Airthrow, post: 1355087 wrote:
It's a way of getting closer to the opponent while charging all of his moves so they can punish on wakeup.
SiMan, post: 1355093 wrote:
i'm a real beginner w/ ST and i've decided to play bison. I've started to grasp the basics with him, but i still don't understand the mechanics behind the devil reverse. It's not so much the followup punch attack you can do from it, but more the range of the initial part of the move.
Like is it the direction of the up+punch (ie. up+f, up, up+b) that controls the distance of the move, or the strength of the punch used?
Also, does the position of the opponent affect the way bison travels with this, or is the opponent's position not a factor?
I'm only really using it atm to build meter, and am relying more on the headstomp in other situations because i find it easier to control. What are the major uses for the devil reverse anyway? Guess if i was able to control it better i could understand its uses more.
Cheers in advance. I read earlier posts in this thread but i still couldn't understand it.
UltraDavid, post: 1355097 wrote:
I've been trying to pick up Dictator lately. He's such a weird character, but also really interesting.
One trick I've had pretty good success with recently is when you're near your opponent as they're waking up, you can do headstomp on most characters without fear of getting hit because its hitbox is so strong, so they'll know to just try and block it. But you can mix that up with neutral-up devil's jump (without doing the reverse part) so that when they're looking to block a headstomp, you instead very quickly land right to them and throw them before they realize what's going on.
Another trick I've been using also has to do with the headstomp. As your opponent is waking up, you often want to do crouching forward, crouching forward on them, and if they mess up a throw or don't block for whatever reason, you cancel into scissor kicks for big damage and a possible dizzy. Everyone knows this, so everyone's pretty well trained to block low on wakeup for two crouching forwards. One way to mix this up is to then walk forward a bit and throw, but another way is to cancel the first crouching forward into a quick headstomp for a fast little overhead.
One question about that situation, though. Sometimes it seems like the headstomp comes very fast, and other times it seems like Dic kinda hovers in the air a bit beforehand, giving the opponent time to block. I always input the command the same way, so why does this happen sometimes? Is it random? Is it based on my opponent's character, maybe?
Ouroborus, post: 1355100 wrote:
how exactly do you do bisons touch of death?
i'm playing ST bison in sf:ae and trying to do crossup mk, lk, lk, c.mk, hp psycho crusher.
the problem is getting the c.mk to connect as the 2 lks knock them back too far.
UltraDavid, post: 1355102 wrote:
Finally read through this whole thread, good stuff. Think I'm gonna start playing Dic as my 3rd guy now.
About getting tick thrown, obviously if the opponent is in your throw range (and only Sim, Honda, Gief, and Blanka have longer normal throw ranges) you wanna throw, but if you're not in range, your best bet is just to hold up (or up-back or up-toward) on the stick. Dictator gets airborne really fast (the fastest, maybe? seems like it, but does anyone have real data?),
(and only Sim, Honda, Gief, and Blanka have longer normal throw ranges)