Fuck Blanka.
c.LP like twice if he tries to cross you up with it.
Fuck Blanka.
c.LP like twice if he tries to cross you up with it.
how old is Bison? I can’t tell with him. He’s probly infinite because he’s eternal but ??? He seemed younger in his real body. Yeah confused. is there anything official on his age from any game?
Just had an idea how to improve the match-up descriptions.
How about including a ‘recommended’ ultra for each match up. It seems the opponent’s ultras are considered but not our own!
I’ll kick off with:
vs. Ryu, Ken, Akuma, Gouken, Dan, Sagat, Blanka, Dhalsim = U2
vs. Guile, Rufus, Balrog = U1
Will post more when I have more time.
(Of course, different people will have different opinions, so jot those down too)
A new format is pending in the works. I’m just loaded with work so I haven’t gotten around to altering the posts online yet.
Hello fellow drug lords
I’ve converted to Bison from playing Boxer all the time(and came back from a 8 month SF4 break). I’m still playing SF4 on PC
So I was getting owned real hard by on Chun Li tonight 14-0, then I came back and we were toe to toe. But in the very end he went 10-0 again and I was just at a loss.
One of the things I’ve noticed it that when Chun jumps in with the double hit air combo I forget to block the 2nd hit and get blown up hard with fat combos
I checked the frame data on ChunLi and I don’t see any unsafe special moves, is it really nothing you can punish? Is Bison supposed to just outplay Chun-Li?
Oh one more thing I noticed I get owned when she does a close jump-in (where she lands on your head, but it’s not a cross up). Sucks I can’t anti-air it with s.HK and I can’t stop my reaction to press that button
Baaah sorry for a horrible post my head’s shut down, it’s 5AM and I’m tired/sleepy as hell…
Chun has a good footsie game, but if you work on yours, st. mk is pretty good against Chun. You have to watch out for her sweep though. I believe it’s fast, safe, and abusable. One thing that’s great about Chun is that she gets blown up almost for free. Once you knock her down, she doesn’t have a lot of options if you play your cards right. You can meaty/safe jump her EX-SBK and really her only option is to eat the pressure or backdash (which isn’t a bad option for chun, but predictable). I don’t know if you can OS slide her backdash since it’s so good, but perhaps you can do a preemptive scissor kick if you’re expecting it. You can probably also safe jump j. rh.
Oh as for the meaty jump in… if she has EX meter I get EX SBK’d almost 100% of the time. I tried over 50 meaty j.MK jump-ins (during our 85 BO3 matches), from front and cross-up and it didn’t matter. I remember I used to somehow safe jump-in j.HK with boxer and make them waste the EX meter but I can’t seem to find the timing with Bison.
Also, her neutral jump kick (where she spreads her legs) is just ugh… great range, beats SK/EX PC and is able to hit on the other side
I just don’t understand where are Bison’s opportunities to do damage? How is the match up played? Do you rush her down or take a life lead and turtle? It’s hard when her special moves are all safe, especially Hazanshu. I credit the guy who played me, I’ve never played such a good Chun-Li in my life and at least I learned to block Hazanshu but I can’t punish it? Come on
First time I played a really good Rose last night. Maybe if anyone is experienced in the match-up you can give me some tips. So after a blocked and spaced correctly soul spiral or slide I’m at a loss as to what I can do besides block. Her cr.mp seems to beat out all my options from my cr.short, c.forward, st.forward, st.RH and various others. I mean she’s even on block once these are spaced correctly right? Or does it even give her plus frames?
As I adjusted to the match-up I found I had to keep her out my face with st.mk, st.rh and scissor pressure. Her U2 just totally stops my pressure too. It’s a strange match-up I need to get used to.
If anyone has any valuable advice here it’d be appreciated.
if the chun is good at reacting to jumping on her wakeup, i don’t think you can really safe jump chun cause she can just wait til right before you land and it you will get hit by EX SBK. However if she throws it right away on her wakeup then you can stuff it with a well spaced j.mk.
Her neutral jump hk can be stuffed with a walkup s.hk. It won’t even trade, it will beat it clean. You just have to have the guts to walk up and do it.
If you knock her down without meter she is free for pressure, you can get point blank or cross her up or whatever. If she is backdashing you can guess with a sweep or if your on point OS sweep or OS hk. Of course the OSs are safe where if you just guess with a sweep and she doesnt backdash it leaves you wide open. Also an SK should stop her backdash if you have charge.
Also if she is using j.hp to get in, Bison’s s.hk will beat that too. Her roundhouse will stuff your hk so be carefull about abusing hk on her jumpins.
If you see her trying to setup spacing for hazonsu start focus baiting, cause its a super easy crumple if you catch her. Im pretty sure she is at positive frames or at least even and her pokes will beat you out if you just block it, so its best to just sit patient after you block one and take a little more pressure. Or you can tele out provided she doesn’t have U1 or super.
You can FA dash in on her sweep and make her guess on the tech or c.lkx3>SK.
Bison’s s.mk does work in this matchup, but be careful, cause her sweep is only one frame slower. And if it trades you will get knocked down and add to her mixup. So its best to try to take notes on how the player is using her sweep.
Her EX SBK is super easy to punish on block, so if you think its coming, just sit there and block. You can punish with pretty much anything you want. I prefer c.mp>hk SK or PC. But if for some reason I bait it and don’t have charge c.mp>s.mk(decent 160 dmg for two hits).
EDIT: Whoops my bad her c.hk is 1 frame slower than Bison’s s.mk, I knew I should of looked at the frame data to refresh my memory. But I changed it.
Thanks Ryboy.
I just went into Training Mode and her combo damage was insane.
(corner) j.HP(2hits), c.LK, EX Legs, EX SBK - 311dmg, 465stun (can add another EX Legs for +30 damage before EX SBK)
(non-corner) j.HP(2hits), c.LK, EX Legs, EX Legs - 299dmg, 405stun
Now I understand why I was dizzied so many times haha.
Yea I guess this only works if you don’t cross her up.
Didn’t know it beats it clean haha, was so scared of her nj.HK
One thing I’ve noticed is that you have to chose the correct blocking (high or low) almost at the very starting frames on Hozanshu. Many times I see her do the move and I just am in the moment of changing from low to high block and I get hit if it’s a bit too late (obviously not during the getting hit part).
Crazy how a medium attack can be slower than hard
Revelation! I thought it’s safe on block haha. I used to try and c.MK into SK/PC but c.MK makes her air-unjuggleable and it didn’t even cross my mind to try c.MP which works as supposed to.
Thanks for all the help Ryboy, your post should be included in one of those Bison FAQs in this section.
I think the Chun matchup is really really bad, you need to be extremly patient and block a lot, mashing up close when you are on the defense gets you killed pretty quickly. Being able to block the overhead is very important too, I have incredibly bad reaction times so I have an even harder time in this matchup than you usually should have.
Safejump Setup against Chun is neutral/forward throw - walk a tiny little bit - jump forward. Her EX SBK is active on frame 6, so the timing is pretty strict. You can see the setup in this OS vid here:
[media=youtube]5qa3KUbotmc[/media]
Using an OS HK after the jump in is unfortunately quite risky, when you hit the safejump on the first possible frame the HK will still come out when Chun does her EX SBK and the safejump is not safe any more. If the safejump is slightly delayed the OS HK bears no risk, but it’s really hard to control this perfectly. You can also see the c.LP, s.LP/s.HK OS in the vid.
Don’t try to jump in after a scissor kick knockdown, if she does a tech roll you can’t safejump her EX SBK, it will even hit an empty jump. Jumping without a knockdown is also very risky against Chun because she has strong AAs thanks to Bison’s floaty jump. She can anti air him pretty well with j.HP-HP + follow-up combo, lots of damage and a knockdown. She has lots of other good anti airs too, you will need to win this battle on the ground (I think s.MK is your most important tool here, like Ryboy said - it’s actually faster than Chuns c.HK too, not slower).
Against Hazanshu I like to focus dash through it (combo afterwards is guaranteed) instead of going or the CH crumple stun, but I guess that’s more a matter of preference, try what suits you better in practice mode.
Headstomp/DR is also very risky, especially once she has Ultra, good Chuns know how to punish these moves. This makes it kinda hard to build meter later on in the round, I think she can dash Ultra the DR from full screen.
If she has no meter you can pressure her pretty well on wakeup, but pay attention to her backdash and i think Hazanshu goes over low moves too. With EX SBK it gets more difficult, unfortunately Dictator doesn’t have a safe meaty move like Boxer’s c.LP against her.
bison’s cr. shorts go right under chun li’s jumping fierce x 2
"knowledge is power!"
Hey venomat123!
We played SF4 together a bit when you used to own my Boxer
That explains alot
Yea, I’ve noticed that… her j.HP(2x) to EX SBK is too punishing
Thanks for all the help guys. If you have anything to add I’m all ears.
Meaning Bison can pull the same bullshit on her that she pulls on us as far as making moves whiff?
? How is Boxer c. lp any different than Bison c. lk?
Boxer’s c.LP only has 5 frames of recovery, making it a safe meaty against more slow reversals (if properly timed) than Dictator’s c.LK (8 frames recovery) or c.LP(7 frames).
I was probably wrong on the EX SBK example though, a reversal EX SBK should beat even a perfectly timed Boxer c.LP.
@Ozpa: yes, I remember playing you in SF4, good games back then
Anyone else melts against a good Balrog?
I still don’t know how to play footsies against him (playing against all charge characters is my kryptonite). I can never AA him (s.HK trades/loses), I can’t really jump at him unless its on wake up. His jab > my c.lk. EX PC gets me reversal Ultra’d on block. Some basic BnBs just flat out whiff against him because the hurtbox around his legs is farther back than for most characters, which annoys me soooo much (about as much as blanka’s). I know I need to work on grabbing rush punches, but aside from that and neutral jumping hoping to catch a rush, how do you apply a steady offense that he can’t just jab out of?
Hmm, I play a lot of Balrogs.
Spacing them out chipping with LK Knee Press. I usually like to move back a little bit. You don’t want to drop another LK Knee Press right afterward because you might get predictable and get clipped by his c.LP, c.MK, c.MP and whatevers. If you want to cancel into another Knee Press, I think s.LK is a better choice for the hit box.
Gotta lame this match up out. Can’t jump at him from a neutral standpoint because of his c.HP, you have to steal some momentum and throw him into ambiguous crossup. Forward throw, dash in nj.HK doesn’t get hit by Headbutt, you can bait it out. If they don’t Headbutt, you hit him or he blocks nj.HK, then tick throw him OR put a light block string and punish crouch teching.
Grabbing Dash punches or focusing them is quite feasible in this match up. I think a quick alarm is when they do the dash upper against you while you’re crouching and it whiffs, usually it’s an indicator of a throw coming in or a combo since there’s no visual/audio cue of a block or hit. So if you’re gonna go toe to toe with Balrog, need to be really quick to react to stuff like that.
In the Balrog match-up I find it’s in his advantage when he has meter. If you keep him at the sorrect distance to space him out with st.mk all day he can’t do much without meter. Continue to use that and lk scissors pressure.
Also I believe he can’t jab his way out out cr.jab > st. jab > throw if done correctly so you can use that to get the knockdown. Once you have that you can use a safe jump where his ex headbutt/ex dash upper will go right under you. This is good because he wastes meter.
If he has meter be careful using your pokes as any EX move will go right through and normally end up leading to a big damage combo.
I generally play this match-up pretty damn lame. Get the life lead and take it from there. Make him come to you so he loses charge whilst you maintain it.
I have come across a few bunker rogs recently and i generally find that throwing out light Psycho Crusher now and again makes them think twice about doing any form of dash in punch. The recovery time from full screen means it is hard for him to punish you from a distance. Plus it stops any dash in punches, standard or EX. I find patience is the key here. don’t throw out too many PC, bid your time and bait him into dashing at you with other moves like doing a devils reverse back into your corner a coule of times or throwing out a scissor kick from safe range. If he comes in close you can just EX PC right through him to safety.
In terms of close up game with rog I find him a really difficult propect due to the speed of those damn jabs. Generally I try into l.SK to create a bit of space. That damn jumping punch of his tends to be a bit of a nightmare though, no AA to stop it and EX PC even gets beat by it on most occasions. I would appreciate hearing other people’s tactics for the close up game.
Oh yeah and Milligano just on your query about rose before, if she does U2 just EX PC her. Wins everytime.