Much appreciated, Laud!
In regards to the Ryu matchup, something happened last night in a match that struck me as odd when I saw it, but it makes sense. I tried to guess when he’d throw a fireball and did the ultra 2, Ryu reacted by doing his ultra 2 right after my animation ended. I reacted to this by pulling back on the stick enough so that it would land right outside of his range so I wouldn’t get hit. What ended up happening was that it was in fact out of his ultra range, but Bison’s hitbox on his ultra is so big that it caught him and went into full ultra animation for Bison. Hope all this makes sense.
Need some help against the ryu match up. It seems his footsties always dominate over mine, his c.mk is so dang annoying, and i can’t do anything about it. help?
your s.mk is your best answer to his c.mk IMO. Its bison’s farthest reaching poke, but Ryu’s c.mk has more range/priority. With that in mind c.mk(I personally don’t like c.lk as much unless you are point blank because if it trades its not in your favor and it has less range than the other two listed) is also a good answer considering the fact that you have to out space him to win against this poke. Because if he whiffs it both of them will counter poke on reaction, or you can throw it out just out of his c.mk range and it will usually stuff it all together. But if you are in Ryu’s c.mk range I would say if you know its coming EX SK/PC is your best option next to blocking. One thing I like to do when I have charge is OS is lk SK behind c.mk so if it connects I get a nice little bnb off of it, or roundhouse links off of counter c.mk too(this is when I’m on defense mostly). All in all Ryu is a very good character and will always be a challenging matchup(just like Rog/Chun/Sagat/Ken…welll I have a hard time with Ken).
On a final not if you space it right SK will go right over Ryu’s c.mk and you get a knockdown.
You really have to know your spacing against a Ryu that can zone well. There’s not really a hard counter to Ryu’s cr.forward since it’s quick, has good range, and lowers his hit box way down.
Bison’s st.forward has more range than Ryu’s cr.forward. However, the range advantage is rather small, so don’t depend on this. Short SK’s can go over cr.forward for a knockdown, and Bison’s cr.forward can stuff Ryu’s cr.forward if timed correctly. You just have to be patient and look for a way to get closer to Ryu, unless you can space your pokes perfectly every time. Once you get within a certain distance, you’ll see a lot less cr.forwards from Ryu.
A few things that might be useful - only use st.RH if you know it’s going to hit. Any decent Ryu will whiff punish you if you space it wrong. Stick to st.forward if you’re gonna play the poking game. A lot of Ryu’s also like to buffer a fireball behind a cr.forward so that it will come out on hit OR block. At close ranges, this is a true blockstring, but at long ranges, there is a gap that you can Focus Dash or EX SK through.
Last but not least, don’t focus cr.forward, you’ll just eat a fireball.
guile is so much tougher if turtle, which now kind of rare, since guile boost so much for it attacking ability, so mostly it will be lot more jump in and mind game…
do EX HS only, since it will trade if timing right, and wait for EX sonic boom flash to punish, or do regular HS for EX skulldiver, doing only once per game if possible, since 99% of them will know and try grab u in air next time.
footsie kind suck, s.HK trade is not that good,maybe s.HP is answer. waiting for double food sweep is good but if fail for timing will eat Flash Kick as punish sometime.
in mid range, guile like Sonic Boom and jump in against bison, use EX PC will help them stop jump in,
and don’t try punish for every sonic with HS…just not worth it, wait for EX instead.
EX PC and HS is good mix, Devil Reverse is only mislead them, watch out for guild Ultra 2, DR will get hit by Ultra 2 if you back up too late and ur hand is sticking out, if you not get grab by guile.
l.SK is still safe, I try to not put too much pressure for guile since is not worth to jump in. wait for knock down, then do.
beside Guile, I hate Chun Li so much now for it foot sweep beat l.sk completely after block s.MK.
knock down is very important against your mortal enemy: Chun li, Guile, Honda.
Guile is not 7 to 3 vs Bison I think, is like 6 to 4 maybe.
but chun li is very nasty and maybe she will back all the way to top like 3rd strike again…
Honda just watch out for butt slam spammer.
some other tip:
I personally hate c.viper and vega(claw) and blanka, those have somewhat cross over moves,
defend these move and move on…
watch out for viper, when you in corner is not fun, those cancel will drive you crazy and resist attempt for jump to escape will save your live. Try use EX to run or don’t even go corner, warp back and forth , is very good idea sometime when you see move coming…but don’t do too often and will get punish.
Need real tip against Chun Li and Shoto…I hate very skill ken (never miss SRK, poke a lot,kara throw)
and some very good vega.
BTW, beside l.SK, what other move is safe from punish?? Head Stomp is not, only EX PC maybe?? because it go through enemy.
DR is kind of safe too, but not good against SA/Ultra if they know is coming.
and I think hardest punish in middle reach range is c.MP into c.MK and h.PC
then close is s.HP into c.lk into m.sk l.sk, since c.lk/c.lp can link into both l.sk/and m.sk, I chose m.sk more if I lead in HP.
best punish for whiff in long range is h.PC, I think is little faster than h.SK? or simply use slide, this work very well with jump happy fireball akuma, they will not jump after you burn them few times with PC/EX PC.
Safe block strings.
EX-Psycho Crusher is not safe if you go past them and end up like right next to them. It’s only safe if you zip full screen past them or if you make them block and recovery in front of them.
Can anybody help me with Cody matchup?
I don’t get it, that the Ex-Psycho-Crusher get aborted and punished by a stone throw…I mean seriously…
matchup discussion…
edit: sorry, dont mean to be a dick just noticed we were getting kinda off track of the video thread.
cody’s wakeup is an abomination, so just stay in his face once u knock him down.
yeah, cody’s rock and ibuki’s kunai are wierd projectiles. Just ex SK thru if u have to. If he starts a cLP combo, be prepared to tech, or block through to the Criminal Uppercut. His combo’s are easy as hell to land, so just ride it through if u have to block it.
Dude this is the match-up thread…
Against a lot of characters EX PC escape is NOT a good idea and should be used unpredictibly along with teleport. For instance you face Dudley with U1 and you EX PC escape on wake-up… that’s a free ultra for him right there. Althugh Psycho Crusher is a great tool it’s not the be all and end all. You can get thrown or jabbed out start-up frames and punished on block if not spaced correctly/if it passed the opponent.
With Cody I generally abuse his pooor wake-up game after the knockdown. If he has the momentum just keep him out with footsies. I’ve found that his st.mp is a great anti-air so don’t jump aimlessly at him.
What I’d like to ask though is ‘What punishes cody’s light criminal upper? Or what do you feel is the best punish?’. As he pushes you away with it on block I’m too far away to go for cr.short>scissors.
i use HP pc more than I use ex PC to escape…most people anticipate the ex PC, so they make u waste a bar by just blocking and letting you out, or by jumping.
just use HP PC instead and save the bar so you can use it for AA ex PC or ex SK through fireballs.
Yeah, HP Psycho Crusher is actually not a bad escape if you use it on them point blank. The second blocked hit chips and pushes them away from where you’re headed.
cant remember which thread people were discussing Abels U2.
anywho,you can beat it flat out with an ex SK, so bisons super, U1, have no problem with it
But HP PC get stuffed by meaties/safe jump-ins.
Most meaty jabs/shorts and safe jump-ins on Bison’s wakeup are free. They will recover in time even before EX PC hits, so in a way its kind of a ghetto option-select.
Bison can only catch meaty jab/short with LK super, but it’s a gamble obviously. LK super can still be safe jumped though.
What is the answer to vega? When he has his claw, his cr. lp beats out scissors from every range so i just don’t know how to get in. it seems more than any other character he can just jab through my pressure. Also, what is the most reliable way to knock him out of the air on this walldives? If somebody could write up a long, detailed answer I would love it.
In exchange, I would like to post up my ryu matchup knowledge considering it is the matchup in the game i feel the most comfortable. I know a lot of you have been asking for it, so here is my two cents:
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Your ideal range is tip s.hk range. This puts you out of his nasty cr. mk range, but still close enough that you can punish it with st. mk. also, from this range, you can beat/trade with most of his jumpins with st. hk
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reversal lk scissors punishes sweep
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a really good tactic to keep your pressure going on his wakeup so as to not get hit by his dp is to do the j.mk so that you are directly above his head when he does his reveral srk. if he doesn’t srk, you can continue the pressure/combo on your way down with crossup j. mk and if he does, you can punish with st. hk or slide.
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j.fp is a great tool here since it sometimes trades with srk. More importantly, once you condition the shoto not to wakeup shoryu with the above j.mk tactic, you can mixup crossup and non crossup j. fp to land some truly nasty jumpin combos.
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don’t forget that EX PC can eat fireballs. Midscreen, you don’t have to time EX scissors if you don’t want to. You can EX PC and since only the second, slowed down hit will hit after absorbing the fireball, you still have decent positioning for wakeup pressure.
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chase helicopter tatsu escapes with dash slide or dash PP
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don’t be afraid to throw out random j. hk. in vanilla it was a real problem, but now since it sometimes trades, you’re not as likely to get reaction dp ultra’d
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if you want to punish an lp shoryu on reaction, cr. mk to scissors is your best bet. Unlike cr. lk, it has more reach, and its hitbox is lower than cr. mp so it is less likely to reset on the way down.
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fireballs can be easily jumped and you won’t have to worry about them later in the match because of U2
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a lot of ryus like to open up the round with fireballs, since you don’t have ultra yet. focus absorb these, and it will put the fear of you gaining ultra too early in them and they might sometimes approach recklessly. cr. hp or st. hk these reckless approaches. This gives you a nice early life lead to sit on.
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on a general note, just don’t jump in much. he has the best antiair in the game. only jump in his wakeup or over fireballs.
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when inside his cr. mk range, don’t be afraid to focus if he doesn’t have super. the worst you’ll eat on reaction is a cr. mk fireball. The payoff on the other hand, is a crumple, or a focus dash through a close fireball to a grab, which equals more pressure.
Vega’s a pain, his pokes beat or trade with yours constantly, and his air throw and walldives make him tough to deal with in the air. He’s weak to crossups and general pressure, and you can also try to focus your way in if he doesn’t toss out lots of jabs in a row. If he does, you can try to ex psycho or scissors in between as a risky way to fish out the knockdown and start some pressure. Other than that, I find it’s best to play this match defensively until you get in.
When he wall dives, you have a few options, but honestly only one of them is gonna work all the time: teleport. Try the backwards one when he’s near you, and if you get crossed up you can get auto-correct and end up on the other side of the screen. You can also try sliding under them, or Heavy psycho. EX psycho will catch him if he cancels the dive at the wall, and I think PP will as well.
Take all that with a grain of salt, I’m mostly going off experience with one training partner, and I still don’t have him figured out yet.
A tactic I’ve been using against fireballers that don’t fireball when I have Ultra 2 stocked(as it should be) is to intentionally whiff my Ultra way short to bait a fireball and then Ex Stomp them into the ground.
Been working pretty well, I recommend it late in the round. Some people just can’t resist that free looking punish to a horribly missed Ultra 2.
I’d put this in the shenanigan category, but shit does work. Just watch out for super fast shit like Ryu’s Super etc etc.
you know what sucks about PP on someones wakeup… The best characters all have a good way out on reaction, only the half of the cast that has no wakeup game is it good. Ok well only if they have meter. For instance Rufus Ex messiah kick and Abel’s Ex role, Rog turn punch/EX headbutt.