super turbo bison..james chen little help :-) - Forums Forum Jump: Please select one: -------------------- Private Messages User Control Panel Who's Online Search Forums Forums Home -------------------- Discussion Groups-- Fighting Game Discussion-- General Discussion-- Strategy & TacticsThe Dojo-- Tournament Results-- Tournaments & Events-- Evolution 2002 Suggestions & Discussion-- Evolution 2002 Player Hookup & LogisticsShoryuken Media Studios-- Fan Art Gallery-- Fan Fiction Library-- Image MishmashApex-- APEX Questions and Feedback-- Atlantic North: Discussion & Matchmaking-- Atlantic South: Discussion & Matchmaking-- Midwest: Discussion & Matchmaking-- Northwest: Discussion & Matchmaking-- Pac-North: Discussion & Matchmaking-- Pac-South: Discussion & Matchmaking-- Southwest: Discussion & MatchmakingTalkback Forum-- Domination 101Administration-- Headlines-- Suggestions and Feedback • Show a Printable Version • Email This Page to Someone! • Receive updates to this thread • Forums > Discussion Groups > Strategy & Tactics > super turbo bison..james chen little help :-) AuthorThread Overkill Member Posts: 78 Registered: Nov 2000 Location: ruru Posted: 11:29:2000 10:29 PM can you give me the basics and some advanced stuff on him? scat scat tat tat IP: Logged omni Super Moderator Posts: 1266 Registered: Jul 2000 Location: kidnapped by asians in So Cal Posted: 11:30:2000 01:07 AM quote: Originally posted by Overkill: can you give me the basics and some advanced stuff on him? scat scat tat tat I guess I will try to tackle this, cause I know Chen doesn't really play Bison in ST. The first thing you need to come to grips with - is that if you have any qualms about throwing or if your opponents don't like Bison, don't learn him. The vast majority of his game revolves around throwing. With that said, lets begin. You want to pressure characters with your standing Forward and Roundhouse. At midscreen, if you know Ryu/Guile is going to throw a fireball - try to hit them with standing Roundhouse to either hit them cleanly or trade for more damage. You want to try to get them to block either a Forward or Roundhouse while you yourself are charging back so that once they do block it, you can do a scissor kick. If the Scissor kick knocks down, do a roundhouse slide while charging down/back to get closer to them, then you have a billion wake up options. The simplest and also one of the hardest to get out of is just do meaty low short as they get up then throw them. If they tech hit the throw, do standing short as they land and throw them again. If they don't tech hit the throw, do crossup forward, standing short, throw - go back to if they do or don't tech hit throw. Characters with a poor reversal or that need to charge down to reverse (like Guile) can be really hurt by this tactic. After knocking them down, instead of just doing low Short Throw, you can do do meaty low Forward, Standing Short into scissor kick (this is a 4 hit combo if done right), which if they block the scissor kick you throw them or if it comboed, slide to get closer again. His whole game revolves around scissor kicks and the throw games behind them. Against shotos, after you knock them down, you can always pause before doing anything and if they whiff a dp, you can throw them and go into throw games. Also - his standing short is soooo good. You can combo like 4 in a row with good timing or harass with it. A lot of times when I'm not too sure what I want to do, I'll do stuff like cross up forward, standing short, standing short, standing short then throw or do standing forward, then scissor kick. His Jumping Strong is REALLY good and you should almost ALWAYS use it if both you and the opponent are in the air. If it hits, Juggle with more jumping strongs. You can do a total of three, and you can hit strong twice while in the air. So you can do jumping strong which hits once, then another jumping strong which hits twice, or you can do 3 separate jumping strongs. Try to go for 3 separate ones if you can - they do more damage. Also, if the opponent gets hit by the jumping strong, you can juggle with his super if you have charged up. Another good thing about the jump strong is that it knocks the opponent down. So after doing the last jumping strong, you are free to either slide to get close or go for a cross up forward/roundhouse. That is a lot of the basics behind Bison. You can't really just ask, 'teach me basics and advanced strats also'. You can ask for Basics - but make sure to apply them then if you are having problems with a certain character, such as Honda - then ask about that matchup. If worse comes to worse - always go for scissor kick into throw. http://63.92.61.161/forums/smile.gif Derek Daniels omni@shoryuken.com www.shoryuken.com IP: Logged All times are GMT. The time now is 04:57 PM. Rate This Thread: Select a rating... 5 .. Best 4 3 .. Average 2 1 .. Worst Forum Rules: You may post new threads You may post replies You may post attachments You may edit your posts HTML code is OFF vB code is ON Smilies are ON [IMG] code is OFF Admin Options: Open / Close Move / Copy Delete Edit Merge Split Stick / Unstick > Powered by: vBulletin Version 2.2.4 Copyright ©2000, 2001, Jelsoft Enterprises Limited.