CWheezy, post: 2310098 wrote:
Well I mean it is just looking at it like. One bison has awesome tod, maybe safe moves, can dizzy off almost everything.
The other one has no crossup(Maybe he has one? Nothing seems to work) and is fat, and like with no link combos. It is kind of sad really.
I know this is a different game, but like there has never really been another super turbo bison, one that is all offense with 0 defense, and I kinda miss it
jarop, post: 2310102 wrote:
Much appreciated guide. Learning A2 Sagat has really given me an appreciation for his other incarnations given how hard he has to work without CC
Aquashark, post: 2310106 wrote:
in custom combo.. isn't a s.HP better before the headstomp -> dive, meaty unblockable?
i find it hard to hit the second sweep in level 1
Middlekick, post: 2310107 wrote:
M.Bison's crouching Forward links into the first hit of his standing Roundhouse, and his punch Alpha Counter cannot be blocked.
ramberk, post: 2310104 wrote:
If you want to mix things up, you might want to jump-in with an early HK or a late LK. I like to do air-to-air with his MK also because of its horizontal reach. I'm sure there are some small combos you can do-- mix that in if you get the opportunity. You can also sparingly do headstomps-- but I think A2 Bison's headstomps have low priority in this game so you'll end up trading or losing a lot if you get predictable with them. Sometimes you can use HK Scissor kick to punish wiffed moves from a distance-- but I think almost all versions of the scissor kick will leave you seriously vulnerable if blocked. Use them only in combos.
I'm pretty sure you can combo into his scissor kick super. Use that if you get the opening. His psycho crusher super is pure trash at all levels and in every situation. Never use it. Don't ask me about CCs with Bison cause I just don't really utilize them.
Fulaani, post: 2310113 wrote:
someone introduced me to this game but it's just brazilians on ggpo lol.
RagingStormX, post: 2310088 wrote:
So anyone in this thread want anything added in particular? Something we can add of improve?
Tech Romancer, post: 2310127 wrote:
Ken is top tier with a zoning game, good pokes, good Alpha counters, good CC. Your pokes are cr.mk, st.HK basically. Mostly you zone with fireballs like in ST to build meter like Ryu. CC is basically sweep to hurricane kick than ascending strength dragon punches. If you use it as a AA, then do st.mp then the dragonpunches. Sweep is good, and is cancelable like the other shotos, you can cancel to fireball or if you're feeling gutsy cancel to his roll (412+P) and continue pressure or you can try to cross them up with it into st.mp hitconfirmed to HP dragonpunch. Normal AA is cr. HP just like the others, you don't even need to use mp or hp SRK outside of combos, really. Best super is shoryureppa and can be comboed from cr.mk or chained lps/lks.
Did I miss anything? Playing Ken is not rocket science imo
Dreamfire, post: 2310129 wrote:
A few things here:
While most of Ken's pokes are good, and you'll want to use them all, definitely don't throw out tons of s.rh. It's AC bait and you can probably just CC it on hit on block if you're semi close.
Cancelling into his roll is a really good idea because it's so safe. With that said, if you're going to do cross over roll shenanigans, you really need to do something that you can hitconfirm. If you can hitconfirm s.mp xx DP then by all means, but I know I definitely can't. This also doesn't work as good offline, where it can actually destroy scrubs online. And even then, the top players can still block it on reaction so if you get into the habit of just doing something like c.fp xx dp without totally hitconfirming, you'll be eating free damage you just gave them.
-Edit- I guess what I'm trying to say is this tactic is pretty much garbage. If you're going to try a cross over roll, you might as well do it into either short short super (short short roll again if they blocked,) or just straight into CC. Straight to CC sounds even scrubbier, but it's actually more damage and safer due to you not being completely open for a free combo/CC/whatever.
Definitely do NOT use c.fp for antiair. You'll become lazy, and it'll be a dumb habit to break. C.fp will not AA characters like Gief, Rose can time her jumps to trade, etc etc. Always antiair with MP DP, it'll never lose and if you do it deep enough it'll flat out beat jumpin CCs, or fly past them (leaving you safe.) C.fp is easy as fuck to jumpin CC and you'll eat them all day.
For BnBs, they definitely aren't Ken's strong point. If you land a cross over mk, you can do short short xx fierce DP vs mostly anyone. If you land a short short anywhere, you may as well cancel into a super since it'll be damage.
hakero, post: 2310133 wrote:
this is wolfwatcher , he is number 1 a2 player in ggpo , from japan
NickRocks wrote: »
And GGPO players wont travel, they are like 14 and play on keyboard
CSS, post: 2310134 wrote:
work rom ok
Dreamfire, post: 2310135 wrote:
doujinshi_2001, post: 2310138 wrote:
stop trolling, lol
CSS, post: 2310139 wrote:
did you get pokemon white/black?