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Jais

[VS] Bishamon: Sword of Doom (Dai-bosatsu toge)

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VS_Header_Bishamon.png

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 Spirit
  • Combo into Low Super only hits on belly to belly close with cr.MK>Super
  • HK links to cr.LP or cr.LK
  • throw 22PP only connects on everyone in the corner, it misses on most of the cast at midscreen
  • ES Spirit misses on crouching; Talbain, QBee, Lilith, Morrigan and Bulleta.



    Neutral
    Meter Building





    • Jump back MK>HKVHK,Iai Giri



    • HK, HK, Iai Giri



    • HK, HK, Spirit



    • backdask HK V HK, Iai Giri



    • (HK) x N



    Poking

    [*]

    www.youtube.com/watch?v=c0PY0agmD2M#t=80s

    air 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

    post-725-139515164785_thumb.jpg

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Jais did a great write up. THx a bunch, I moved some older stuff so this is now OP. ANyone is welcome to contribute.

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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.

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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.

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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

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Just noticed when Bish does air to air j.mp as an anti. He will use an 8-jump to setup the UB.

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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.

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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)

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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

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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.

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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

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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 ?

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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 :)

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updated some post. UB spirits work on Bulleta crouching & not on Gallon crouching (wtf). Only standing gallon.

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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.

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a video of SHU bishamon w/ a LONG win streak. This is a good visual influence. :3

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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.

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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

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