"BEST BIPSON!" - Dictator Match-Ups

Have you tried using st.FP instead of cr.FP? It sounds strange I know, but I’ve gotten some good results and at worst I’ve traded with Gief’s jump ins. Don’t know about jumping splash though.

All the new characters really seem to have a problem with Bison’s footsies. I’ve only played offline against Juri, Guy, Dudley, Ibuki and Cody, and while they are obviously still new, they all had trouble figuring out an answer for walk in and out s.mk/s.hk, s.lk feint, c.mk, lk. scissors. If they did have a counter (Dudley’s counter, Guy’s EX Run, Juri’s EX Pinwheel, Cody’s EX Bingo), they all seemed to be unsafe if they guessed wrong. Your normals out range their normals.

Cody has less problems with Bison’s pokes, but he’s much more free on knockdown than the rest. They’re all pretty annoying once they get in, but if you’re patient, you can find a way to reset the distance and start zoning them again.

Beyond that I’m still learning the matchups. As the people I was playing started getting afraid of pushing buttons, I was free to do dash grab/short pressure and walk them into the corner and start Bison’s corner games. But I think that’s just psychological conditioning from playing the same people over and over again.

cody is free knockdown, but his f+mp owns SK loops, and some footsies (as does Zonk knuckle), and b+mp owns a lot of bisons air attacks. Also, beware of f+fp, as it’s his overhead

Cody’s f+MP is a good frame trap setup. It will give him options to open big combos if you let it counter hit you, so yeah it will beat you if you don’t cancel a crouching short or crouching forward into Knee Press. And I don’t find his f+HP threatening at all. It’s so slow~~~

If you block when Abel jumps in/crosses up with j.forward, is there always time to do c.short when he lands?

I suck at training mode testing (I get mad inconsistent results) so hopefully someone here has a more definitive answer.

In my ghetto testing, I’ve found that after blocked j.fwd, c.short can beat: non-EX TT, close s.RH (overhead), c.strong. Likewise, I’ve made it trade with c.jab, although timing seems hella tricky. How wrong am I?

I find Abel to be a really hard match up now, it almost feels like he can do what ever he wants at times.
Back in SF4 I always found Abels to be beatable because I could keep them away with my St.HK or rush them down and mix up throws but now, his J.MK seems to beat everything I throw out, leading to free jump-ins.

Not only can he now jump-in for free most of the time, I can’t jump in on him as his Anti Air St.HP usually knocks me out of cross ups.
Even if I’m rushing him down, If I jump at the wrong time, he’ll EX roll out and then ultra me for 60% of my HP.
There’s also St.MP he can throw out to stuff any scissors I attempt, so it makes it hard for me to apply any mid screen pressure that way.
I feel this match is an insane uphill battle for Bison, much like vs a Guile but one that can kill you in much shorter amount of time.

i used to think similarly, but it’s probably like a solid 5-5. i think you should try and be analyzing your opponent more, that’s what helped me. there are like answers to everything abel does but you have to be a step ahead of him to get it right. for instance, i would start up sk loops against an abel but he would roll away because he knew i liked to follow up blocked sk’s with whatever. so im recovering on whiffed scissor kick and he’s getting ready to jump in and begin his scary ass mixups, not a good situation. so yeah i just checked my desire to push buttons and just decided to wait after having attacks blocked like just pokes or scissors. next time he went for roll again and i just threw his ass out of it.

i think that’s just a very basic example of adapting. the player no longer threw out rolls after blocked scissor kicks, etc. so we both adapted and the meta game between us evolved in a matter of a second or two. try and notice patterns, tendencies, etc. even if it means losing. also, abel is almost free on wakeup. his EX TT, EX Roll and I believe his EX Rekkas are all throwable. if you throw him into the corner it’s like gg for abel. if your abel likes to reversal TT, you can overwhelm him with jumping attack pressure. i personally find the match really fun, just gotta do a mix of footsies/zoning till you get what you want which is an untechable knockdown. then go to town on him and play it smart, baiting his EX moves, etc.

lastly i dont know if this holds for Abel, but against Rog and Guile yon neutral jump their cr.fierce attacks and it’s a free throw, it might be true of abel but im not sure. defensively i’d avoid using EX DR on wakeup. hell i’d avoid doing anything and try to reversal teleport out of his blockstrings. if he has ultra having your EX DR hit by ultra 2 will suck and i’m thinking he might be able to U2 EXPC and he can definitely U1 it. basically try not to get knocked down by abel. his dash kick will set you up for a lot of pain, especially if you try and jump out of it, which you can’t.

Alright having some issues with Balrog, and unfortunately the match-up information on the OP kind of just describes how to beat beginner to average boxer players. knowing standing c. lp gives you enough frames to tick throw without eating jab is nice to know though, then i do standing c. lp walk back for a flinch and sk punish when they tech continuously. Anyway what the match comes down to so far is:

Spacing…dash punch or sk comes out first and gets blocked.
If i block dash punch i cr. lk xx lk SK/ do nothing / hk / try to focus next dash punch / walk up throw(usually eat cr. lp hit confirm combo here)
If he blocks SK he cr. jab xx dash punch - if i EX PC because i know we are getting into this rhythm it beats dash punch. Jab beats or trades cr. lk after SK both 3 frames so no SK loop(also jab beats lk SK after blocked lk SK so no looping)
He lands a blocked dash punch and then jump back fierce from time to time - no foreseeable counter to this
Clock ticks down and whoever has health lead wins

any forward jump aggression gets cr. fierce. anything to beat this out at the right spacing?

I’m not sure if you guys have a better grasp on the match but it is certainly frustrating playing a solid turtle boxer. Any tips/help would nice.

The character I have the most trouble with is Chun. For some damn reason, my worst personal match-up went from Blanka to Chun. I seriously have so much trouble with Chun-Li. Anybody care to give a rushdown Bison player some tips on how to take down Chun-Li?

^ don’t rush down, play as an opportunist. you’re kind of beaten out in terms of pokes but that doesn’t mean you shouldn’t play footsies. also i’ve seen kuma just walk under chun’s jump ins and punish with cr.short short short scissors, so be on the lookout for that opportunity. stay grounded, jumping is like the worst thing you can do in this matchup. bait: you want chun to waste her meter because then you are free to jump in on her, but if you can throw her then you can safe jump her exSBK, it’s kind of hard but with enough practice it has enough of a specific choreography to it that it’s simple enough to time. it’s a lot more lenient off of a backthrow btw.

don’t get scissor kick happy or dash happy. chun’s nj. rh is brutal as hell. the only real retaliation you have to that is to be psychic enough to dash in below her and st.close fierce her in the cooch. hehe cooch. yeah anyways i’ve found that roundhouse is kind of shitty in that situation, you’ll likely get beat and eat a combo. FA dashing through her pokes, specifically cr.roundhouse is a good idea if you can get a good feel for her pokes. a lot of chuns i’ve played seem to like to do it after a blocked overhead, not the instant one but the special. lastly, and i suck at it now, but try and work on option selects to punish her backdashes. if you suck at OS’ing, she’s doing it often to the point of it being an obvious pattern, and you’re a big spender, you can just slide FADC. kind of a waste but if it will end the game, turn the tide in your favor, or at least even things out it might not be a bad idea to try if you’re still practicing OS’s.

not sure if it’s 100 percent guaranteed but i’ve hit chun with PP everytime she tries df.crossup kick on my wakeup, just like NMB, but i don’t know if it’s legit. test it out yourself.

against blanka, i hate that matchup too but it’s better just because you can punish every blocked ball of his with PP, up ball, rainbow or just regular blanka roll of all strengths. you gotta try and get reversal timing on blocked rainbow though, otherwise it’s fairly lenient for other specials. you can also punish his corner escape attempts with PP just as you would Ryu or Ken’s tatsu escapes. also don’t forget you can punish up ball or regular ball even when you get hit if you have him cornered and you have charge. also im pretty much 99 % sure that meaties beat out either blanka’s roll or up ball reversal, i think it’s up ball but you can test it out in training mode.

How do you fight the new Abel?

and is it me or have all the ryus and sagat evolved into turtles in the bison match up?

Anyone found a use for psycho crusher other than cross ups? Every time i cross up, i either get srk’ed, get eaten by a ex move… or even gasp back dashed lol…

Start up time, and recovery seems the same, currently seeing if i can use it as a anti air or not…

Well Sagat was always gonna turtle for the most part if they were playing right, though U2 is at least a nice deterent from fireball spam. Ryu there is way too much variety between players to ever know what to expect, I played one earlier today online who wouldn’t throw fireballs or SRK, just normals and Tatsus. Maybe he was practicing idk, but you can never tell with shoto players.

Whooshing into here from the Seth threads to say hey and I hate you guys <3

U2 on every jump Seth does is not cool. Not… cool.

I love you seth fellows. :slight_smile:

Use it to punish jump backs, use it to crush Rog dash punches, use it to chip kill, use lp to set up thorws and Clk x4 SK combo, use it to cross up, use lp Pc to get close then use Ex Pc to blow em away, or double it up with two ex PCs. Use it as aniti ir against some of the cast.

about that Abel?

What is Abel doing new? Just f+PPP teleport his Ultra when he uses it! It’s total invincible if you mash it out. :stuck_out_tongue:

But if he cancels it, he gets a free punish during teleport recovery. Eat a 600 damage (exaggerating) ultra or eat a 300 damage reset combo? It’s kinda rough but Abel is pretty good in SSF4. Just keep your distance cuz he’s strong up close.

Not by much. ;\

Also, Makoto U1 beats EX Skullcrusher clean. Yep, the “punch ya in the nuts” ultra beats a flying overhead.

is it possible to land Psycho Punisher off Standing HK that was used as an Anti air (if not what is the recovery rate for the opponent?)? I understand it wouldnt combo but at best wouldn’t it halt jumping attempts and render your opponent unable to see whether you crossed up or not…

You’d have to test the exact setup in training mode yourself, but yes … in general air resets give you the opportunity to land an ambiguous PP. Their only option is to block or use an invincible-startup move. So, like with so many other things, don’t try this with shotos.