Ask Kim1234 about random Bison sh*t!

You be Abel, put your back to the corner, and then record Bison. Have him f+throw Abel in the corner, whiff c.forward as soon as you’re done your throw animation, and then just jump into the corner with j.fierce (so that if Abel doesn’t roll, your j.fierce hits him in the back of the head when he wakes up). Then just playback and try to EX roll – I get him rolling into the corner every time.

This setup sounds very interesting. Does it behave the same regardless of which corner you do it in? Each corner has different properties when it comes to things like crossups.

How so?

A lot of jump ins that cross up in right corner put you on the same side in the left corner with the same spacing and timing. Jump fierce for instance.

Since this setup sounds like you’re basically crossing them up and forcing reversal roll to autocorrect, I’m wondering if the timing is different depending on the corner.

Hi Kimi, whats your personal match up ratings for Dic?

Yea, one thing is that if you whiff c.forward and then do j.fierce in the P1 corner, you keep Abel cornered if he blocks/doesn’t roll. In the P2 corner, different story – if Abel doesn’t roll, it seems like you end up cornering yourself.

Another thing I’ve noticed about this setup is that it seems to make it very difficult for Abel to even execute commands. In the P2 corner especially, the roll command won’t necessarily give you a roll. Sometimes it will come out as a whiffed EX wheel kick, and other times nothing seems to want to come out at all.

I feel like the Abel player really needs to know this Bison setup in order to navigate it properly. Pretty fucking awesome.

I think because if you can’t do it on reaction, you want to know if you’re just slow or if it’s impossible.

I remember seeing Big Marcus land j.mp x2 ultra on just about everyone at Midwest Championships. But then I watched more matches of him and saw him whiff j.mp x2 a few times (the opponent didn’t jump). So it seems to me that even high level players can’t entirely do it on reaction, or if they can, it depends on the spacing and the opponent.

I think it’s very important to make sure you react to them until you get to high level when you can weigh risk vs. reward of randomly jumping at the opposing player. Sure hell attack to Ultra can win you the game, but what if you jump into Ryu lp DP into Ultra? What if you jump into Rufus j. HK into EX-SS? For most players, I’d say until you get to the level that you can reliably predict what the opponent will do, or force them to do something, you should rely on reaction. Also, it’s important to note that it’s easy to whiff hell attack on opponents with variable jumps (Rufus, Cammy, Adon, DeeJay) since you’re reacting to them leaving the ground, but they have several different trajectories.

No argument there. Just explaining why that question gets asked. If you know it’s possible to j.mp on reaction, you know that’s something you can work on.

Mashing son

Do stand fierce as hes coming off the wall, when else would you think of doing it

Sorry I’m going to need specific questions about the match ups above , it just takes too long to type everything up.

But here are the cliffnotes version*

Balrog= hit and run
Chun= run most of the time
Blanka= attack at guaranteed times, turtle HARDCORE when life is even on both ends

Abel= 1 or 2, dunno yet which is best
Adon= 2
Akuma= 1 or 2 , dunno yet
Boxer= 1
Blanka= 1 but 2 is prob better
Viper= 1
Cammy= 2
Chun li= 1 or 2, either
Cody= 2
Dan= 2?
Dee Jay= 2
Dhalsim= 1 if you think you can get in, 2 if you want a little luck*
Dudley= 2
Honda= 1
Fuerte= no idea but prob 2 is better*
Fei Long= 2
Gen= 2
Gouken= 2
Guile= 1
Guy= 2
Hakan= 2
Ibuki= 2
Juri= 2
Ken= 2
Dictator= 2
Makoto= 2
Rose= 2
Rufus= 1
Ryu= 1
Sagat= 1
Sakura= 2
Seth= 2
T. Hawk= um 2
Claw= 2
Zangief= 1 or 2

Hey Kim the good fei longs are being a pain in the ass nowadays. Saw you do some nice zoning with standing forward. Do you usually play keep away against fei or would you rush them down under certain situations?

[media=youtube]z7mby6dqY8U]YouTube - Kim1234 [Bison] vs hageshii jeng [Fei[/media]

The best range for boxer to do jab straight rush punch is impossible to do reactionary U2 on. For that reason alone, I don’t consider this ultra to be best fit for fighting boxer. U2 often gives bison a false sense of security, it makes him think he can give up his charge and walk forward more. This is not the case and it doesn’t coincide with how you need to play in order to beat boxer

Vs Zangief :
You need to stand your ground or gief will run you over. Walk with him and push him back with stand forward and roundhouse. You are at risk of getting hit by a random lariet but you can also punish a whiff lariat easier now using stand roundhouse. Don’t give up ground space so easily. Jump straight up fierce beats badly timed lariats FYI and using different strength versions of devils reverse to maneuver around is very good

I never use stand roundhouse as anti air on purpose vs gief, I always use low fierce, but because of giefs short jump any anti air you try might whiff, so I concentrate on keeping him grounded and IF I want to anti air him, I’ll low fierce or meet him in the air with a neutral jump fierce or roundhouse or jump back/jump towards fierce

Vs Sagat:
Luckily for you, now sagat does shit damage. What you want to do is not attack sagat. You don’t want to fight him straight up. You gotta play the match up right, if you fight up close you’re playing his game. Focus fireballs to get ultra, build meter also at the same time. If sagat never has ultra, he’s never scary.*

The best way to deal with akuma’s dive kick is to not put yourself in that position. Even though Akuma takes damage pretty bad, you are not suppose to be the aggressor. You counter what he does and you stay away from his sweep.*

If you get knocked down , use ex headstomp, normal devils reverse, teleport, or ex psycho as a reversal. Akuma has to do different things to counter each of these wake ups

I haven’t talked to neurosis or TUC since SBO. I heard neurosis is still playing. I might go to EVO since I plan to come back to the states in April

I don’t rush down fei and I don’t run away. I go toe to toe with him. He is too hard to read on his wake up and he’s got really good footsie tools. So yeah stand forward and try your best to punish whiff rekka . Fei prob wins this match in the long run since he has a legit counter for almost everything bison is known for

I use delay get up a lot. Most players time their setups usually to deal with normal quick standing wake ups. Most people use delay getups to make my Safe jumps whiff*

When vega does wall dive, as he’s coming down from the Apex of his dive, do an uppercut motion + ppp. You should end up behind him and able to nail him with a roundhouse. What I haven’t tried is if I can land a Beefier combo or at least a throw (TEST THIS OUT FOR ME)

Your Fei Long strat sounds about right

Too many match ups to list. Do you have any specific match ups in mind? Be specific, I can’t answer general questions in detail

I was looking for just the match up rating for every match up without any detail other than the score you would rate them and then perhaps ask you questions on it. But if its too much work don’t worry about it.

I’ll try to think of something more specific later.

Bison VS _______

Abel= 3.5:6.5
Adon= 4.5:5.5
Akuma= 4.5:5.5
Boxer= 4:6
Blanka= 6:4
Viper= 5.5:4.5
Cammy= not sure yet
Chun li= 4:6
Cody= 5.5:4.5
Dan= 6:4
Dee Jay= don’t know yet
Dhalsim= 4:6
Dudley= 5:5
Honda= 4:6
Fuerte= 4:6
Fei Long= 4.5:5.5
Gen= 6:4
Gouken= 5:5
Guile= 3:7
Guy= 5.5:4.5
Hakan= 7:3 sure
Ibuki= 5:5
Juri= 5.5:4.5
Ken= 4:6
Dictator= …
Makoto= 6:4
Rose= 5:5? Boring though
Rufus= 4.5:5.5
Ryu= 5:5
Sagat= 5:5
Sakura= 5.5:4.5
Seth= dunno yet but it’s frustrating , I win by a lot or lose by a lot
T. Hawk= 6:4
Claw= 4.5:5.5
Zangief= 6:4

Why don’t you use u2 vs Ryu/sagat?

LOL Kim, didn’t know Yuza Beach1234 was you :wink:

Would you be willing to write the specifics of these match ups rather than use match up numbers? How do you feel about the use of match up numbers in general? Do you feel they’re worth noting for players or is it best to feel a match up out for yourself?

You don’t need it and it distracts you from how you’re suppose to be playing, but I might admit that it might be better vs sagat. Mainly because ultraing his tigers seem to be easier then vs ryu’s fireball.

It seems ultra 1 does more damage then in vanilla, ever notice that?

I won’t write out the specifics of a particular match up because it’s not fun to do that for every character, but I’m willing to answer questions about match ups if they are specific enough

I’m not a fan of spoon-feeding players information.
You should gain experience on your own then use the knowledge from others ( match up numbers , setups, etc ) in relation to how you want to play. We all can’t play like daigo but it’s possible to have a better Ryu with a different style