Jais Posted August 1, 2011 Posted August 1, 2011 (edited) Intro Introduction Bishamon is a rushdown monster, who excels when utilized by a player with technical expertise. Pros Rushdown Pursuit(whiff) Combo damage with meter Throw damage with 22+PP Guard Cancel Cons Invincible AAs Very meter dependent for damage Very spacing( close ) dependent for big damage without meter Tall while standing Wide while standing Wide while crouching Tall while crouching? Someone confirm plz. Resources Essential Videos www.youtube.com/watch?v=49O1V-P_Z-k Practical combos www.youtube.com/watch?v=5UkEOAIm20w#t=245s Theory combos www.youtube.com/watch?v=xa-j-JRirjk Unblock loop implementation www.youtube.com/watch?v=c0PY0agmD2M Spirit(trade) implementation www.youtube.com/watch?v=sFovdUywZyE Un-mashable Dizzy Glitch implementation Essential Links vsav.mizuumi.net/wiki/Bishamon www.facebook.com/groups/197383233629950/ In the Lab ES Spirit inputs 1)from standing 1.a.explanation) Half circle forward hold forward and press two punches 1.a.example) 4123[6]+MP+HP 2)from a combo 2.a.explanation) Tap down and two punches, half circle forward hold forward and press two punches 2.a.example) 2+MP+HP, 5, 4123[6]+MP+HP 2.a.combo) [1]+LP>LK, 5, 2+MP+HP, 5, 4123[6]+MP+HP 2.b.explanation) Quarter circle down press MP+HP, quarter circle forward press MP+HP 2.b.example) 412+MP+HP>3[6]+MP+HP 2.b.combo) [1]+LP>LK, 412+MP+HP>3[6]+MP+HP Guaranteed Spirit follow-ups guaranteed from full screen with a delayed hit confirm 1) away+P,6HP>HK(whiff), pursuit mixups 2) away+P, 6HP>HK(whiff), 22PP, Oki 1)guaranteed <= mid-screen without delay hit confirm 1.a) 236P, dash UB ES Spirit>236P loop 1.b) 236P,22PP, Oki 1.c) 236PP 1.d) pursuit(whiff) mix-up Notes on Combos cr.LK links to cr.MP which special cancels to Iai giri or ES SpiritCombo into Low Super only hits on belly to belly close with cr.MK>SuperHK links to cr.LP or cr.LKthrow 22PP only connects on everyone in the corner, it misses on most of the cast at midscreenES Spirit misses on crouching; Talbain, QBee, Lilith, Morrigan and Bulleta.NeutralMeter BuildingJump back MK>HKVHK,Iai GiriHK, HK, Iai GiriHK, HK, Spiritbackdask HK V HK, Iai Giri(HK) x NPoking [*]www.youtube.com/watch?v=c0PY0agmD2M#t=80sair to air - j.LP>j.MP>j.HP [*]air to ground - ( max range ) j.MK>j.HK or (max range ) j.HK [*]ground to air - 90% of the time you will avoid this scenario in close range. From mid range a 66MP will do wonders. [*]ground to ground - Iai Giri or cr.HP>HK(whiff) or Spirit or 6HP or 6LP HK(whiff) HK(whiff) is amazing for building meter and charging Iai giri and it has very very fast recovery so you can react fast to an outcome. Gatling to a HK(whiff) will make most sequences have better recovery than if they naturally recovered themselves ( plus gives you more meter ) e.g. cr.HP>HK(whiff) Iai giri Bishamon's ia-giri swipes gain more hits the longer you charge them ( 60f, 70f, 110f) and most importantly they are a projectile. Defense Anti-Air Bish's AA normals are pretty lacking so it is best to use LP, air throw or jump into an attack and block then punish the opponent's landing frames with an air normal. www.youtube.com/watch?v=45GsoLKjQoQ#t=13s Guard Cancel Bish has one of the best Guard Cancels in the game because of it's actual invincibility (unlike most of the cast )AND Bish can combo 22+PP afterwards for great damage. You should absolutely be using this tool. It is best to first frame guard cancel on initial contact as to minimize your opponents baiting efforts. www.youtube.com/watch?v=45GsoLKjQoQ#t=40s Offense Pressure: 66 dashing LK shenanigans dashing LP, anti-jump, shenanigans Pressure: cr.LK, cr.LK Excellent frame trap which leads to combo or throws up close and ascending/jumping pressure or dashing pressure/combo from afar. Pressure: CH Spirit set-ups Leaving frame traps in places where you can trade hits with Spirit has a much higher reward than a cr.LP or cr.LK becuase from a Spirit trade you get dash HK as a combo starter e.g. - blocked LP, Spirit(trade), 66 KH, cr.LKxxES Spirit www.youtube.com/watch?v=c0PY0agmD2M#t=101s Mix-up: 8 jump Vampire's mix-up game is not so much, overhead vs low with a projectile force block( GG ) but it's more of a frametrap vs throw vs GuardCancel bait. ascending 8 jump > if opponent whiffs a normal >j.lk>j.mk>j.hkVcr.MPxxES Spirit (throw bait/ GC bait ) ~~~~~~~~~~~~~if opponent does not whiff a normal > descending j.lk > j.mk, v cr.MPxxES Spirit (double overhead) ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~> descending j.lk > Vcr.lk , cr.MP xxES Spirit (landing low/meaty) Mix-up: Backdash j.K backdash>j.K is an insanely fast overheard www.youtube.com/watch?v=Tye4qLNw0Qg#t=58s when Bish is cornered and has the offense, this can set-up great tick throws or any kind of jump in mix-up/combo Mix-up: Ascending j.mk>j.hp(whiff)> descending j.HK This same effect can be done with 7,8 or 9 j.mk or hk. Which jump depends on your spacing and application. a little outside of cr.lp range you can do j.mk, j.hp(whiff), j.hk, land.... Or up close you can do 8-jump j.hk (instant overhead): This leaves you in frame disadvantage. Usually up close, Bishamon should jump away from the opponent with j.hk for the overhead, b/c the frame disadvantage is negated by the fact Bishamon is too far away to punish. Oki: Pursuit(whiff) Using whiff pursuit is Bishamon's strongest mix-up tool. 1) early whiff pursuit ( same side ) 1.a) throw 1.b) low - cr.lk, cr.lp>cr.lk, cr.MPxxES Spirit 1.c) meaty - LP, LP ( Renda) - this will stuff jumps and set-up an UB reset, or setup frame advantage on block - or combo starter on hit 1.d) 8 jump mix-up 1.e) block and GC an attack www.youtube.com/watch?v=45GsoLKjQoQ#t=38s 2) late whiff pursuit ( cross-up ) 2.a) throw 2.b) low - cr.lk, cr.lp>cr.lk, cr.MPxxES Spirit 2.c) meaty - LP, LP ( Renda) - this will stuff jumps and set-up an UB reset, or setup frame advantage on block - or combo starter on hit 2.d) 8 jump mix-up 2.e) block and GC an attack http://www.youtube.com/watch?v=45GsoLKjQoQ#t=38s Oki: 22PP This super allows for Oki (depending on how they roll) but if they tech neutral you have many many options here note 22PP will whiff after a throw midscreen but will connect in the corner 1) meaty with a combowww.youtube.com/watch?v=45GsoLKjQoQ#t=38s 1.a) 8 jump mix-up with opponent throw whiff ( see above ) 1.b) 8 jump mix-up with no throw whiff (see above ) 1.c) offensive throw 1.d) block and GC an attack www.youtube.com/watch?v=45GsoLKjQoQ#t=38s walk through opponent ( cross-up ) 2) meaty combo www.youtube.com/watch?v=Tye4qLNw0Qg#t=33s 2.a) 8 jump mix-up with opponent throw whiff ( see above ) 2.b) 8 jump mix-up with no throw whiff (see above ) 2.c) offensive throw 2.d) block and GC an attack www.youtube.com/watch?v=45GsoLKjQoQ#t=38s Glitch Unblockable Projectiles ES Spirit and the low hitting super have unblockable hitting frames (has to deal with the lack of proximity block triggers so your opponent doesn't register the ability to block at all ) ~short and simple Meaty, from max range, the moves as late as possible while the opponent returns to neutral state ~Long winded Any time that your opponent has the opportunity to "reversal" - or initial a state where they can proximity block then the lack of proximity block can occur. wake-up = Any guaranteed wake-up ( corner 4123[6]+P > 236+P 66 4123[6]+PP) www.youtube.com/watch?v=Virkw7OIhWA#t=69s air to air reset = j.MP>j.HP(whiff) V walk to find distance 4123[6]+PP or 4123[6]+KK ground to air reset = dash MP, walk to find distance 4123[6]+PP or 4123[6]+KK www.youtube.com/watch?v=sFovdUywZyE#t=272s Leaving block stun = Pressure meaty HK, as soon as you recover then "link" a 4123[6]+PP www.youtube.com/watch?v=UE9ROE2LC20#t=377s Unmashable Dizzy Glitch a guaranteed dizzy occurs when Bishamon pursuit whiffs > throw the opponent > and the opponent techs the throw. e.g (www.youtube.com/watch?v=sFovdUywZyE#t=276s) This is forced by using a specific throw, which one...hk? ------------------------------ - c.lk, +c.lp c.lk, +c.mp xx charge slash or ES spirit: note that the hp spirit will not combo, needs to be ES. this is the easiest way of linking sword normals into a special, while still getting good damage. - c.mk xx hp spirit: your good low meaty combo. it combos and you can hayate after without them mashing out of spirit in time. if far then pull them back and dp. thanks to ihira for this tip -> on the number pad on player 1 side, 412 mk 36 hp will give you the c.mk xx spirit shortcut. me personally, i go to neutral then hcf hp since i was used to it that way. - jump in mk hk, c.mk xx ES or hp spirit: to be on the safe side use ES spirit. sometimes the jump in combo pushes the opponent too far for a hp spirit. but if you're close go for it. - dash lp, +f+lp f+mp, +c.mp xx ES spirit: note that you don't have to do f+lp then f+mp. you can just hold the forward from f+lp. -d.lk, .lp, c.lk, c.lk, c.lk, low charge slash(B->F+k) -c.lp, c.lk, +c.mpXX(charge)b->f+ HK. -d.lk, +c.lp, +c.lk, +c.mpXX ES Fireball, into QCF+P move,into D,D,+2P ES move -[+d.lk, +s.lp, +s.mp]xN -d.lkXX lk chargeslash, +c.lpXX ES fireball ***Bishamon also has an unblockable ES Fireball which revolves around hitting an opponent at a certain distance with a Dashing RH (doesn?t matter if it's blocked) and doing an ES Fireball immediately after. Some Bishamon Corner & Mid screen setups i messed around with in practice mode you must inch back a pixel to get the pixel to set it up for the unblockable. usually, the hcf's back input is enough to set it up perfectly. these were done on demitri. i know this one is standard but ill throw it in there anyway - dash hk. <---note that i still use the back input to inch back, works fine. - dash lp, c.lp c.lk, inch a little more back than the back input itself. the timing here is right before he takes a step back, its still fast though. - c.mp, c.lp, back input during hcf+es spirit. i like this one, its pretty easy. - c.lk, take a whole step back, es spirit. this one is if they're too careful and like to block a lot. NOT recommended on mashers. - dash s.mp, c.lk, whole step back es spirit. its kinda hard to land but it works. well at the beginning i said the back input should be enough to inch back for some of these, but when i say a step back its just a little quick step back, barely noticable. or you can just get pro and memorize the exact spacing for it, which is hard though . edit: these dont hit morrigan, lilith, or q bee. (bulleta too? havent tested) Bishamon: http://www.youtube.com/watch?v=ZaH98rp3N0c http://www.youtube.com/watch?v=Virkw7OIhWA http://www.youtube.com/watch?v=u6lR97XPX8o http://www.youtube.com/watch?v=sFovdUywZyE http://www.youtube.com/watch?v=5UkEOAIm20w http://www.youtube.com/watch?v=UE9ROE2LC20 Edited July 11, 2013 by Kyle
Kyle Posted August 7, 2011 Posted August 7, 2011 Jais did a great write up. THx a bunch, I moved some older stuff so this is now OP. ANyone is welcome to contribute.
Kyle Posted August 18, 2011 Posted August 18, 2011 When you hit an opponent out of the air, they land "standing", even tho they are technically crouching. (Fuzzy Guard). This means UB ES Fireballs are guaranteed on EVERYONE in this scenario. The alternative is wake-up. People can wake-up crouching, This means that some characters are too short while crouching to connect with UB ES Fireball. I know the "5 short crouchers" are (In this order): Q-bee Bulleta Lilith Morrigan J.Talbain I am not sure if Bulleta or Wolf can crouch ES fireball, But the other three CAN. =/ The answer is to do the same set-up but use is 4123[6]KKK Super. Hits UB the same way. Be sure to follow-up with 22PP for maximum dmg. This does not cause unrollable knockdown, which means it does not loop into itself. Take what damage you can get. Lastly, When going for a throw: use 6hp, hk. This options selects against jumpers and recovers with HK. Setting up for meatys attack or UB's.
Fayk Posted August 24, 2011 Posted August 24, 2011 Lastly, When going for a throw: use 6hp, hk. This options selects against jumpers and recovers with HK. Setting up for meatys attack or UB's. Good advice, but worth noting you can't really blindly do this - you gotta make a guess wether your opponent will jump, because plenty of characters can duck 6HP, making it whiff.
Kyle Posted September 16, 2011 Posted September 16, 2011 (edited) http://www.youtube.com/watch?v=2rPHLm3vHTI http://www.youtube.com/watch?v=UBVh3RQuwi8 Edited February 28, 2013 by Kyle
Kyle Posted October 25, 2011 Posted October 25, 2011 Dizzy Glitch Update Mother Fuckas! <Kyle_Wattula> Well shit. PsychoTron. How' sit goin? <Kyle_Wattula> & 1 question for ya. Can you detail out Bishamon's dizzy glitch? Wanna kno the exact setup, throw and throw tech to recreate. plz plz plz <psychotron> just throw after fireball, theres a window where if the opponent techs the grab he gets dizzy, also works after throwing more than once after empty pursuit <Kyle_Wattula> any throw? <psychotron> also works after EX pursuit <psychotron> think so <psychotron> though i use HP <psychotron> shouldnt make a difference <Kyle_Wattula> amazing. THX nam. I have been needing to update that on Dustloop and nobody knew the answer but you. :3
Kyle Posted October 27, 2011 Posted October 27, 2011 Just noticed when Bish does air to air j.mp as an anti. He will use an 8-jump to setup the UB.
HARD_BREAD Posted October 27, 2011 Posted October 27, 2011 Good advice, but worth noting you can't really blindly do this - you gotta make a guess wether your opponent will jump, because plenty of characters can duck 6HP, making it whiff. Use MP instead, covers anti-air and mid-range.
Jais Posted November 2, 2011 Author Posted November 2, 2011 (edited) bump bulleta is difficult http://vsav.mizuumi.net/wiki/Bishamon-hitbox http://vsav.mizuumi.net/images_vs/2/28/Even-newer-matchups.jpg Edited November 2, 2011 by Jais
Jais Posted November 3, 2011 Author Posted November 3, 2011 bulleta can crouch the super grab GC > 22PP whiffs on Gallon
Kyle Posted November 4, 2011 Posted November 4, 2011 (edited) bulleta can crouch the super grab GC > 22PP whiffs on Gallon crouching super grapple: What about bee, Lilith, Dog & Morrigan? Lastly, I have been seeing this sweet setup where Bishamon dashes under jumpins and autocorrects a SuperGrapple to punish landing recovery frames. Gotta be matchup & spacing specific, but there are chances for this. (reminds me of Dudly in 3S, if you catch my drift) Edited November 30, 2011 by Kyle
Kyle Posted November 29, 2011 Posted November 29, 2011 (edited) So we know against short crouchers Bishamon is not guaranteed the UB loop. We know that he can combo in to ES fireball off anybody while they are standing a la renda links into cr.mpxxES spiritxxrekkaxx22PPP = Max damage. Just dawned on me that some characters "being hit animation" is larger while crouching & some characters are also tall while crouching. These people Bish can always combo into ES Spirit & follow up. Can we get a list please of doing combo's on opponents crouching sprites as to which way to finish the combo? Standing: ES Spirit combo = All opponents Crouching: ES spirit combo= Jedah, Vic, Anakaris, Zabel, Sasquatch, Felicia, Aulbath, LeiLei, Bishamon, Demitri, Bulleta Iai Giri combo= Bee, Lilith, Morrigan, Gallon Edited November 6, 2012 by Kyle
Kyle Posted November 30, 2011 Posted November 30, 2011 I updated the list. What I failed to realize is that the same characters you can't UB loop, are the same characters you can't combo into ES Spirit on their "hit animation" while crouching. What this mean, is Bish is even stronger in the corner. Any ground hit potentially leads into the UB loop on 2/3 of the cast. THNX Jais. A-tier.
Kyle Posted March 24, 2012 Posted March 24, 2012 (edited) From HAMPSTER on GGPO regarding cr.mp 4123[6]PP: <hampster> 4>1+mp>2-mp>3>PP <hampster> hard part of it is not to kara cancel mp <hampster> you have to either 1.release mp as fast as*possible or 2.press mp+hp to attack mp then release them to cancel with fireball <hampster> never do 2+mp>4123PP Edited March 24, 2012 by Kyle
Ciccio Posted September 3, 2012 Posted September 3, 2012 question about bishamon: is possible start an ES unblocable fireball without forcing your opponent to block HK? and is possible do an unblockable J umping ES ball ?
Jais Posted September 6, 2012 Author Posted September 6, 2012 question about bishamon: is possible start an ES unblocable fireball without forcing your opponent to block HK? and is possible do an unblockable J umping ES ball ? ES fireball UB works b/c only the last active frame connects. So as long as that happens, then yes, it's possible. E.G. wake-up into meaty last frame fireball. Whether opponent blocks or attacks, you UB them
Ciccio Posted September 7, 2012 Posted September 7, 2012 (edited) you right, the ball is unblockable even if the opponent doesn not block the close.HK and his unblockable in the air too Edited January 9, 2014 by Ciccio
Kyle Posted November 6, 2012 Posted November 6, 2012 updated some post. UB spirits work on Bulleta crouching & not on Gallon crouching (wtf). Only standing gallon.
Kyle Posted December 28, 2012 Posted December 28, 2012 (edited) O.o www.youtube.com/watch?v=xa-j-JRirjk Edited July 11, 2013 by Kyle
Kyle Posted December 28, 2012 Posted December 28, 2012 (edited) Info from Shu & Nakanashi regarding TKO's ES-Spirit loops www.youtube.com/watch?v=cdGbY6fKCIE#t=12m18s Responses: Shu: "絡め魂がヒットした瞬間の2F以内に魂寄せすると通常より早く動けるようになって相手が地上にいる間に小攻 撃とか繋げれる現象のことを質問してるんだと思うんだけど、英語で説明どうすればいいのかわか んない" Nakanashi: "When "Karame-damashii" hitting,just input "tamashi-yose yose" more less than 2F and the enemy still have standing, Then you can more quick moving than usual and continue to hit Dash-attack(ex.small K) Maybee..." In summary, during an ES-spirit, you can input the follow-up PULL within 2frames of the original connecting. This grants better recovery and allows Bishamon to LINK an attack just before the opponent goes airborne. Edited July 11, 2013 by Kyle
Kyle Posted February 20, 2013 Posted February 20, 2013 a video of SHU bishamon w/ a LONG win streak. This is a good visual influence. :3
Kyle Posted February 28, 2013 Posted February 28, 2013 (edited) So, Bishamon's potential for UB's is very high. See this chart below to see which character & which wake-up they do, what is UB. I believe the neutral wakeUp is the same as an air reset. http://darkstalkers.moryou.com/savior/system-s/bug-s/bug-s.html Saying Bishamon cannot do UB Es-spirit against Lilith is false. Bishamon cannot do UB ES-Spirit against Lilith's forward & neutral roll. ^_^ UB-Bricks does not work on: Lilith, Demitri, Morrigan, Zabel & Aulbath. The more you know! Truely, Lilith & Morrigan are Bishamon's worst nightmares b/c UB-ES spirit does not connect from a neutral & UB-Bricks does not connect. Bishamon cannot Loop UB-ES-Spirits & Bishamon cannot Antiair into UB-Bricks. Edited February 28, 2013 by Kyle
onemic Posted March 16, 2013 Posted March 16, 2013 (edited) Edit: I got it now. Edited March 16, 2013 by onemic
Kyle Posted June 4, 2013 Posted June 4, 2013 (edited) Sick reads from Bish: http://www.youtube.com/watch?v=COoD1HmMCMk#t=22m20s UB-Example: http://www.youtube.com/watch?v=dDCdr9Xu1Cs#t=4m55s Bishamon- Has a terrible time against Bulleta. Even tho he can UB, he still gets circles ran around him up close. Against opponents w/ high/low OKI, it’s ideal to back roll and wake-up w/ a Hp-iri giri Edited October 1, 2013 by Kyle
Recommended Posts
Create an account or sign in to comment
You need to be a member in order to leave a comment
Create an account
Sign up for a new account in our community. It's easy!
Register a new accountSign in
Already have an account? Sign in here.
Sign In Now