I think is not possible with the head stomp but u can get a similar effect (is a less high jump) with a DR pointing up-away (to behind the opponent).
[quote=“BKB, post:55, topic:19356”]
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:
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.
Jump with attack (ex. jab) the headstomp will hit as long as the opp. doesn’t start to fall.
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.
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.
This is a good explanation however i think that to try to do the head stomp high jump is a little bit dangerous and i prefer to go to the no attack devil reverse.
I just started to use ST bison on more then a casual level so while i’m suire i’l find all the general strats here (especially the OP) n on the wiki i would very much appreciate if someone posted a matchup chart or breakdown of the matchups for ST bison.
EDIT: can’t find any vids of high level ST bison so any links would help.
Theres tons of vids of Bison…
Just look through here. http://www.youtube.com/user/superturbor
boxer vs dictator what does bison have to stop boxer from rushing in and how is this match up fof dic would you guys consider dis to simalar to guile without sonic booms feel free to comment no negative shit for all you haters out there
You have to stop him before his punch comes out. Depending on the distance, you can use cr. mk, standing mk/ hk and scissors. Sometimes it’s better to just block. The damage on the rush punch is quite big and it knocks you down, which is an especially bad situation for Dictator because of his lack of a decent reversal.
just 1 thing to add to the vs blanka match up: when you use the fierce psycho crusher be sure that you can go through and continue on the other part of the stage to avoid a biting throw and have the possibility of eventually start again with another crusher when the enemy is still in the center of the stage.
Merry Christmas to all!
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. example
Opening Rd. Bison does J.Psycho Crusher; Honda attempts JHB. The jab HB prolly wont work b/c Honda is anticipating a F crusher so Honda reacts a split second to early. But if Honda reacts a little later it will hit the J crusher.
no,if both special moves hit in their hitting frames the crusher win, u can also stop the honda super special in that way, i tested this at the game center. It is a question of hitting and non hitting frames of the jab crusher: you lose if the honda head hits you when you are in the first 18non hitting frame of the jab crusher (even if the first 3 frames are of invincibility so you can be hitten only for 15 frames). The same if the head hits you when you are in the final 16 non hitting frames of the jab crusher.
Distance plays a big factor in this situation. If both Honda & Bison are far away from each other, it really does not matter. Its only when in close does this matter. Perfect Timing By Honda hits Bison everytime out of any crusher. but that is not realistic.
Yes this is an application of what i was saying about hitting frames: the honda headbutt has a initial non hitting frames of 8,11,6 (jab,strong,fierce) and also in this frames is invicible so if both start close headbutt win the crusher because hits when the crusher is still in non hitting frames.
If you are not close u can do the same waiting and hitting the crusher when i am in my final 16 non hitting frames. It requires good timing but is possible.
Fortunatly for us the headbutt has a long final non hitting frames where i can do what i want.
Is LP Crusher safe on block versus some chars or all?
Do you mean when they parry the low crusher?
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.
Yeah I’ve been messing with it, and gief can’t SPD it at the very right distance but most times he can, blanka ball can punish it on block, but honda and hawk can’t do jack about it.
There are some ways to cross up with the Devil’s reverse but I’m not really sure how to set them up. I think the hit box is wierd enough on that move so you can actually hit your opponent with your shoulder of your non-expected arm. In general, if you have the ability to cross up your opponent, yuo should really go for the: jumping forward kick, standing shrt kick x 2, low forward xx fierce crushaa for a dizzy (and a win). I use the Devil’s reverse to bait out moves, build meter and empty jump throw. If you do the Devil’s reverse and do nothing, it works at a sort of low jump where you can throw the second your toes touch the ground. It works as a good surprise tactic from time-to-time and you throw them so fast it almost looks like an airthrow.
You can also get the same airthrow effect after your opponent locks the head stomp and you use the punch button follow up to steer yourself near your opponent (preferrably behind them). I played an dictator player at More in Japan that used this “air throw” tactic with great efficiency.
Bison’s Psycho Chrushaa corner cross up works like this. Knock down your opponent (throw, scissor kick, etc.), do a roundhouse kick slide to get near them and charge back at the same time, as they get up do a fierce PC and continue to hold towards (which will now start your charge the on the other side), now do standing short x 2, low forward xx fierce PC to your opponent’s back.
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?