View Full Version : Dealing with runaway players
Edgeman
03-25-2009, 07:31 PM
Wanna see how you guys deal with super defensive runaway players. They keep running/jumping away and scratching the back against the wall especially when they have more HP:
1) Wall-scratching Blanka, Honda, and Boxer.
2) Jumping-back-kicking Ken (air hurricane to the other side when you get close), Ryu, and Sagat.
3) Jumping-back-air-fireballing Akuma.
4) Jumping-everywhere El Fuerte.
frostycyke
03-25-2009, 08:07 PM
If people aren't pressuring me and trying to cross me up, I usually thank them.
I know Devil's reverse seems like a standard answer for anything, but it's true alot of the times. Use DR to bait and hit them out of air hurrican kicks and generally be as annoying as possible.
I do feel that Bison lacks any real solid tools for a consistant come-back, but Bison also have tons of mobility and can move around the screen in various different ways, teleport, slide, PC, Scissors... If you want to get close to someone, you generally can.
1) Wall-scratching Blanka, Honda, and Boxer.
Just advance forward slowly while periodically blocking in case they do blanka balls/headbutts/dash punchers.
2) Jumping-back-kicking Ken (air hurricane to the other side when you get close), Ryu, and Sagat.
Walk/dash forward when they jump backwards. If they keep jumping backwards once they are in the corner, just try a jump MPx2 on reactoin. Also, get ready for an air hurricane kick and be prepared to dash quickly then slide to punish it, or you might even be able to just teleport across to them though i haven't tried it.
3) Jumping-back-air-fireballing Akuma.
You can slide under the fireball to hit Akuma as he is coming down.
4) Jumping-everywhere El Fuerte.
Only fought one such El Fuerte, I basically spammed devils reverse and I use ex psycho crushers to counter some of those body splashes.
Frankoman77
03-25-2009, 08:48 PM
Good topic. I faced a running Akuma today and it was definitely frustrating when all he was doing was throwing air fireballs and then air spin kicks to escape.
The Devils Reverse did help as well as a couple of well timed head stomps but I could only land the head stomps consistently if I was about a half screen away. I don't recommend using this move when full screen away cause you'll usually wiff it.
I did some teleporting as well but he countered that quite well with a throw. It's definitely a bitch to get close to these runners at times and when you do get to them, you need to punish as much as possible.
czizzle
03-25-2009, 09:02 PM
you can full screen PC under akumas air raid of fireballs
another note...i always start off full screen PC against akuma players
HellonEarth84
03-26-2009, 01:53 AM
This is why PC needs more range on it. People can counter both the DR and Headstomp by simply jumping back and kicking. How bout a PC that goes full screen and hits them on the way down.
lawyuklun
03-26-2009, 11:25 AM
I don't think DR can simply be punished by jumping back and kicking.
Ono-Sendai
03-26-2009, 12:20 PM
If people aren't pressuring me and trying to cross me up, I usually thank them.
My thoughts exactly.
In addition to using all the mobility tools Bison players enjoy, I try to throw turtles as much as possible.
If you are not down on stamina too much being patient and counter-turtling opens up some turtles sometimes.
For some reason, repeatedly taunting and/or teleporting occasionally cracks the psychological resolve of some turtles. Must be something about the way Bison laughs...
I'd imagine nothing pisses off runaway players like... well... playing a runaway style. Bison is very good at this, IMO.
In the end, using mobility tools and throwing are my favourite (that's how we spell it in Canada, no disrespect) ways to keep the pressure going.
exogen
03-26-2009, 01:27 PM
I don't think DR can simply be punished by jumping back and kicking.
think again. this is what you do. simply jump back when they come in and fierce kick will knock them mid air out of DR or HS. trust it works but only from full screen and that is the problem. I brought this same issue up in another topic in here somewhere.
frostycyke
03-26-2009, 03:42 PM
Yes, a jump back kick will stop HS, but you can bait with DR, moving away from their kick and then coming back in while they are landing and recovering from the kick. You may not hit them all the time depending on the distance, but at least you'll be closer to them, which was the original problem.
BeatKilla78
04-01-2009, 01:34 AM
( not sure if it was posted yet ? ... ) Also you can wiff DR close enough to respond ( after your opponent attempts to punish with a dash back > roundhouse .. ) with a slide .. or throw ... i do it every once in a while and it works pretty well
Cracka J
04-01-2009, 07:28 AM
also on the fuerte note, if he manages to knock you down and you don't want to play the slam/crossup slam/throw game, wakeup teleport out of there. it takes a HUGE part of fuerte's game away from him, and you will be left dictating (lol) the remaining pace of the match.
vanitys7
04-03-2009, 01:02 AM
When facing akuma, bison's slide (when timed right) will trade alot when he's doing air fireballs, and akuma players dont like trading hits.
HellonEarth84
04-03-2009, 03:11 AM
Against Akuma I actually wait for him to throw his stupid air fireballs, then EX headstomp through them. Takes like 25% of his life off.
When facing akuma, bison's slide (when timed right) will trade alot when he's doing air fireballs, and akuma players dont like trading hits.
?
It shouldn't be trading..it should actually cleanly hit Akuma.
thrust07
04-13-2009, 01:48 PM
Thoughts on Seth? He's a bastard, for one.
Valaris
04-13-2009, 02:20 PM
Thoughts on Seth? He's a bastard, for one.
I've only played against 2-3 seths online, and not very good ones. One advantage Bison has over most others is that if Seth tries to get you in the "In throw sonic booms to win through chip damage and if you jump I ultra you" trap, you can teleport.
prettyboytroy5
04-16-2009, 01:59 AM
almost all of bisons moves are safe. very hard to hit at close range. even daigo has a little trouble with bison.
EXBison
04-16-2009, 04:25 AM
If they're constantly jumping back, just close distance with FD (yeah, yeah you lose charge, but you can easily get away and recharge if absolutely necessary) and use s.HK to discourage further jumping. Then induce counter-attacks with s.LK and punish.
Ephemeral
04-16-2009, 04:46 AM
1.) walk
2.) st.hk or throw
3.) repeat.
edit: no joke
matrixdub
04-16-2009, 07:01 AM
Spam DR and mix with a little anticipated HS
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