"BEST BIPSON!" - Dictator Match-Ups

Another odd match-up I’ve come across recently is Fuerte.

I’m not sure Bison has an option if Fuerte does a meaty slide as you can’t backdash it. I find it pretty difficult on my wake-up to escape good Fuerte pressure.

Also Psycho Punisher ,contrary to what some people have told me, does not stop Fuerte mixing you up on your wake-up as he can do it so he’s spaced safely from the PP if you activate it.

Any more advice on this match-up would be useful. Gotta be real careful when he has EX.

You should throw out more Crushers than usual in the Fuerte match.

[media=youtube]EQu8sf7StbQ]YouTube - followupURSF [Bison] vs One of 9 ravens [Viper[/media]

1:17 and 1:44. interesting way to avoid/beat viper’s burning kick with bison

you guys use that often?

I SK underneath jumpins all the time, it works really well actually.

Does anyone have anything ground breaking on the Adon matchup? He can do a certain jaguar kick on your wakeup that causes you to loose charge but puts him back in front of you. And he has an instant overhead nj.hk that works really well for a finisher. His most all of his specials break armor. He has great pokes and gets up to damn fast to do most of Bison’s mixups.
I mean I get wins, but its not consitent enough to say im comfortable in the matchup, I still feel like I’m guess alot.

I’m learning this matchup too, since I regularly play an Adon main. His fast wakeup is really annoying.

Things I’ve picked up on:
-Jaguar kick tends to fly over scissor kicks. His pokes will stuff scissor kicks. But if you neutral jump outside of both of your poke ranges, you can stuff all his attack options, notably jaguar kick and his jumping forward. Once (if) he stops pressure, you can start to reapply scissor pressure, and your have buttons to beat his buttons inside a certain range. If he tries to preemptively stuff your scissors, you can whiff punish with your pokes. That’s the footsie game in a nutshell, I think.

-If you try to do a normal footsie game where you step in and out of range, you’ll get owned by Jaguar kick.

-On wakeup I have no clue.

-I hate dp fadc ultra

I have found the nj.mk is super useful in the Adon matchup. And if he is neutral jumping you all day, you can dashup and hk him. Or if he is being annoying and njing alot at point blank range alot s cl.hp i have found to be pretty effective. I know you can FA his air jaguar kicks, but not his regular ones.

M16Ghost can you explain the Adon footsie game a little more in detail please? Do you have an answer for beating his air jaguar kicks besides FA? Have you found any ranges that j.hp beats his hk DP and ex DP?

I also find that I have a really hard time finishing Adon off. And lose the life lead alot trying to finish him off… with all his safe specials and how quick he is, its hard to lock him down if ever.

I think the adon matchup is in Bison’s favor. S hk really shuts down everything. He can’t really jump in on you without stepping right into s.hk range and his jaguar kicks are really slow. If he is neutral jumping out of normal jump attack range just throw out a semi late shk to counter hit if he does the jaguar kick.

Also neutral jumping yourself discourages those jaguar kicks because if he does a jk at the wrong time hes eating a big combo. Another similar tactic is random backdashes. Make him think you are getting into his jk zone then just do a random backdash. He whiffs the jaguar kick, free s.hk at least. Those jaguar kicks are slow.

If he is stuffing your scissor kicks with pokes just adapt and use your own pokes. Don’t be a robot bison. Bison’s pokes are better.

If he keeps doing neutral jumps in your face just teleport backwards or immediately focus dash back after getting out of block stun.

He is definitely a character you want to zone out though, moreso than most characters. He does a lot of damage once hes in and has many ways to land it. But Bison has to fuck to up big to let him in. S.hk is a very good barrier to entry. It shines more in that matchup than any other IMO (even gief).

Wow, I was logging on to ask about the Adon match and check out what’s being discussed, nice :slight_smile: One question, though: I saw AndyOCR recommended U2 for this match. So either: a. In what situation(s) are we looking to pop this? b. Can anyone make a better case for U1?

meh, SK as an escape tool is kinda common. I use it in many situations. Against Viper, I usually focus, or focus dash, when she starts getting jumpy.

And yes, PC more vs Fuerte

I played a 16k Blanka the other day and beasted him. Saved the video. Dunno if u can check out other players replays on 360 in the theatre (or if there’s a way to host em, Halo style), but its got some great ways to deal with his bullshit.

Also, I’m in love with standing LK

You can punish Jaguar kicks on reaction with U2, some jag tooths if you can gain the reaction timing for it.

IMO…play adon like a ryu match up, get in range to put down pressure with less jump ins as possible. Adon has a couple safe OS to use against PC. DP FADC > EX DP or Ultra. Has some crazy range on low foward or low strong, and can cancel into DP, kinda like sakuras low foward > DP.

i mean i don’t want to just be volunteering someone, but Nemysis Syndrome i believe will put it on youtube for you if you ask him. He is a really chill guy and easy going you should send him a message if its really got some good stuff in it.

I also LOVE the s.lk. its like Bison’s link all normal. You got something you need to link s.lk will do it. haha

Footsies against Adon are annoying as hell. JK trades a lot, or beats out s.HK. Might have to start throwing out c.HP’s. I usually wait and bait and I love to dash under Adon’s that jump a lot and just kinda try to swat them down with a boot to the face. From mid to long range, Adon’s kinda wacko, they’ll try to get in with JT but you should probably just blast that shit every time it’s about to hit you and Adon won’t really have any other way to get in other than moving back into mid range to close the gap.

i also hav

I HATE Dudleys standing fierce man.

Stuffs any scissor pressure completely : (

Just a little spacing tip I noticed while watching AOI MOMO’s matches against some Ryu players. One thing I never paid attention to was options post-tech in the corner because mid-ground your opponent can change the spacing immediately however if theyre cornered the spacing will be the same all the time, giving you a constant on which you can measure your options.

Nothing really new, just a little way of saving time by immediately having a matrix of options in your head to draw on after a throw is teched, a way of being prepared with a set of options that you can consider from the set spacing you get so that whether you use them or not, you know that maybe against Chun the tech bounce puts you at a place where your st.mk will counter hit her cr. roundhouse or a Focus Attack charge up will step you back far enough to make a DP whiff and therefore un-FADC-able.

Specifically, what I noticed from the AOI MOMO vid is that if you have Ryu cornered and he techs a throw, you are at perfect range for cr.mp. It will beat Ryu’s cr.mp from that range, and presumably many other moves. You have a lot of options after a cr.mp whether blocked (+3 on block) or on hit (cancel into scissors, PC or HS to keep him from jumping or for chip, link to st.rh or mk at this spacing). I think you might get counter hit with his cr.forward however, so maybe cr.short would counter hit that with its tip.

It’d be interesting to try this out with other characters and see what advantages you can draw from a set, predictable spacing. It’s like Yipes once said, techs are GOOD for Bison but most importantly they’re GREAT for Bison in the corner for the reasons I’ve listed. Now I’m off to the lab to see what the spacing is like against that bitch Chun.

Another thing I picked up from AOI. Against Viper, if you crossup j.mk and she blocks but reversals a regular burn kick after, let your muscle memory continue the blockstring. Your cr.jab will whiff as viper reversals and your st.close jab will swat her out of the air as it would against a Cammy or Rufus dive kick if the timing and spacing is correct. In the Viper situation, the spacing should be almost the same since if you’re doing it as a meaty jump in on her wakeup you control the spacing and how deep the j.mk is.

EDIT: Verified some stuff and wanted to make my post more concise.

So against Viper, here’s another spacing tip and exploit. I’ve said this before but here it is all long and detailed. If you knockdown Viper with a light kick knee press and she techs the knockdown, she’s essentially fucked. There’s always blocking but with so many reversals that lead to big damage and for how often they probably get away with it in other matchups, I’ve never met a Viper yet that doesn’t reversal fierce TK at least once in a match after I knock her down and jump in. Anyways, here’s the breakdown of why she’s fucked and why you should jump in after a teched lk knee press knockdown against her while mixing that up with fierce PC crossups and whatnot.

  1. Bison lk knee press knockdown and Viper techs.
  2. Immediately dash forward
  3. Jump in with Fierce and do a standing roundhouse immediately as you land instead of any other normal bnb starter.

Viper’s options getting fucked:

  1. Viper backdashes: She is hit with the jumping fierce. Not enough time or space to backdash properly. You will either hit her and reset her or you will beat her outright and can get a nice chunk of damage with the fierce + standing roundhouse with charge built to do a scissor kick after or whatever you want.

  2. Viper tries to go air to air: She is beat on the ground or rest.

  3. Viper EX Burn Kick Reversal (Key word is reversal): Whiffs completely, Bison’s st. Roundhouse whiffs completely

  4. Viper EX Seizmo Reversal: depending on where you knocked her down in the map and how the camera moved to accommodate the shift, you will either beat her outright and get the st.roundhouse combo or you will land behind her and since you are prepared to do a st.roundhouse immediately upon landing, you beat her EX Seizmo with it as a sort of manual option select overriding the fact that you can’t OS non-meaty jump ins.

  5. Viper Fierce TK Reversal: You land behind her and it whiffs completely and since youre roundhouse ready, it just swats her out of the air.

  6. Viper EX TK or EX QCB(HCB??) : whiffs, you whiff.

  7. Viper forward dashes: your fierce whiffs and more than likely your st. roundhouse whiffs. The only option Viper has here besides blocking that doesn’t end up leading to her eating damage and is actually probably a really good answer. Problem is that unless Viper players know of this particular exploit, forward dashing against a jump in seems like a terribly counter-intuitive idea, but against Bison in this spacing setup its the only thing that works.

Fun stuff.

Good tips on Viper. I rarely face a Viper these days so never really have enough practice to be fully confident with them.

Got another question though in regards to Bison’s general anti-air abilities. I basically watched a video of general tips about Bison ( [media=youtube]qG7IuVfNxAs&p=8117549517C82F78&index=16&playnext=2[/media] ) showing his close HP as an anti air. Im a pretty seasoned Bison player but have never really used this as an anti air. Generally for my anti-air it will be RH and for the annoying f’in elbow drop of Sagat’s cr.HP. I realise in the video the player knows a jump in is coming so can time it perfectly but I was just wondering how practical this is as an anti-air. Does anyone else actually use this and what characters/situations is this particularly useful against? Just looking to find out if this is something i should work hard on to add to my game

andyocr used it as anti air against justin wong when he won: [media=youtube]5yBcEUpvstQ[/media]

2:24: successful anti air
2:56: fail anti air

it’s pretty difficult to use i think because you have to wait to get in “close range”, i’d rather use c.hp at long range, s.hk as pre-emptive anti air, dash under them, or if i psychic a cross up attempt, ex hs.

props to laudanum (btw i just found out what that is cause i played a game called Amnesia, pretty good too check it out) for the viper write up.

Yo Laud, good stuff about post tech options. To the lab I go!! I never thought of any of that. I bet knowing those against Sim will help keep him locked in the corner.

That is a nice write-up on the Viper match. Interesting stuff!