"BEST BIPSON!" - Dictator Match-Ups

At certain distances, a j.Fierce will make Sakura’s cr.Fierce whiff.

I main Bison and Juri is a second for me and Neo’s right, bison is a terrible match for Juri. Her couters can be baited, really on wake up the only thing bison has to fear on wake up is ex pinwheel and you can throw her out of that as well and block and punish. Bison’s pokes are better and cr.mk and fireballs can only zone you out for so long. the important part about playing juris is to have control of the match, there is no reason she should be rushing bison down. bison is the aggressor. A meterless juri has no options to get bison off of her so get in a stay in. Once she gets meter watch out for ex counter and ex pinwheel. Try not to jump at her too much, she has numerous anti-airs as well as a great air-to-air game. Also get meter because dive kick can be ex pc’d on reaction

I wanna add some more info into the zangief section from playing a good zangief a few times in endless. In the fight u should never try to jump on Zangief because of AA Lariet. I actually think the best poke for this match is st. mk because in always beats his best poke st. hk and doesn’t get snuffed by Lariet unlike st. hk. Besides that you’ll get most damage from chipping with lk. sk. I wouldn’t advise doing DR too much because if the gief is smart he’ll just start using FA’s to punish dr unless you use the ex version and in that cause he would backdash if he knew it was coming. I’d only recommend using st. hk after a lk. sk or when he jumps besides that stick to st. mk(You can pretty much abuse it). Also you can dash to throw if the gief is getting too defensive or chip him some more. Also don’t try any fancy links into lk sk because thats just asking to eat a SPD. Besides that it’s a very boing match I also recommend U2 for this matchup because just incase u hit the corner and are dealing with crossups u can pretty much get out for free and get a rest.

I’ll write up my review of the Zangief match later. After playing a lot of Giefs in Japan, I think I have a good grasp of what to do against most Giefs (though once you get to pro level, this sort of goes out the window). Overall the matchup is pretty simple, but still hovering around 5-5 or 4/6. The worst thing about playing Gief (imo) is that when you lose, you know it’s your fault. I always feel in control in this match and if I lose that control, I know I made a mistake.

Yeah the match at first feels like it’s in you favor but once u get knocked down it’s a whole story because If u ex psycho u get lariet if u ex headstop/DR(Unless use 2 bars) walk back beats it and if u teleport He can OS it with green hand and if u use the wrong version of it u end up next to him for a loop it really is a annoying matchup.

So here’s the thing- don’t get knocked down. Most of my experience in this matchup comes from vanilla, but standing roundhouse is still your friend. There isn’t a lot Zangief can do about it if your footsies are good. He’ll do his pokes or whatever too, but you should be racking up hits far more often than Gief is if you’re doing a footsie battle. I rarely use st. mk in this matchup since it’s basically the roundhouse minus some damage (though with the rh range decrease in Super, I’ll have to reevaluate this).

Now, if you stay at roundhouse tip range, there are very few options Gief can do minus guess. He can try to out-footsie you, he can greenhand, or he can jump in. If he’s smart, he’ll know what jumpins beat what anti airs, but the spacing of this is kinda specific. Either way, you can anti air him with crouching fierce since his jump in isn’t that great. Likewise, if he’s smart, he won’t try to jump in at all. He will weather the footsie battle with you, but like I said- st. rh is godlike in this matchup. You’ll come upon Giefs that like to guess or random spd and you’ll get frustrated, but that’s where whiffed st. lk comes in. If you mix it in enough, the Gief won’t be able to read your pattern and more often than not, his guesses will be blocked and punished (all greenhands that don’t knock down are punishable by at least a throw no matter what). If you get hit by whiffed greenhand into SPD, you’re either at the wrong range or you’re not hitting roundhouse enough to scare Gief into playing more carefully.

Once Gief realizes that he can’t outfootsie Bison (or shouldn’t be able to), he will probably start jumping. For most of these, standing roundhouse wins. However, some moves beat this or even trade (both of which are bad for Bison). If it trades, don’t worry too much but realize you’ll have to start hitting Gief with roundhouses to catch back up. When you realize the Gief player is smart enough to deal with st. roundhouse, start throwing out cr. fierce to beat the jump ins. The best thing about this is that the Gief player usually has to do their jump-in attacks LATE to beat/trade with your anti airs so that means that the Gief is close to free to j. mp x 2 into Ultra (ONLY do this on reaction, never guess or you’ll die).

LK scissors are safe, but I don’t do them because they throw me out of footsie range and I’d rather just do footsies than risk eating an SPD. If you corner Gief, I don’t think he can do anything about Ex-HS in a lot of situations since he’s too slow to walk out of it. If you’re not careful, he’ll headbutt you out of it I believe. If Gief corners you, it’s kinda a waiting game. You can’t immediately do a reversal unless you see the Gief commit to something or you’ll eat headbutt/lariat. Dashing in to throw works a lot on scrubbier giefs since they’re always pumping that 360.

LK Scissors are pretty useful in the Gief match-up imo since they leave you even on block. You can throw a few out every now and then just to see how the opponent will react after taking the chip, and then use whatever they react with against them. Obviously what your opponent reacts with is dependent on their play style, but making good reads is a skill every Bison should have (or any SF player for that matter).

Lets say you’re at max s.RH distance from Gief and he’s been trying to find an opening to get in. He’ll probably be trying to stuff and whiff punish with st.strong, perhaps throwing out a st.RH or sweep to try and catch you off guard. At this distance, there isn’t much Gief can do aside from a psychic Lariat, Green Hand, or SPD, all of which are unsafe and are easily punishable by Bison. This is the distance you really want to be at against Gief, but it may be difficult to control space and you might find yourself being pushed to the corner.

Using LK scissors can help you maintain and control space while staying safe, and depending on your choices after a blocked SK, you can train a Gief to fall into a trap. For example, lets say you’re playing against a patient Gief that knows LK SK is safe on block. You’ve used SK a couple of times at varying spaces and intervals (you don’t ever want to develop a easily discernible SK pattern, especially against Gief) and you follow up with another cr.short xx SK. The next time, the Gief expects the same follow-up, but instead you jump to avoid the possible SPD or EX Greenhand. If Gief SPDs, it’ll whiff and you can punish with a tasty combo, and if he uses EX Green Hand you’ll avoid it and cause him to waste his precious meter.

Other follow-ups will result in different reactions naturally. Maybe he catches onto your jumping shenanigans and begins to Lariat to catch you on the way up - that’s when you can mix it up with an EX HS, or maybe even something like a teleport -> slide. Maybe use a backdash after a LK SK to start baiting out that EX Green Hand punish, and instead block and punish. If you really scare him into doing nothing, you can start throwing and rub it in the grappler’s face.

Obviously this strategy isn’t fool proof and it isn’t really a good idea to try and abuse it. It also relies on how smart your opponent is, and how well he knows his options. However, being able to make a couple of good reads on your opponent can substantially shift the momentum in your favor - which is one of the key factors in every SF match. It’s also a good change of pace from sticking strictly to the footsie game, and it might be too little too late before the opponent can fully adapt.

While scissor kick is a solid strategy that many Bisons use against Gief, I think it’s much easier just to avoid it and use st. roundhouse. Gief already has to guess to get in and it’s much easier to control the pace of the match if you’re not right next to him after a blocked scissor kick where he can SPD if you don’t jump, psychic ex-greenhand if you do, etc. I don’t know if backdash eats greenhand or not, but if you mess up on the scissor kick once you’re eating a lot of damage. And I think it’s much easier to mess up on the scissor kick than the roundhouse.

the problem with roundhouseing too much is c.mk and sweep beat it and they both put him in SPD range. Making lk sk a better choice, especailly because they do chip damage.

I don’t play against a lot of Giefs in Super. Do those moves now outrange st. rh? Also, sweep is easy to whiff punish in footsies.

Yeah they do and a good gief isn’t gonna whiff his sweep.

The reason I would rather use at st mk Instead of st hk is because of what Ryboy said that his sweep makes u whiff and him get closer.The second reason I recommend st mk is because since it hits more horizontal (and has a much lower hitbot) just a little more reach than st hk it’ll also make gief pay for trying to throw out psychic lariets or a random st hk where if u threw a st hk at Gief he would either trade back with his own hk in his favor, or tag your st hk with lariet and get that precious knockdown.

st.mk still has its uses in the Gief matchup. For one, his st.mp does a decent job at stuffing/trading with st.hk. You win on a trade, but he he only has to stuff/whiff punish you once to catch up.

st.mk will beat his st.mp. He can jump over your st.mk, but your st.hk will beat his preemptive jump.

mind games

Yeah, I didn’t mean to say that you could ONLY use st. rh. You should definitely use st. mk in situations like you’ve described where rh doesn’t cut it. However, I’d say 90% of the time, I roundhouse zone.

Yep pretty much the flow of the match just zone him with st mk, st hk and lk sk <__< It’s a very boring match to play lol almost like a honda mirror.

Yo I’m getting stomped on by Vega’s, what are good words of advice to combat the guy?

I don’t know the matchup well, but I get destroyed by half his stuff. My crouching lick kicks get stuffed by his claw, as do half of my scissor kicks during startup. Every time I jump in I get flash kicked or he back hops. That wall dive… how I hate it. Some even go out of their way to hap back and forth on me so I lose my charge too :frowning:

s.MK, s.HK gets crushed a lot. Knock him down. Once he’s down he can’t do much to get away. He has EX somersault sorta as a reversal, it’s pretty bad though, and U2. Watch out. Walldives can be focused. If they land in front of you release and combo/ultra. If they land behind you back-dash and combo/throw. If they start throwing you out of focus start jumping back with HK on reaction to the dives. And keep an I out for hopkick and overhead.

Question on Rog. If he does TAP (blocked) into EX-Headbutt, can I stuff the EX-headbutt in any way or do I just risk not punishing the TAP after I block it?

Safest punish is cr.short xx Scissors. Timed right, you will block the EX Headbutt, and then you can punish with st.fierce xx sk or whatever.

How tight do I need to be on my timing? Me and Adrian keep trying to do punish Panda but he keeps hitting us with it.