"BEST BIPSON!" - Dictator Match-Ups

for bison stuff up normal:

when you lose charge, can’t punish? think again!
those quick and fast close move can be use when you don’t have charge and they just whiff the hell lot DP and landing, s.HP > s.HK with sweet 200 damage and buff the charge yet you got your l.sk ready for ANY DUMB FOOT SWEEP DARE TO SHOW OFF!

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Bison will be GDLK if anyone can do those move perfect, only problem now left is wake up option without meter and anti air, which both can only be solve by dash or teleport only…which is very sad, either they get 50% chance to beat the sht out of you or you will barely alive after a wake up.

s.HK is GDLK ANSWER! Bestow it upon me and I may let you live!
c.MP into s.HK
s.HP into s.HK
far) s.MP into s.HK
close)s.MK into s.HK
close)s.MK into s.MK

the list went on and on, there is too much connect option for bison as long as you start with m/h move in close, the damage output is fast and painful, if they don’t be careful and think this is just his normal they are wrong, most character can get stun pretty fast under those so call bison “normal”.

  1. they are really fast, so people will just "uh? what just happen? oh he kick me…"
    but if you think about it, the damage almost like a DP somehow and hell you don’t need charge for it, and is totally safe unless they got super/ultra or your timing for input is wrong so you eat DP…

  2. sadly, those maybe-target-combo are super hard, no joke, I spend few hr on those and find only c.MP into s.HK is barely usable, s.HP into s.HK is best but is very very hard…either you get it or you don’t, and those mistake can be costly, maybe the game since you might eat a ultra if your s.HP>s.HK is not linked.

3)scary sht is since the normal don’t need meter and can build meter fast, unless you miss the timing, those random DP can’t be that much thread to you anymore, just keep them in bay and SK them to death, mix tic throw/ frame trap into s.HP s.HK will make they confuse like new born, again, your timing must be perfect, no choice.

  1. it can be linked, but is even harder, most I can do is j.MK into c.MP into s.HK, and maybe 1/10 I can do it…this works very well against jumper since he keep cross to mess up your charge, so why not just block and PUNISH them with sweet target combo?

I still try to find how fast those thing can go and how well it mix with tic/trap mind game, if it works, this can be hell lot fun.

P.S:
Defending sometime will be worst option than dash/teleport/slide, because either throw/knockdown will reset everything.
try to avoid reset is what bison should be focus and can make others piss since they have to re-engage you.
Just thought about being trapped, bison have seriously problem if defend too long and risk being reset and knock down again. (ex vortex user and those akuma s.HKx2 c.MK tasu into H.DP FADC fireball…reset in corner repeat again. same can be done by viper, really good furte, and even chun li can be super nasty…)

If in corner I will look for timing for cross over and use slide to run away, slide/teleport/dash maybe the only few option since slide is kind of auto correct foot sweep and long active frame, so maybe a not bad escape tool.

dash/teleport/slide…still too risky, because everyone have blank check from bison for jump-in use.

like i said, u can also cLK instead to switch it up. Hell, most people I fight don’t even make it to the tech throw part lol, they usually die from the pc.

And I have done this online AND offline. Try it next time u land Pyscho Punisher. PC after, and burn the 2 bars for ex. They ALSO still have to block properly (crossup PC timing is hard to do after PP, but CAN be done)

c.LK is one of the best options for non-charge solutions. Even on jumps, there’s about 4f of landing animation so you can technically meaty c.LK them into whatever combo you can think of.

but how about damage? I just watch a lot of video and stop playing for today since I have TONs of important stuff to do, is good to clean my head little for just this week maybe.

c.lk into most stuff is great, mostly I will try to do is c.lk lsk repeat, cheap but very good chip unless they are jumpy, then I will try c.lk in to s.HK next time or even a c.lk into l.PC…

but if good hit confirm and delay input such like s.HP, delay input little bit for s.HP close and s.HK is meaty and YES! YES! moment when u pull that out, it does require sometime to get used to it but is super effective…c.MP into s.HK is very good too, even a range s.MP into s.HK will surprise others about how good bison is even when he don’t have charge.

c.HP should have some use, most I find now is setup for super and hell NO ONE is really use c.HP for anti air in pro level…they don’t jump in that much as we noob does anyway…

and finally, s.lk hit pretty high, like ryu s.lk somehow but not that godly, is very good to use it for jumpy rufus mix up with good timing s.HK

but how about damage? I just watch a lot of video and stop playing for today since I have TONs of important stuff to do, is good to clean my head little for just this week maybe.

c.lk into most stuff is great, mostly I will try to do is c.lk lsk repeat, cheap but very good chip unless they are jumpy, then I will try c.lk in to s.HK next time or even a c.lk into l.PC…

but if good hit confirm and delay input such like s.HP, delay input little bit for s.HP close and s.HK is meaty and YES! YES! moment when u pull that out, it does require sometime to get used to it but is super effective…c.MP into s.HK is very good too, even a range s.MP into s.HK will surprise others about how good bison is even when he don’t have charge.

c.HP should have some use, most I find now is setup for super and hell NO ONE is really use c.HP for anti air in pro level…they don’t jump in that much as we noob does anyway…

and finally, s.lk hit pretty high, like ryu s.lk somehow but not that godly, is very good to use it for jumpy rufus mix up with good timing s.HK

You can c.LK into s.LK s.HK link if c.LK hits. If they block the c.LK you can fish for a s.HP counter hit and then c.MK into MK/HK Knee Press because there’s enough charge time between it.

i’m having issues with fei long.

his normals, c.strong, c.fierce seem to snuff my s.mk and scissor kicks, often counterhitting. i’m having issues punishing mashing c.lk (or c.lp?) during deliberately designed gaps in my pressure strings to counterhit that mashign shit with.

spacing/fishing with single rekka into hit confirm or FA is the worst for me:
1.) pseudo-safely spaced single hit rekka blocked, (ex) dp pretty much beats c.short. i don’t understand why-- even the safest single rekka is -4, and fei has a 5 frame dp. but unless its point blank, awfully spaced rekka, this happens.
1a. pseudo-safe single rekka (blocked), backdash. cannot do ANYthing about this.

2.) FA fishing: Fei’s FA is a nightmare. He takes a step back and displaces his hitbox like akuma, and it reaches SO far.
2a. fishing for FA at bison’s optimal footsie range. i have been focus crumpled for s.mk, s.hk, light scissors (one hit only), and c.short (into another c.short). the last two aren’t surprising; although c.short, c.short is usually fast enough to break other characters’ focus fishing. but getting crumpled for zoning with s.mk/s.hk where im normally TOTALLY safe sucks, and sucks bad.
2b. when i DON’T do anything and sometimes when i do, fei backdashes out of FA. i have no punish, and have to work through a potential wall of c.mp/c.fp/rekka to get back in. fei can press and hold mp+mk again to fish and repeat the cycle again.

3.) fei’s j.strong. the steep downward angle finger jab thing. i get confused between this and his crossup often, because fei can hit this straight on from distances where he normally crosses up. also, it appears to stuff s.rh often. need to figure out what AAs this.

thats it for now. let me know if anyone wants more info-- i’m really interested in breaking this match down properly cause right now i’m stumped. and it feels more and more like a 6-4 due to the reasons mentioned.

I don’t have anything complex on Feilong aside from the first post mostly. I just play them on instinct. As for handling his c.MP and c.HP, Bison’s c.MP pushes him out enough for you to c.MK him, he won’t be able to hit you with c.MP, not sure about c.HP, it’s a little slow so more than likely you’ll counter hit him with s.MK if you push him out with c.MK hit or block.

Can someone repost that gdlk option select against rufus after a blocked divekick? The one where it picks between st.lk if he does another divekick and tech if he tries to throw. Is it just like st.lk and then st. lp immediately after or seomthing?

Im interested in this as well. How does that work? It seems very useful. But will your s.lk get beat out by his, resulting in a combo? If so, I’m not so sure that OS is such a good idea.

I talked to someone who said I should crouch tech with cr. mp. He assured me that it would work against Cammy and Rufus dive kicks. I wasn’t entirely convinced since cr. mp is like 7 frame startup. Is he right?

If akuma does the vortex vs you and does the demon flip fist thing and option selects ultra and you ex scissor will you beat the demon or get ultrad?

If Rufus goes for a combo after blocked divekick then yes you’ll get hit if attempting this. You stop him from throwing and doing another instant dive with the OS though. s.LK~s.LP, kinda like a plink but a little slower. If you do it as fast as a plink then you will get a throw.

If Akuma sets up for OS demon on an Oki then yes EX Scissors will eat Ultra. EX Scissors is not a good idea to use on wakeup anyway… unless you know they will either get hit or block and you can FADC. EX DR/Stomp will avoid OS Demon but Akuma has SRK OS that can punish that.

Bison’s cr.mp does not excecute quick enough and doesn’t have enough active frames to apply it that way.

Did anybody get crazy shit pulled on them during EVO pools? Heard some people saying Andy started using throw into Ultra 50/50 on people? How did that work out?

Worked about half the time.

:bgrin:

lol I want to know how many people got caught. Must have been priceless to see their facial reactions afterward.

hey guys! long time no internetting! I moved back to the states from Korea! Any EAST BAY DICs Holla!!!

NE way, just a random question: Is there any use for Bison’s neutral jump roundhouse as an ‘instant overhead’ type of normal? I mean, since you can neutral jump point blank at a character and just sort of ‘piano’ UP and ROUNDHOUSE to hit them high on your way up, can this be used effectively as an offensive/mixup tactic or is it just something too situational? I’m imagining it might whiff on most people crouching anyways since although their hitbox is larger it is smaller vertically, but what about larger characters?

While I can’t test it yet my initial answer is not likely due to the fact his jump is fairly slow/floaty and his nj normals that have a hope of hitting like that pretty much nj.hk only really doesn’t have enough hit advantage to make it handy, you will be likely to eat something on the way down.

This. It’s totally punishable even on hit.