Definitely this. Ibuki is awful on wakeups, get a knockdown and go to town.
Sovi3t mentioned this before, but Keits was punishing most of my landed PC’s with Cody’s bad spray. The punish seemed pretty reliable and not situational at all.
Can it punish EX-Psycho if it goes fullscreen?
yeah, its a guaranteed hit if you hit Cody with PC. Annoying, but you still do more damage with PC
and if any Bisons wanna spar vs my Cody or Ibuki, just send me a message
Yeah I was getting hit with it even with EX PC.
as soon as cody hits the ground, he bad sprays…u never even get full screen lol (which means BEWARE OF USING EX PC AS CORNER ESCAPE)
I’m terrible with using bad spray. I had a dummy dp HP PC on me and I was doing bad sprays and it blocked all of them. When do I hit the bad spray input?
That’s pretty sad that its so slow it can knock down someone and they can just get back up and still punish lol. I still don’t know why Capcom left it as slow as it is.
it’s not that PC is slow, its the fact that bad spray can be used as a tech, so as soon as Cody hits the ground, he is hitting you with bad spray. Bison isn’t the only character who has to worry about it.
Any advice on what to do with demon-flips (akuma’s as well as gouken’s)? Do you suggest trying to meet them in the air, dash away, dash under…?
I usually teleport back, block em, haven’t focused one yet, but then again I don’t fight that many akumas, or I Ex Pc em. I find cr HP and standing close HP to hurt Guy flip tricks a lot when I don’t have a charge for a anti air PC or ex Pc to just burn em down. Chp > chun li as well. The new hit box on it is great oh and at the start round and during I usually keep blankas in check with st.MP or st.HP it forces them not to go for ball set ups.
what do you guys feel about the general gameplan for the gief matchup? i find myself just thinking to myself to always make sure to anti-air even if it trades, be careful/smart with my pokes, and generally play an all out defensive game…so far it isn’t working out for me. recently played a bunch of matches against a korean tournament gief player and he destroyed me. i learned the hard way how GDLK greenhand OS is…
Zangief’s jump got nerfed. He’s vulnerable to well aimed s.HK. His j.MK is low enough that you can just hit him clean sometimes.
But other then that, the rest of the Bison - Zangief match up is still the same, just be cautious when he has meter for EX-Banish
Actually I just tried this in training mode as well, and I had trouble punishing PC. Either it is situational, or we both don’t know how to use bad spray.
Ken is quickly proving to be one of my hardest matchups… anyone got anything solid on how to deal with a ken who jumps back all day until you loose charge then they start jumping in all day. Bison has nothing to match ken air to air (you really have to jump early to go air to air with ken it seems) and nothing to beat his jumpins if you have no charge(I have tried c.hp and it trades horribly if at all, s.hk gets stuffed completely, dash doesn’t work because all of his jump normals are crossups so if you try to dash under his jumpin you will get crossed up instead of him whiffing alot). I find this type of ken player to be very frustrating, especially if they know you are looking for the roundhouse to keep them from jumping out. Then they will start to sweep you and c.mk>tatsu when your s.hk whiffs trying to keep them from jumping back, and then when I started to play footsies they immediately start to jump back out of pressure again. All in all Ken makes Bison guess so much that the matchup doesn’t feel like its in my favor at all. I NEED TIPS!!!
I despise ppl that jump back constantly, it’s one of the most annoying tactics. I mean if it’s a reaction to a move then fine, but stop running away constantly@#$@#$!$
Vs. Jumping shotos in general
Anyway, you should really look at their jumping patterns to see when they decide to jump, once you get the hang of this s.hk whenever you feel they want to jump from s.hk’s max horizontal range. It does a nice job of stuffing hte jump before it happens. Once they start sweeping or c.mk, focus those and do whatever you want or throw out some s.mk occasionally to mess with him. When you’re moving in on them from across the screen just walk them to the corner, get in slowly, don’t rush in. That’s been the downfall of many bisons. j.hp, or hell attack have done well air to air for me, you need to react immediately though or even guess he’s going to jump fwd.
Be wary with your scissor loops if you’re pushed out of c.lk range, because ken’s c.mk comes out faster than your c.mk, ryu’s has the same startup frames.
Sometimes when the guy keeps jumping, I’ll avoid the first jumpin by neutral jumping then they cross me up on the 2nd jump, i’ve hit s.hp a few times in this situation and it actually stuffs the crossup well.
Vs. Ken
I feel that you don’t want to stay in his fwd.mk range, because it puts you at a disadvantage, -2 on block and +frames on hit for him. You can’t punish -2, his c.mk is faster than yours and he can kara throw you. Against a good ken you should do your damage and get out, get back in and repeat. His normals are as good as yours up close if not better, but his fireball leaves a giant opening for you to jump in and combo him so that distance is where you want to maintain and space at.
On a side note:
Why would capcom reduce the recovery on ken’s dps, it’s like they want to encourage flowcharts to mash even harder.
Sounds like you’re being a little too aggressive when you fight flowchart Kens. The key to fighting a shoto is to have a stocked up meter bar. I usually start off with DRing the match. If they’re gonna jump and stay back and crap, you’ve to just annoy them by saying you can do that too. Key thing is to try and figure out the distance that you have to s.rh the Ken player on jump ins. And if you’re getting hit by cross up normals, is this after you get knocked down or are you still standing? If it’s the latter, you have to work on your reaction time and spacing to get underneath him with a dash then a kick to the ass.
Be patient and if they are jumping back, don’t forget that Psycho Punisher can be used sometimes as well as Psycho Crusher, although jb.rh can be a bitch. Take a few risks here and there being aggressive, but utilize s.rh a bit more, and if they’re doing c.mk, stay outside it’s max range and use s.mk, it’s fucking godlike for hitting those shotos out of c.mk.
Hope that helps you in your quest to dominate Ken players.
My general game plan is to trick the gief player. With lariat losing it’s ability to hit people low (cept on the first spin) I can now use c.mk a bit more for a distance poke. I know Gief’s love to use that Green Hand shit. So I took a trick from Gama in JPN. Dash in, s.rh, teleport back, repeat, after a bit, you start doing empty dash ins to see what they do. When you see that green hand, you just throw them back and repeat.
If they jump in, get that s.rh ready, it’ll beat it clean or at worse trades. If they try to c.rh you, s.mk them back, s.mk > Gief’s c.rh. Devils’ Reversal if they spam Lariats, or nj.fp if you do that kind of thing, cuz nj.fp > lariat too. I’m not saying to be overly aggressive against gief, just don’t do BnBs, just poke away, and keep away, if they trap you in the corner, try to see if they jump in, if they do, EX PC outta there. If they don’t, try to headstomp, and try to land as far away as possible, if it hits, bonus!
Depending on the Akuma or Gouken, try to see what they’re doing afterwards. If they’re constantly trying to go for the dive kick, they’ll try that stupid c.lk, lk tatsu combo, try to see if you can walk under it (remember Bison’s fast walk speed) and hit them with a c.lk when they land, go for the c.lks x 4 combo if you can. If that’s too tricky, just do s.rh or maybe even a s.fp xx bison warp. If they do palm, teleport out. if they do throw, teleport, if they do slide, proceed to block and punish.
Now remember that both dive kicks are not overheads, so you can block low if need be. EX scissors or EX PC may help if they try to combo after certain things. Not only will it get you out of there, but you may get some good damage on them, especially Akuma.
Just played a long set with Chillindude829’s Sagat. We went back and forth for a while until he got a 3win streak on me near the end. I think when we were done it was 12-9 Chillindude.
Anyway, as I’m sure many of you already know, AAing Sagat is a bitch. C.HP and s.HK both work. I used c.HP on closer jumps but it usually traded. s.HK was also working on deep jumps, sometimes winning clean, but I haven’t pinpointed the timing.
Sagat U2 can Punish DR so watch out for that.
Bison U2 makes things a lot easier though. It got to the point where Chillindude was WAY scared to throw tigers lol. I could actually move without having to avoid plasma lol Oh and EX Psycho does NOT go through HIGH Tigershot, it gets stuffed by it every time ;(
All in all I think its a good 5-5 match, we can actually make Sagat scared now lol
If this info was posted already, sorry =x
Sagat’s U2 punishing DR is much like Ryu being able to punish it in Vanilla. Always gotta be careful for that
Don’t rely on Psycho Crusher so much (This is a note to ALL us Bison players out there). Don’t forget to use EX Scissors once in a while. I fell into this trap after losing to an Akuma in a finals match where he threw out an EX fireball, and for some stupid ass reason, I EX PC’d and lost the match and was eliminated
I updated most of the first few posts except the last. Going to work on that some this week. Let me know if you guys have found more stuff regarding the new characters or tidbits about new Ultras on vanilla characters.
I added like a ground game and air game type of section to it for some more specific nuances in the match ups. Let me know what else you guys want archived or if there’s more I can organize better for new and old players to read. Some of the older matches don’t have a lot of information either so since the old threat is buried and super long, drop me stuff that I’m missing, because I’m sure half those tactics are invalid now since a lot of characters have evolved in playstyle.