Regarding Bison - Shouldn’t be trying to give advice as I’m nowhere near that level, but I can at least tell you what works for me and you can tell for yourself if it’s any use or not.
Jumpins:
Mostly every Bison I’ve fought as well as the one in above movie just love jumpins as the jump is fast and has a misleading distance - It can be a bit disorientating if they abuse it as it becomes tougher to tell whats a crossup and what isn’t - At times they become predictable with it and I find many chances to simply dash under it rather than continue blocking - If they love pressing the pokes on landing then you may have a free ForwardDash to Sweep (It’ll knock them out of the landing poke without fail at the right distance, if they’re that type of Bison, but thats probably a mid/low level exclusive issue). If they’re not that hasty then at least you’ve gotten some distance or could forward dash into a jump in - If they also jump then you’re in the air first for AA, otherwise you get to pressure them while they have no charge for Scissor/Crusher escape.
Throws:
Bison without meter can be thrown out of his regular moves at extreme close range so it can sometimes be beneficial to mix throws in on his wakeup just to keep things varied - With meter his Crusher will annihilate you (EDIT: I forgot that you can usually throw him out of the first frame of EX Scissors but it needs to be very tight - Normally any Bison with Meter will use Crusher to escape rather than scissors but still, it’s best not to try and throw on a waking Bison who has meter anyways, but it’s worth noting that scissors isn’t always a good option if the Balrog is right in their face during wakeup). The throw whiff recovery is fast enough to recover in time if they opt for a wakeup headstomp at least so it can be worth it when trying to keep varied pressure on.
Scissor Kicks:
For one, EX DStraight will beat Scissor Kicks if they love to throw it out that much and is one of the possible ways out if they lock you in the corner with the CLK>Scissor Trap, though if they block it leads into trouble again so best not to abuse it or make them aware. Either way, DS is the fastest of the punches so it’ll hit him after absorbing one hit, before he gets the 2nd Scissor hit in, allowing you to get some space. Either way, it’s the safest of the EX options with it’s recovery. NOTE: By this I mean at close range - I think EX DS becomes slightly less reliable at medium/long range though then again any decent Balrog wont be throwing out EX Punches from that range against a Bison with charge unless desperate.
EX RU can be hit & miss depending on the timing but in most cases it hits quick enough to not get stuffed by the 2nd Scissor Hit and allows you a combo if you’re good on the execution. At times it’s traded with the 2nd hit but thats better than not getting damage at all.
EX Smash will also work if timed right as it can absorb a hit on activation as well as one armor absorb (As in it’ll look like it absorbs twice if both used at the same time at close range) Overhead won’t work at all so don’t even think about it if they’re pressuring you with the usual as OH is far too slow and I find the EX Sweep is equally if not more risky than a EX RU so I don’t bother with it when under Scissor pressure games, though I do enjoy it when I’m on the offensive to keep the high/low mindgames rolling.
You probably know all that already just I don’t think I saw a single EX Punch when he was blatantly hunting you with the same old CLK Scissor shinanigans.
Love how you DFierced the Devils Reverses without fail but I often mistime it so I tend to use Focus Attack instead to either punish it or escape from further shinanigans.
No idea what does & doesn’t apply in Super as I’m still stuck with SF4 Vanilla on PC but I’m sure most of it sticks - Pro’s can reiterate what I’ve said with proper talk seeing as I’m just a lowbie. You fought very well imho!