"BEST BIPSON!" - Dictator Match-Ups

Dont jump when he’s in this mode, his attacks are already limited

I find that nj.hp works really well on a wall dive happy Gen. Just throwing that out there

^Yeah I won’t jump in on him in this stance. They both look similar though when he’s walking back and forth, it’s only the walk speed that allows me to tell the difference.

The thing that irritates me is his Crane j.Fierce that I found beats st.rh clean a lot of the time and you eat a nasty combo. I try using nj.rh, jump back fierce/rh or go air to air with j.mp x2 to ultra although that business is risky.

well cr.hp also catch some of his slow recovery footsie, Gen is one of most interesting character in game and definitely one of hardest to master.
you go to know piano to do his chop chop combo fadc chop chop.

I try to be lame and turtle and upgrade form regular turtle to titanium turtle, what should I work on harder then being offensive? I am sick and tire to get lead and totaly blown in almost every game, I can get lead and damage, but can’t keep it and they ROB MY HEALTH like
John Dillinger

come and go, I have great time in first 30 sec of game, no matter what they do I can try work and get on lead, but problem is turtle the sht out.

  1. I get counter hit set up a LOT, I can’t face their jump in mix up calm and I tec too much, but is ONE TAP all they need?
    I can almost list out whole list of frametrap counter set up for all character, sometime I want to EX PC out but as soon as I see their ultra meter I hold the sht and stop moving…and boom here we go…get rob again.

can’t bison be best at turtle? I rarely see a turtle bison, that is what I ultimately want and to become, I see master kim/neurosis/tuc/kuma/andre/ikoma devil video countless time, how they get those setup in I have no clue…what I should work on? more fundamental?

thanks for any advise training/spacing idea…I try to learn bison 4f safe jump or frame trap but is very very limited and is not work that well sometime even not worth it at all if they already have too much meter even super.

I will post some of my casual vs my friend blanka, he win the little tounery last night in my home town, beats T.hawk, gouken, chun li.
that is why I keep asking is blanka that good? he said blanka should be top 10 I said hell no, if blanka is top 10 bison MUST BE top 3…

I use to main Bison is Vanilla, switched in Super but I’ve been using him all the way in the AE. I wanna know how you guys feel about Ultra selections and in what match-ups. I know a lot of people don’t feel this way, but I still like Ultra 2. In all reality, both of his Ultras are a bit impractical to land, either you throw out unsafe air hell attacks or have godly reactions with U2 (I don’t count playing against low level players online that’ll get themselves hit by it).
I feel that with both of his Ultras, you shouldn’t plan on hitting them, but rather just the threat of it being there should help change the outcome of a game, like Rose’s Ultra 1. I feel Ultra 2 is better because even though you need charge to use it, it still has more uses. With Ultra 1, you’re only gonna hit it in 3 situations. Reaction anti-air (have to hold charge for awhile and react very quickly), unsafe Hell Attack, or a punish which could go hand in hand with anti-airing. Now U2 got a lot stronger from Super, it can be hit off of those situations, AND can be hit in other situations.
First off, as an AA reaction or punish Ultra, say you mess up and don’t reaction Ultra quick enough to punish the jump in, blocked attack, whiff attack, or whatever, if you DO mess up, the Ultra can still act as a cross-up mix-up where even though they might have been safe, now they have to guess on the block and you now have the upper hand. U2 is also a nice mix-up opportunity in the corner. Get someone with an un-techable knockdown in the corner and you’ve got a great mix-up that’s hard to block and only a few DP’s will get out of that situation if done correctly. It can get you out of blockstrings, throws, and tech traps pretty safely for the most part (still can be punished by full screen Supers and Ultras).
Also, when timed right can punish things like fireballs (of course), random special (opponent does to build meter), even random jumping. One thing I like to do is Ultra as soon as you seen a dive kick character jump. As long as it’s in range of your Ultra, they will either get punished, or have to guess on the block. I do this often to Yun/Yang players. As soon as they jump, input the Ultra. If they choose to divekick, they will almost always add more frames to their move and they’ll be recovering when you reach them. If they do nothing, your Ultra will get to them at about the same time they land, and they’ll have to guess on what side you’re on.
If an Abel, Honda, or Gief starts whiffing command grabs to build meter, you get a free Ultra.
Now yes, these situations are unsafe, but almost all mix-ups are. With U1 in those mix-up situations, it has a 0% chance of landing (unless your opponent is not a competent player or they’re messing around). With U2, you get a 50/50 chance with a pretty ambiguous mix-up that’s hard to actually react to.
It’s a pretty loaded question but this is really just my opinion. I just know that almost all Bison users went back to Ultra 1 and I just wanna know what everyone prefers and why.

Both ultra’s are equally useless really. U2 isn’t anymore of a threat than U1 unless you have a life lead where they might start getting desperate. Most of this is how easy it is to tell if Bison has a charge or not and how much of a pain it can be to land j.mp in a lot of matchups. Sure we still have the 50/50’s with U2 but I’d rather have a way to combo into it off the ground if they have to insist on having it be the slowest ultra in the game. Using it as an AA punish ultra, well risky really and not as hard to react to as you might think, almost everyone in Super by the end had adjusted to it by the end and if anything it became easier to deal with and avoid in AE. I will admit U2 can do more than U1 as far as at least having 50/50 situations but that doesn’t make it good.

TBH they need to do one of three things to make U2 worth something: change it back to a qcfx2, faster startup, or a ground combo that goes into it.

In most matchups now I will use U1. The only ones I use U2 in are Ryu, Akuma, Gouken, Sagat. Can’t use it effectively on Vega anymore due to the motion change if the Vega user has a brain at all.

I use u1 all the way through super…
u1 can auto correct. Can Kara ultra. Can slide option select whiff punish or dash. Teleport. Too.
I feel uc1 have more use if you are turtle player. And u2 grant u extra option for being50/50. My uc1 almost never miss a cross up psycho crusher punish…
J. mp. Xx. Is not hard to land. Is either spacing or punish neutral jump landing. You have to pull it off when they land.another word. If they input attack late. It will not work. So u got to do few j.fierce to make them try to air to air with you. So when they try empty jump air to air? Your j.mp will catch them when they land

I didn’t mean hard to react, as in see it coming and then input. I just meant that you have to input it quickly. If you don’t input it at the peak of their jump or earlier, they will hit the ground, block, and punish.

Yeah, that’s essentially why I prefer using it. It’s a situation where they do both suck, yeah, but U2 is like U1 PLUS more. That’s how I feel personally anyway.
My 3 usual characters are Bison, Balrog, and Rose. With Bison, I feel U1 doesn’t outdo U2 in any way so I pick U2. With Balrog I feel U2 (although it can punish some things) isn’t any better than U1. With Rose, it’s very character specific where I’ll use U1 for characters that can’t change their jump arcs like Balrog, Fei Long, or Sagat, but I’ll use U2 as a defensive option against characters like Yun, Yang, Rufus, or Seth. I just feel like Bison’s Ultras are pretty bad and at the highest level pretty much only have the purpose of threatening a player, and U2 has a few more uses to it. I really like the corner 50/50 situation because it’s a tactic that is completely viable even at the highest level.

U2 can also auto correct. Can you show me videos with the other options? Never seen it before so I’d like to.

Also I just remembered, you can dash xx Ultra like Chun, Boxer, Guile, etc so that makes it viable from mid range too. Focus absorb a fireball xx U2.

That’s pretty damn impractical. But that’s kind of pointless to say, we’re talking about Bison’s Ultras in the first place. Very few people will get baited into a Hell Attack. You pretty much have to guess on it. It’s like pulling off an Ume-shoryu.

I read the sakura tips and they are pretty poor. My friend mains Sakura and this is what I have learned.

Mindset: Sakura doesn’t have the tools to deal with Bison, however she has a puncher’s chance. She has two things going for her, jump ins and damage. So play extra lame against her when you take the lead and always watch for her feet to leave the ground.

Max Range Footsie’s: You can out poke her amazing cr. MK with st. MK all day. However, if she has two meters I would only try to whiff punish her cr.MK otherwise if she catches you whiffing st. MK (which is not easy) then you will eat a 30% damage combo and a mix up on your wake-up. Her fireball is almost never an issue.

Wake-up: Sakura can OS MP and HP Uppercut. MP will trade with EX Psycho Crusher (but you lose meter and the trade is slightly in your favor though) and it will beat Devil’s Reverse and Head Stomps, however if you teleport you can punish with Cr. MP -> HP PC. If they OS HP Uppercut it will beat teleport, but it will lose to everything else. So when you have no meter on wake-up stay put, otherwise mix it up. If she has Ultra 2 never EX PC on wake-up, because that OS will rape you. Teleport and reverses is pretty safe still as long as you have some screen to work with. LK Tatsu can beat EX PC on wake-up if timed late. Every other escape still avoids this problem. So EX PC is better to get away from a block string then it is on wake up. If she puts you in a block string and you lose charge or have no meter try to stand tech after the first few normals. Her sweep is poor and none of her other moves are very usable to stop you from doing this now and then. Plus getting swept isn’t that bad, because you avoid counter hits into 30% damage combos and instead you get a wake up situation where if you have meter you almost get away for free. Don’t use your meter for anything but run aways or game winners.

Scissor Pressure: Sakura’s neutral jump HK is so good against Bison here. Do not abuse lk scissor and almost never throw any MK scissors. A well timed neutral jumping HK will most likely lead to a block string for Sakura, but occasionally it can lead to a 35% damage combo. Sakura’s focus attack is very good because it avoid Bison’s Cr. LK once released and has good range. She will try to utilize this at the edge of your LK scissor range. St. HK is unsafe against this focus attack if timed correctly at almost any range. St. MK is always safe at max range against her focus attack. Keep in mind that safe isn’t everything, because she is positive on block after a lv 2 focus -> forward dash. This is a good time to escape to avoid her frame traps, before you accidentally sacrifice charge in her scary block strings. If she is abusing Focus Attacks at that safe range, then back up a little bit and throw a max distance LP PC to break her armor (and it is safe at max distance). I highly recommend using this move over a MK scissor, because if Sakura chooses to jump instead of focus attack your MK scissor = 35% combo, however the LP PC will often beat the landing of her best neutral jumping moves or trade at worst. When you lock sakura into close range scissor traps it is usually best to back up once you can’t land another cr. LK -> Scissor. If you attempt to do a Cr MK scissor once you hit that range you will get destroyed and your loop will die anyway. Her Cr. MK/Cr. LK -> EX Tatsu is totally safe on block and isn’t even worth playing with, because it leads to her ultra. Just back up a little and watch one of these moves whiff and LK scissor again.

*The Air Game: *Sakura’s jump ins are amazing at beating your HK Anit-Air. If you see her abusing early forward jump FP then use Bison’s Cr. FP to beat it clean. If Sakura is using forward jump HK then she could time it to beat either if you aren’t spaced perfectly. Of course this is awful if she hits and I would recommend to only AA with ground normals when you know your spacing is perfect. Otherwise your best bet is to meet her in the air. Neutral jump MK, Neutral jump HK and Neutral jump FP are very good against all of Sakura’s jump ins depending on your spacing. If she is jumping at cross up distance (super close) then just hold up and mash out that FP. If she is at close distance, but not cross up distance, then go with Neutral jump MK (mash is out quickly). At mid-range Neutral Jump HK is your friend (don’t mash this one out but actually time it accordingly). Neutral jumping AAs aren’t easy, but keeping Sakura out of the air is essential to winning this match up. Sakura’s Air Tatsu is dirty against Bison. Pretty much forget everything I said if she is abusing this one… The three best options are Cr. FP (if she is close), Jump back HK (if she is mid-range), St. FP (if she is max-range). If the Sakura player knows how to use this against you just EX PC as soon as she starts to fly at you every time. If you don’t want to waste meter or have no charge then those other options aren’t bad once you get used to them.

6/4 Bison

I’ll try and post some videos of our matches soon.

Kara Ultra can be anti shot os. The whiff punish option select uc1 go check Andre vs daigo in vanilla. It works.

Is the only way of avoiding Guy’s flippy command throw thing to not be near him when he does it? I think I’ve gotten a bit too used to focusing elbows and get hit by the throw way too much. Does crouch jab beat it out? Any other way of avoiding it?

I thought I had this matchup locked down but I played one last night that just kept hitting me with it and it was driving me batshit insane.

Cheers in advance guys.

if you crouch you cannot be throw by Guy’s flip throw. He will just land in front of you and you can apply pressure from there. Never stand up against guy’s elbow drops.

Excellent, cheers.

I thought the elbow hits overhead though. Not so? (I’m at work so can’t experiment)

no :wink:

Can Dictator 1 Frame punish Balrog’s punches? I saw J.Wong talking about this in his column at eventhubs.com but I’m not sure if it is Rufus exclusive technology.

I dont even know what 1 Frame punish is, but I really need some extra damage against Balrog, the only damage I can get is chip and Balrog can easily pull of 30-50% hit confirm combos from his jabs., If there is a way to shut down his pressure it would even this mu greatly.

walk back, and read his dash punch, some of them you can focus or neutral jump that, when you walk back his jab whiff so round house or scissor or st.forward work. DON’T walk to corner…and watch out his jump in, good thing is he does not have cross up, so just trade him and preposition or j.fierce with psycho crusher chip/cross up.

I think is tough m/u, boxer have pretty safe way to get in, and I don’t really like cross him up cause that is not main damage train heading…
cross up/counter hit might just take max 250 or less damage if you end up in scissor. once you screw up cross up getting read/bait you get hit by massive combo.
j.mk/j.hk into cr.jab/st.fierce into psycho crusher is my best choice, even knock down, boxer still are hard to deal and he can auto correct head butt.
unless you practice 4f safe jump like perfect/ or forward throw him and walk to him with ambiguous jump fierce ( that thing is hard to auto correct)
but, again, unnecessary risk, I give it try few times if is set of 5…

I don’t know that m/u that well, so I just play like against Honda, make less mistake make them come to you and stay away from corner/mix up. Honda and Boxer if you make any mistake they can deal massive damage in relatively short period of time, and mix up potential are high, both have pretty thick skin and OUCH footsie, and combo.

if you’re boss you can throw boxers dash punches on reaction

Assume he’s talking about punishing whiffed jabs in which case probably could if your gdlk not likely to find many if anyone with that kind of godly reaction speed though. If he’s talking about jab rush straight then it depends you can punish it with cr.lk xx sk on block…if the rog doesn’t space it. Well spaced cr.lk will whiff.

From what I have heard in this matchup focus and nj is your friend. Personally Focus is useful if your careful but nj is far less so because jump is too floaty.

Justin was talking about blocked dash punches, which are negative on block, but are safe depending on spacing. Basically if you’re in cr.lk range you can punish dash punch, otherwise it’s safe.

You can use cr.mk to punish his other dash punches, but they’re also safe depending on spacing.

I will leave those free, because as rakka, if you think you can punish but normally I make judge by they have meter or not, I don’t punish anything rufus throw out if he never did EX messiah before…I need match up experience so do everyone else.

sometime you have to remind your enemy how random you are, for example I will just show them my socks, most of time they are not the same color or not the same length.