Bison (dictator) Thread

In this match, Yoshio (Guile) vs. Taira (Dic), Taira does a walk-up super at :55-

[media=youtube]JZ1JpnijstA&feature=channel_page[/media]

Is this just an extremely late kick input, or is there something else going on?

Either way, it looks pretty good.

It’s just an extremely late input. And yeah, it’s pretty cool.

Yeah i think that me too, from when u finish the input of the lever to when u activate the move pushing the button there is a fraction of seconds (about 0,1 seconds) that u can wait so when he finished the input of the nightmare he kept the lever forward and after a while he pushed the botton of K, in that “while” he made the step. Easy to say not easy to do, but you know Taira is a genius.

How can I keep my opponent in the corner? In other words, which is the better corner trap.

almost everyone can escape because everyone (except dhalsim and vega) have invincible special moves however 2 common corners traps are:

. psico magic: s.lk,c.mk,psycho crusher mp, after 2 hits repeat, it works well against dhalsim.

. s.lk, no cancel dkp lk, it works quite well in vega vs vega with other characters u have to pay many attenction.

Can Zangief’s body splash be beaten by cr.fierce consistently? And if so do you guys have any tips for timing it, or an example on youtube or something?

There is a much easier way, just use s.RH to counter any gief jump (note: dont let gief get you in the corner b/c then it loses) at the correct distance.

You just need to time it so that he is landing on cr.fierce; this way you will trade hits (or win depending on horizontal location). It’s easier to use s.Fierce if timed well, also.

Fight Smart, Not Hard.

Thanks for the quick reply. The situation I’m specifically worried about is being trapped in the corner.

s.Fierce is better than cr.fierce in that situation?

No, stand fierce as anti-air is matchup specific more than anything. It works best on T.Hawk’s dive attempts or Sim’s far drills, but even in those cases you’ll need to get a feel for when the opponent will attempt those and you need to be a little preemptive about it.

By all means you can experiment and try to AA with st.fierce on a body splashing Gief if you’re ever cornered, but I doubt you’ll have much success with that (post it up if you do though). If you’re trapped in the corner you can try to slide (cr.roundhouse) underneath if he jumps back up for another jump in pressure, but whether you’re successful or not depends on timing and the proximity of both characters. Or you might try to two in one a blocked cr.mk into fierce psycho crusher your way out of the corner (e.g. jump back roundhouse, cr.mk xx fierce psycho crusher). Another thing that can work at times is a blocked cr.mk into headstomp and hop over gief and out of the corner.

Obviously there’s no one easy solution and all the ways out I’ve described depend on how gief is pressuring you when you’re cornered such as whether he’s mainly taking the approach from the ground or air and whether he’s already in your grill or not. If he’s already in your face and doing tick throw setups on your wakeup, then you are shit out of luck unless you have a super to reversal out. Well, there is a way out even if you don’t have a full super meter (I’m still trying to get this down myself). [media=youtube]DEtCWmlud7c&feature=channel_page[/media] Giga-msx had it up a while back, check it out if you haven’t.

Thanks for the info, and that vid is exactly the sort of thing I was looking for. Well, not exactly, but it’s damn interesting. I need all the tricks I can learn to beat good Zangiefs.

If Zangief has a perfect timing u can escape from the corner only with a nightmare that’s all.
If u dont have the nightmare charged u can only make reversal dkp o dr hoping he mistakes the timing and try to charge the energy for the nightmare.

However Zangief with a so perfect timing are quite rare so u can try with:
1 as was said a slide with the hover kick (but he must have a really quite bad timing)
2 reversal dkp
3 try a back jump (that becomes a straight jump in the corner) with the mp, if u start the jump and go over zangief u can win with the second shoot.
4 s.fierce make a reciprocal hit but it 's ok

Hey Denki, I see you post a lot of great ST info for a while now, are you ever comming to the US for Evo or any other tournament?

If you feel a jumping splash coming in the corner, just do a fierce psycho crusher to get out. Easy and effective !

Yeah i would like to go, when is the next evo? They make a qualifier in japan?

:confused:I’m confused…:confused:
Does Bison have a dizzy combo(s) or not?
And if so, what is it?

I’m not sure when the next one is, but I think there is a qualifier in Japan. If not, you can just fly over and enter like normal. :tup: Be sure to PM me if you come so we can hang out!

Yeah if you read the thread you’ll find he has a couple, like j. rh, st. lkx2, c. mk, scissors.

Thanks…
I thought I read it durning the thread but, I wasn’t sure if there was different dizzy combos and if so, which one was the best (or used the most)

I have another question too. ..

I just started using Bison and was wondering… When some whiffs on a dragon punch or flash kick (ect) which combo(s) are best to punish him with?

Thanks to everyone, I do appericate the info…

Yeah man i will! Keep in contact!

dizzy combo more used:

normal jump:

  1. j.hk- s.lk - c.mk - double knee hk is dizzy against all but a little bit more difficult against thin character.
  2. against balrog, dhalsim and chunli: j.hk-c.mk- psycho crusher hp (is ok against all but is a sure dizzy only against these characters)

from cross up

  1. j.hk - s.lk x 2 (when u land on the opposite side) - c.mk - psycho crusher hp
    U can also do it with j.mk but is not always a sure dizzy.
  • against balrog is difficult (near impossible) so after the s.lk x 2 make a s.hk.
  • against ken, ryu and deejay the c.mk is difficult because they have a low vulnerability near the feet so u can land this combo only if is perfect timed, so is more safe to do j.hk- s.lk x 3 - psycho crusher.
  • to make the double knee instead of the psycho crusher is difficult because the charge time is very strict however is possible.
  • against ken, ryu to make a real cross up with the j.hk is quite difficult so if u are not sure to hit is more safe to attack with a j.mk.

to punish dp/flash kick:

  • u can do a c.mk - dkp/pc, a j.mp x 3 or if u see u are not in time a s.hk. If u are too far is ok also a psycho crusher hp.
  • pay attenction to the dragon dance of lp shoryuken, the more safe tactic is to hit with a s.hk.

I’m wondering where top level Dics practice combos…
Cause i have no arcade stick on Ps2.
I have an TE stick for pc.

I know you can order HD Remix, and put it on original mode and practice, but where did people like Giga practice before this?

I’m guessing download ggpo and use savestates