. i hope this is somewhat better then other explanations, or at least answers a question uve been having.
feel free to post questions
BUT i will do this nonetheless
after practicing in the most extreme sense of that word (namely, losing many many games to random scrubs trying to get it down) i can confidently say i do painting the fence correctly.
Now, what is paint the fence you ask?
Essentially, it is a simple juggle that m.bison can do on any character hit box in the corner where he does his DP+HP move repeatedly, dealing massive damage.
while this seems simple enough, there are complications:
if you go too fast, the enemy will fall too low and evenutally hit the ground, thus stopping ur ptf.
if you go too slow, the enemy will also do the above.
if you use something other then HP for the DP, then the chance of them staying in the air increases, but the damage decreases
finally, the motion must be relatively accurate. capcom designs its games so that motions can be done rather loosely. however, in the case of mbison..because his b, f + p (psycho crusher) is a move, and his d, u+p (stomp) is also a move, this causes the person doing ptf to be extremely accurate so as to not cancel a ptf into one of these mentioned moves.
---> things to practice so far: timing/motion preciseness
now, as i said it took me quite a while to get this down. no, you dont need this game at home, tho it does help tremendously (if u have a stick similar to the one at ur local arcade)
the first thing u should learn (because it is easier then the actual painting) is the setups (how to juggle an opponent from midscreen to the corner, or from the air, or out of a corner etc etc) and there are many guides for all of these.
second is the actual motion itself.
onto the motion:
if ur bison is facing the left corner, then chances are u wont be doing any buffering. that is, every motion u do will be afull DP motion. this turns out to be quite useful in terms of setting the tempo. if u do a continuous set of DP motions (followed by punches) your ptf will be quite rhythmic and quite timed properly.
what is timing properly? getting 4-5 hits per paint.
now, if ur bison is facing the right corner, u CAN buffer. meaning, once u do the first dp motion, u can continue the paints by simply doing fireballs. the down forward of the previous paint will count towards the forward of the current paint.
HOWEVER: i strongly suggest u do NOT do this.
learn to do it fully on both sides for best results. it is in buffering and buffering alone that people mess up the most (ie get crusher/stomp). get the full motion and do it.
as for getting a feel, u should be able to do approx 14 paints ona full can (err, bar)
taking advice froma friend (Noodleman from this forum), a way to help ur paint rhythm is to actually count the paints.
thats all for now. i hope this is somewhat better then other explanations, or at least answers a question uve been having.
feel free to post questions