Ask Kim1234 about random Bison sh*t!

Fuck it, just mash

Street Fighter Four.

=(

I can imagine you going all Kenshiro on that cr.tech.
“ATTATATATATATATATATATATATATA!!
HOKUTO! HYAKURETSU SHAGAMI TEKU”

i hate bison c.short (cr.tech) as much as balrog c.jab. fuck you guys. i’m going to mash c.strong now. THANKS! :slight_smile:

:pray:

When in doubt, mash it out.

Best advice xD

Just close the thread with that. Clear every post and make the sticky:

“Fuck it, just mash”

It’s funny because Dic is not even close to being a “mashing” character =D

What you think all of us connect our crouching light kicks through plain linking? WE BE MASHING AND DOUBLE TAPPING THEM

Dat Turbo baby.

Hey Kim1234

Why did you decide to main Bison in SF IV and SSF IV?

I can almost guarantee ya he’ll say something along the lines of: “He’s easy to use” =P

Just my thoughts on why Bison-Vega is 5-5~

I think the hardest hurdle Bison has to overcome is to get in on Vega on the ground. Vega can effectively cover 1/3rd of the screen with his low jabs/mediums and playing footsies against him is very strenuous because if he has his claw, then the tip of his jabs are effectively invincible (doesn’t have an hurtbox). There is thus nothing to trade with, you’ll just lose altogether if you try to play from your max stand forward range. I feel it is as annoying as Balrog’s c.jab as it limits a lot of what you can do offensively. Seeing as you’ll be kept from even farther away, FA dash very seldom works before he’ll have the time to jab you twice before you make it close. From max range jab, he can also jab, jab, c.mp xx barcelona (I think that’s the name), for a good chunk. His jab will also stuff your specials from st.forward range. If you’re just weaving back and forth at range, he can catch you randomly with ex wall dive and it’s impossible to react to. All in all, when it comes to controlling space on the ground, I feel Vega takes it in a footsie battle.

Because of that alone, I find myself having to turtle more often then not and wait for Vega to commit to something stupid or actually get in my c.lk range of his own resolve. Once you get in, applying pressure is easy, though you have to remember that you can’t follow up lk scissors with a c.short because you will always lose. The only occasion in which you will win is if you are standing at point blank range.

It is true that Bison can pull a number on Vega at the corner, but getting him there is no easy task when you can’t threaten him on the ground.

I’ve found myself jumping in more often then not to initiate pressure because he lacks good AAs (and OS slide comes in really handy in this MU), that is until he has U2 stocked. That thing catches every jump in, regardless of the timing, it’ll even auto-correct on cross-ups. If it does whiff for somewhat reason, he’s still safe (unless he got fucked into U2ing himself in the corner due to an ambi cross-up).

In the air, his only threat, I feel, is his airthrow. If he goes for a dive, you can stuff him out of it with jump back RH/Fierce if he goes for the slash, though you will lose if he chooses to grab you instead. Most of the time you just want to either wait and block the slashes to get a free RH or teleport away.

Due to these reasons, I feel like the best way to approach the MU is to simply turtle :stuck_out_tongue: (Who would’ve guessed!) and have him commit to risks which you can punish.

People who claim it is 6-4 for Bison because of his corner game seem to omit the series of decisions and factors leading up to that point. Pushing vega into the corner when you’re outmatched in pokes really isn’t that easy of a task.

To me, at least~


Also, regarding Balrog, someone mentioned ex overhead absorbing crouch tech… At any point when he has EX stocked, if you can expect the EX rush, even after throwing a c.short/s.short, you can cancel into ex psycho and you will win everytime.

You can also stuff his rush punches with c.shorts like you can stuff balls with c.jab. It’s a bit harder to react to though but it’s nice to know whenever you’re standing 1-2 characters away~

I prefer throwing roundhouses from the very start of the match (can’t do much about this, but don’t let him read it either!). It’ll stop about 75% of his options, but be careful about the other 25%. They hurt. Anyway, if your opponent likes to throw ex moves, throw them. Like seriously, a lot of Rogs (not top level, mind you) use ex dashes to get in so when he gets meter, if you throw roundhouse from outside his range, you can see when he turns yellow and counter it with a throw. This’ll make him think twice about random ex-dashes in. This lets you play the footsie game (walking in and out) without requiring charge for ex psycho.

I connect with this really few times,there is a trick to make it work more often?

I like Characters who have lots of defensive options. I also like jumping and poking at mid range. Scissor kicks, stand forward, all serve that purpose

Um fast walk speed and cross ups are hot too

I was inspired by noirose back in the day. I think before that I was playing Ryu and doing low jab, wait, uppercut cause I didn’t know how to stop mashing

Wouldn’t Chun be just as good of an option? Probably not as fun as scissor kick loop, but she has great defense, pokes, walk speed, backdash, and considering how floaty Bison’s jump is, Chun’s is only slightly worse (both are relatively easy to anti-air).

Everyone says for me to pick Chun

But I dont play chicks

It’s kind of hard for me to be so systematic about ssf4 when I know a new version which everyone will switch to is coming out in December.

All I know is playing on a arcade cabinet is gonna feel pretty sweet

Play Honda! :smiley: