From: loverde@ux1.cso.uiuc.edu (AstralWolf)
Subject: Re: Ken's 4-Hit Touch of Death
Organization: University of Illinois at Urbana
Date: Sun, 13 Dec 1992 16:32:36 GMT

In <1992Dec13.053746.20044@mercury.unt.edu> jbw@ponder.csci.unt.edu (WEST JASON BRUCE) writes:

>>>    IMNSHO I think Bison is a bad counter-thrower.  When Bison blocks he
>>>*blocks*, for awhile.  He has no moves he can pull out at the last second
>>>like a dp.  If you tick him well it is really hard for him to counter.  I
>>>would also say Chun is the best character to tick Bison with.  Her strong
>>>strong strong (until Bison falls down) is a good tick for Bison.  Because if
>>>he is going to counter throw you can buffer in a lightning kick that will
>>>crush him.  Then you can jump in and do it again.  Bison has a real problem
>>>v. this.
>>
>>Oh jeez. strong strong strong with Chun Li? I think Bison has a really
>>STRONG counter throw. I never noticed any long blocking period...
>
>   I can't think of any character that counter throws worse than Bison.
>And he has no moves that "pop-out" - all his moves leave him vulnerable when
>they start.  This leaves him extremely open to ticks and the like.  Hell, you
>want to talk about a character that has no prayer of getting out of a 
>fireball trap -- Bison is the man.
>
>>Around here, I don't think strong strong throw attempt would work
>>on ANY character. Also how do you buffer a lightning kick with a strong
>
>   If you mix it up it will work very well.  You can alway throw in a 
>roundhouse to knock him in the back of the head, then you can lightning
>kick or do another neck kick.  Bison really gets screwed but this kind of
>thing.  He sucks in close range.
>
     If you mix it up, any ticking charge will screw ANY character up.
This is because in order to get out of it your opponent has to guess what
you will do then counter it.  I do not understand a lot of the opinions
held by players here.  Personally, I feel that the true power moves in
street fighter 2 are not the DP the Sonic Boom, nothing like that...
those can all be dealt with.  The true power moves (actually power
positions) are when you have your opponent in a sequence where the only
way he can get out is if he guesses right.  If we assume that two players
can always counter a move when they know it is coming which in the case
of masters is very nearly the case, then the only true way to defeat
an opponent is to get him into a situation where he has to guess what you
will do.  If he guess wrong he takes damage.  If you watch masters play,
the only time they really take damage is when they guess wrong.  I am all
for reactionary play, but there are situations, most notably ticking and
the fireball trap vs guile, where even if the opponent knows how
to counter, you have several options in such a short period of time, 
that he has to guess which counter to attempt.  A wrong guess means he gets
hit.
     Anyway, about the counter throwing.  Perhaps everyone doesn't yet realize
this, but if someone attempts to throw you, you can ALMOST always counter
throw.  I say almost, because you can't counter throw if you are stunned (duh)
or if you are recovering from delay after an aggresive move (such as say
a foot slide)  In any other situation, if you know when the opponent is going
to throw, you can ALWAYS counter it.  No ifs ands or buts.  The problem is the
fact that you have to guess when the throw is coming is a tick.  This is the
true advantage, and is only truly noticable in a skilled ticker.
I believe you have maybe a fifty fifty chance of guessing in a tick,
sometimes often less.  If you figure out a percentage, then you can
use Bernoulli's formula to figure out just what your odds are of success and
on which attempt.  Statistically, you will see that the odds are stacked 
against you.

-- 
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