If it’s empty punish with Lkxxsk, if he follows with his dp punish with RH SK. If he trys to hooligan RH is great for knocking them down. I play this match very defensively better than eating DP after DP. If you can react correctly to her specials cammy is going to have a real hard time. Also ultra one destorys all of cammy’s specials if she’s committed to them already, Don’t DR her dp can catch it. Pretty sure you can focus her air arrow and regular spiral arrow?
Can’t punish instant cannon strike. Instant cannon strike is pretty much a guessing game. I’d recommend never getting into the situation where you’re forced to guess. Once you’re there, it’s pretty hard to get out without taking damage. Zone with standing roundhouse and scissor kicks.
- nj.mk is really good because it has a long, horizontal hit box. Dunno if it’s best, but I like to use it vs nj.hk. It just has more range.
- They’re all the same. Technically EX DR is 13 start up and EX PC/SK is 14.
EX PC is good because it goes through the other player. But it loses to tatsu.
EX DR is useful, too, because you can fly away full screen. - I see that here and there. jump in hk/hp, then immediate nj.mk? I personally just block. I think s.hk loses because ryu is already in active frames by the time you press hk.
Hope that helps.
I find that Ryu’s don’t walk all over Bison unless you let them knock you down or not AA their jumps. On an equal level of play, you have to kind of make the other player respect Bison’s space. If they’re trampling all over you, you’re definitely just not doing enough.
Not my best replays of Bison vs Ryu, but this Ryu player wasn’t too bad. I’ve gone long sets with him on XBL, his execution is good enough to keep me on my toes. Just remember, it’s not over until it’s over. :o
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Just generally space yourself. Go in training mode, practicing some throw and move forward a bit for a fake j.HP. Ryu’s DP is kinda hard to safe jump because of the quick start up, so you have to bait it out in the front or cross over to make it whiff with j.HP
If they rush you down, blocking is pretty much the best option and some crouch tech Option Select on the side. If they’re spaced out, s.HK, c.HP, and s.HP are fine as anti airs. If you counter hit with far s.HP, it’s pretty much a 150 damage slap across the face.
I like your Bison, though you do pretty reckless point-blank slides !
I initially hated using him. As a longtime bison user from SF2 he was just TOO different, but as i get more into SSF4 and have started to realise that it’s still a very defensive cautious game compared to other street fighters, i’m finding that one of bison’s biggest advantages is his sheer mobility. I’m using him now as my 1st or 2nd alternate, because he can get anywhere on screen very quickly, so it’s much more difficult to turtle him out OR rush him down compared to many other characters.
He has a multitude of options to go anywhere he wants at short notice, and that’s worth a LOT in this game when you’re up against a turtling ryu/gouken/akuma or a relentless rushdown rufus or ken or whoever instead of someone who plays a balance of the two. If i run into that style of player i will go with dictator for sure.
Hey guys,
Big thanks to everyone for the thoughts and advice, much appreciated!
In vanilla SF4, I used Bison a decent amount, but never got into him much, but in SSF4, even though I read they toned down his Stand HK (IIRC) he seems overall better to me. Maybe it’s just because I like Psycho Punisher a LOT. Thanks again for all of the advice and videos.
I tried to play constant pressure and rushdown in SF4/SSF4, but because of the game dynamics, it just doesn’t work because of Ultras and reversal leniancy. I do well with rushdown Blanka, but everyone seems to run away from me no matter what. It’s even worse with Ken and Honda, even though they do more damage.
Bison’s ability to control airspace and ground space very well, with good mobility is definitely why I am using him now. If they run away, I can choose to run away or rush, and if they try to rushdown, there are pretty decent options to control space, and counterattack blocked moves.
How are those different now? I think most people who complained about those (and this includes me) just didn’t want to think about how they could bait and punish the Ultras/reversals.
I meant compared to other Street Fighter games, where there are no Ultras and the imput for reversals are a lot tighter.
I don’t know if any of you have solid matchup knowledge agaisnt DJ. Yeah he seems like a joke, but thats because nobody is good with him. Well I met someone who is good, and let me tell you something. He limits almost all of your options, has solid AA with or without meter, is hard guess if he is crossing you up. And can run like Guile all day. His j.lk is totally controllable almost like a dive kick, but it stuffs everything! I get wins against the player im talking about but its pretty much even and maybe just a little in his favor, but its cause Im not solid on the matchup yet. I’ll post about this matchup once I become solid unless someone else already knows it well enough to post it.
what are some good pokes to use against chun li when up close?
Yeah, I fought two Deejay earlier that wasn’t too bad at all on PSN and on XBL. They were doing some of what you were describing and I kept looking around ways to by pass his shenanigans. His j.LK is a short jump mixup too I think, it stops you and he can cross tick throw with it or just put you in block stun and then fake cross up or cross up with j.MK into c.LP c.MK and stuff. It’s his mini vortex. I have nothing that can hit him, I’m forced to block and back off. If he continues to do it and cross me around, I’m stuck in a limbo until I can EX-DR out or teleport.
Faraway, I don’t have a problem waiting him out because jumping in on him isn’t an option when he has the down charge. The Jackknife Maximum isn’t safe jumpable by normal means, you have to time it so it really whiffs and you land on the wake up to trick him and then punish.
In poke range, s.MK c.MP is kinda okay to harass him but trading with his c.MK is in his favor and not yours. So poking him too often may not be the best choice. I thought the best way to approach him was to harass him with some up close block strings and frame traps instead of poking or jumping at him while he has the down charge. Jumping at him was feasible when I was able to move freely towards him while he tried to zone me with Air slashers. That’s probably the best time to go in with j.HP.
My personal choices are s.MK c.MP
Well I’ll tell you he can pursue his projectile but not like guile I played this match up enough to know that once u get him knocked down he can’t really do anything as long as u don’t jump and u can just poke the hell out of him with cr. lk and try to tick throw or cheese him. If your really good with timing though u can op him with headstomp as if he jacknifes you and him will both whiff u recover faster and u punish however u want, he holds back u cheese him it a reset and if he gets smart and backdashes/focus it’s a reset ,but u gotta time it right just like if ryu/ ken try and shoryuken you both whiff they get punished and if they block it’s a rest. besides that try not to jump in obviously and your pokes irritate the hell out of him especially st. mk st. hk and cr.mp also ex physco is very useful in the fact that he can’t punish it on block except with maybe a autocorrect u1 (unsure gotta test it out) and it just flat out stops his pressure.
P.S Try not to get knock down.
Thanks both of you… so what your saying is his up-kick will whiff if you are crouching against him on knockdown, unlike guiles FK? but I do know that he auto corrects easier than guile on his upkick. But all else is good info, I did start to notice that I could poke and then dash in easily, but was uncomfortable with the matchup so hesitated alot to do things. But I know him so I will have many more chances to play against him.
Correct. Do a meaty cr.LK on Dee Jay’s wake up. That takes care of all his defensive options but LK super combo and U2. Upkicks whiff, so punish them. LK Sobat Kick and EX Sobat Kick have low invincibility frames, but they’re very slow. Block and punish them. They’re -6 and -8 on block respectively. U1 is too slow. Option select the slide to punish his backdash. That’s it. In theory, only the LK super combo and the U2 are threats because they hit Dictator’s meaty cr.LK before he has the chance to recovery.
Also, Upkicks hit on the 6th frame if I recall correctly. EX Upkicks hit on the 4th frame. In other words, all of his defensive options are indeed safe jumpable. Just don’t cross him up. He’s not Guile.
Juri is tough to read. Too thin in size and too extreme in poses.
Her wheel kick is a bit tough to punish when spaced right. Also hard to tell when the move itself is in recover frames.
Her jump in mix up is pretty good, too, if the other guy is quick. Almost every time I wanted to focus a jump in, the other guy would be on point with her dive kick to break focus.
And her dodge counter is fast. The one that puts her in the air isn’t too bad. But puts her in a good spot to come down and pressure. The ones that go behind you are hard to deal with. What’s a good counter to this?
Let’s say I jump in w/ hp/hk and she does jump dodge counter. Is block the only thing I can do at this point?
Her dash is good. The guy I played hit me with j.mp, into U1, c.lp reset, dash under > u1 chain combo thing
Anyone here played vs Juri a lot?
I only managed to win rounds mostly through wake up mix ups and shenanigans.
I lost from lots of counterhits and him being able to land her BnB quite often. My scissors got stuffed often, from what I can remember.
I was a bit fazed and didn’t really get to finish c.lkx3 xx scissors pokes. And I don’t think I ever punished a blocked wheel kick. lol
I played someone who used Juri and Cody really well. I lost all my games vs them. At least I won the ones against Ryu and Chun lol.
Not really contributing, but I lost to Neo at Evo. His Juri ended up getting top 16 or whatever (and winning my bracket with Mike Watts, Inthul, Wolfkrone, Ryan Hart, etc. in it). When I saw him I was like “oh shit, a Korean player?” and then I talked to him. He was like “I’m from Alaska” so I was like “Alaska? wow this is gonna be easy!” Needless to say, I got worked and I have no idea how I lost. The entire time I was like “what? Juri can do WHAT!?” I asked him for advice afterwards on the matchup and he’s just like “yeah… Bison’s supposed to be a counterpick for Juri.”
I use both Bison and deejay, and have for a long time since before SF4. SSFIV deejay is pretty weak in comparison to his older versions and really suffers in a couple of areas. Knockdowns really hurt him. He’s very limited in his options unless he has full meter, his upkicks have lost a lot of potency as wakeup reversals and anti airs, the normal ones just don’t have the priority or reach, or the good hiboxes needed to be useful unless your opponent is really telegraphing jump ins or being stupid generally, and his EX one is very risky. In the air, his jumping normals, while good just aren’t as good as they used to be. Know your own good normals, and look for j.MP x2 >> Ultra 2 in the air plenty.
Deejay lives or dies off of knockdowns. Getting knocked down is much more of a guessing game for him than for most, his best reversal is EX upkicks, and that’s very risky if you quess wrong and it whiffs, he sits up in the air for ages and is easily punished. Bear in mind that if you just pressure him on wakeup and then crouch block from just slightly in front of him, the worst thing you have to worry about from his wakeup is teching a walk up throw, but if he guesses wrong and tries to reversal you will probably get an easy punish. Focus backdash his distance fireball game, and neutral jump the EX ones, don’t play into his hands when he retreats back and starts chucking them at you. His distance fireball game can be annoying but it’s beatable with most characters with decent projectiles, and he has to be very careful against bison especially if he has Ultra 2 and is anywhere inside 3/4 of a screen away. Don’t jump forward over fireballs, his slide or standing HK will anti air you. Watch his meaty fireball game on your wakeup. He can do some nice slow fireball, walk in, jump/slide mixups. Wakeup teleport >> slide/stomp/ultra 2 can mess those up sometimes though.
He’s dangerous when you’re knocked down, his crossup game is good, you should be avoiding playing the game on his terms, don’t let him get close enough to mix you up unless it suits you. Also watch his EX sobat kick, it’s fast and covers very good distance, expect it when you least expect it, it’s a great surprise attack. It has about the same range as a full distance Psycho punisher and goes through projectiles until the kicks come out.
Watch out with your footsies on him if he has ultra1, his Sobat kick >> ultra is a real pain if you block the sobat and try to counter. If you’re not fast with your counter or use the wrong poke you’ll eat the ultra for big damage. Don’t fall for it, just crouch block unless you’re confident you’ll get it right.
This is going to sound weird but I have difficulty with a Sakura. He’s the guy I’m always playing against so he kinda knows what to expect of me and knows against me he has to play a Turtle Sakura (not exactly something you see often).
My problem lies in his ability to get the life lead and then turtle. He lk’s my dash/walk up throw attempts. If I jump I’ll eat a cr.fierce to the nuts 99% of the time and he seems to be able to outpoke my cr. shorts. I know I should poke him with st. mk but I can only do that so many times before he FA’s one and I eat one of Sakura’s 11 hit combos. Basically it comes down to him and I playing so much together he knows what to expect and when.
You guys got any advice?
In terms of positioning, I always try to push turtles into the corner.
Good cr.fierces are tough to deal with - I can only think of max range jumping fierce/empty jump-in->cr.lk,mk to occasionally nail Sakura’s slow recovery for cr.fp. Jumping against Sakura without knocking her down first is just plain difficult.
To be honest, I’ve never seen a Sakura FA a st.mk at max range into combos. Without seeing a video, I would say you might want to switch up the range on that poke or bait the FA with a st.lk.
Dictator doesn’t have easy defense, but he can counter-turtle while moving from one good position to another in order to create and maintain a small life lead at the beginning. When I lose the lead, I try to remember that there’s lots of time to get it back. Not pressing buttons or building meter safely for a while is another way of remaining unpredictable.
If I feel like taking risks, I try to save a random, max range ex-pc or slide to create pressure. Used rarely against excellent players.
I’m sure you are aware of all of these points - sometimes getting back to basics is a good place to start. Personally, I believe Dictator should be able to control the footsies game against Sakura and out wait her if she turtles.