ThisGuileKillYa, post: 1354989 wrote:
I was wondering why this situation happens and how I can prevent it.
I'm Dictator and the opponent is a projectile thrower. We're between 1/2 screen and full screen apart. I am crouching, anticipating a fireball. They throw one, so I immediately do a headstomp as punishment. To my surprise, Bison just flies over them and lands behind them! Why am I not stomping?? Seems like a perfect time for a stomp to teach them that fireballs arent safe. no? I've tried this with the up and up/fwd stomps and both do this. What gives? thanks in advance.
BKB, post: 1355017 wrote:
A little clarification on this would be nice.
Getting the no-hit headstomp in the situation it was DESIGNED for, drives me fucking bananas.
I do the same motion everytime, and everytime it hits, EXCEPT when they're throwing a FB. what gives.
Does anyone know how to do the super high no-hit headstomp on purpose? The one where you just soar into the opposite upper corner? Would be awesome for getting out of corners.[/QUOTE
If you perform the headstomp before the opp. goes into recovery frames then the headstomp will hit. Once the opp. starts to recover the headstomp won't hit because the headstomp is designed to hit on top of the hit box (I'm assuming this based on tests performed below); therefore, if the fireball has come out and the opp. goes into recovery the cpu doesn't "see" the opp. it misses. I used are the following situations to test my theory:
1. Jump up with no attack; if you perform the headstomp before the opp. starts to descend the headstomp will hit, if the opp. starts to go into falling frames the headstomp misses.
2. Jump with attack (ex. jab) the headstomp will hit as long as the opp. doesn't start to fall.
3. Use claw and perform wall dive; as long as you attack before claw starts to fall (after hitting wall, obviously if you don't vega won't hit the wall and the headstomp misses). If claw starts to descend at all the headstomp misses.
4. Perform srk (any strength), headstomp will hit (depending on hit box and frame you perform headstomp the hs will hit opp or opp hits you or both). If opp. goes into falling frames headstomp misses.
Basically depending on your reaction time you should hit with the headstomp if you perform it as soon as possible (very difficult at full screen). I'll perform more tests tomorrow to make sure I cover all the bases.
denki, post: 1355032 wrote:
Do you mean when they parry the low crusher?
ParryPerson., post: 1355031 wrote:
Is LP Crusher safe on block versus some chars or all?
lftrpllr, post: 1355034 wrote:
I think it's safe versus most characters. I know Zangief can piledrive it from most distances after he blocks the 2 hits. I don't think Honda and T.Hawk have the range to grab you. The only other move I can think that may be fast enough to punish it is Blanka's ball, but I haven't tested it.
ThisGuileKillYa, post: 1355014 wrote:
Earlier in this thread I had posted some rudimentary questions about the Devils Reverse (DR for typing ease). Since then I've been playing and practicing and reading and watching now I feel my use of DR has matured and improved.
However... my new experiences have brought about some new questions. Hopefully this can spark some discussion about how you guys are utilizing this bad ass move, and how top players are utilizing it (for anyone who knows to explain.. Chen? Zass? nohoho? NKI? [Hey NKI, someone seemingly reliable once told me Bison was your 2ndary after Chun... if that's true why aren't you all over this thread? He said you were really good with the crusher-in-the-corner-corpse-hop-crossover...say that 3 times fast] ).
One thing I noticed is that the strength of the punch button seems to dictate(no pun intended) the height of the initial flight. Unless this was some other variable at work and the buttons I used were coincidental. But it seemed to be so. it seems to me that the high one might be prefered when flying across the screen safely, but the lower one might be good for a (relatively) quick crossup. But then maybe hes too vulnerable close to the ground? This discovery has made me once again clueless about the DR, and I'm never sure which button to use. I think I had been using strong before when I didn't know it mattered, just for ease.
Now my DR-noob approach has pretty much been to:
a.) do the up-torward version after a fireball or triple strong juggle (as the YBH tech's said to do) or any other time I have the oppurtunity to try a crossup. Sometimes it seems to work beautifully, and other times it seems to fly me too far back towards my original direction and either un-crosses up or sometimes outright whiffs. Sometimes I'll also intentionally do this, pulling back, as a fake.
or b.) do the up-back one to build meter and make it look like I'm gonna fly around and do something. But the more I DR, the less use I see for this up-back version, especially in light of everyone saying Bison wants to advance.
So I guess, in a nutshell, I'm looking for anyone to explain specifically any of their more effective setups and/or attack tactics, or those of top Dictaster players. Which button are you/they using? Upback, upfwd, up? How far in that direction do you/they go before hitting P if at all? Then where are you/they ideally guiding him?
I feel pretty strong in my use of the Head Stomp, so when that discussion rolls around I'd be happy to contribute some of my "and you are...?"-level tricks with it, but when it comes to DR, I now love it and see it's importance. But now that I know a lot more about it, I'm a whole new special kind of clueless.
I was just reading through this thread and noticed that it was stated that Bisons jab crusher stops Hondas headbutts ...No it does not! its all a timing issue, its only that most Honda users do not see the jab crusher coming, which is why it always seems to hit the jab headbutt. If Honda waits just a little longer he can hit it.
ParryPerson., post: 1355037 wrote:
For me, controlling the DR to actually HIT them on their wake up seems kinda hard, and I never see yuuvega doing this ever. Anyone got any tips?
ejdge, post: 1355040 wrote:
Can Dic get out of tick throws without a super?
denki, post: 1355043 wrote:
The lp crusher can function but always make me think a lot because, yes u can perform as a reversal and has 3 frames of invincibility but doesnt lift until 12th frame so you have 9 frames where u can be grabbed from zangief that after the body splash that is a air attack dont have recovery frame and also dont have start up frames for the spd because is a throw.
I think this solution is very difficult and nearly impossible if the zangief player has a perfect timing.
fatboy, post: 1355044 wrote:
Exactly, I was thinking this myself.
I could be worng on this... Wouldn't be the first time....
Take a regular kick throw character. Lets say Chun doing St. Strong> Strong tick throw.
The game option selects the throw/ normal move.
If the input for the throw is input on the first frame in the LP PC start up, during those 3 inv. frames, the normal up close strong would come out, (the game has no missed frames) and would then hit on it's 4th frame in the remainder of Dic's start up; koncking him out of the PC.
ejdge, post: 1355047 wrote:
How do you do Dic's backwards j.forward overhead? I've seen Taira do it a ton yet I can't get the timing down. Does it only work on specific characters?
denki, post: 1355048 wrote:
At last all capcom classic olympic in Kyoto i have also seen yuuvega doing this and looking at his hands i have seen that he jumps, then press forward and back quite together. This requires times and many experience.
ShinVega, post: 1355052 wrote:
. The motion is to start at down roll your finger to back+foward, then quickly up/twds. Yes, you press up/twds your opp. this "slings" you away in the opp. direction. ...
Airthrow, post: 1355061 wrote:
Have you tried just doing st. lk, then cr. mk then scissors, then adding the jump in later?
Charge d/b to simulate charging in mid-air, then stand up and hold back and press lk quickly, then d/b+mk>scissors.
If you're jumping in, as soon as you leave the ground, hold back...