Bison Labwork: setups, option-selects and unblockables (updated 4/2013)

I’ve seen some players like Gagapa do a combo ending in a Light psycho, like J.forward, cr.light, st.light, cr.forward, light psycho, and after the knockdown immediately do another medium psycho crusher on their wake up.

I don’t understand this, even the light version of psycho crusher is -8 on block, it should not be safe, but I’ve seen them getting counter hit cr.shorts against crouch techers.

At max range crusher is safe. Thats probably why your seeing that.

[media=youtube]KP18g4lxukM[/media]

That’s not what I meant ( I’m not retarded…), any way I filmed it because it started to bother me, you cant see it in that video because I wanted to show Gagapas inputs, but the cammy player was doing crouch tech during the second psycho crusher.

anytime a crusher reaches the corner it recovers automatically, pretty much like sf2, thats why that set up worked for him there

if that is offline I bet that cammy gonna mash the DP and the crusher gonna get hit.

OFFLINE: mash DP works.
ONLINE: MASH DP WORKS, but SOMEHOW there is more GDLK thing online beside DP.

you said if reach corner it recover automatically? even HP version?
I was doing ex psycho to go pass them and throw them back to corner sometime, it work VERY WELL AGAINST charge character like Honda/Blanka/Chun,
online I think does make difference even just little bit late, it make people think twice using unsafe stuff but it favorite the attacker.

you ever feel WTF I SHOULD NAIL HIM THAT MOVE JUST NOW? HOW COME THAT MOVE IS SAFE/FREE?
sry you need to go to TEMPLE OF LAG GOD now and start worship him for leave you alone and donate some bison dollar, it seems he favorite you now and might stuck with you for rest of your gamer life.

wait I saw it now, 2nd crusher it only get 1 hit, is that CORNER only property?? because it recover faster so it can be abuse?? is that how it is??
man if that is real this sht is gonna get hot, I love to do that because I can think like tons of bait move after that.

After a mp/hp psycho crusher ends in the corner, Bison is always at negative frames. The corner just makes Bison go straight into recovery, like hitting meaty. It’s enough to catch a late tech, but not something I would rely on once the opponent understands what is going on.

i just noticed that vs cammy if you end a combo with lk sk and you only hit with the second hit of it, you can safejump her with j.hk after wards, so if you have 2 bars for example and you punish an unsafe drill with cr.short x lk.sk fadc cr.jab st.jab. cr.strong cr.mk xx lk sk -> safejump j.hk.
unsafe vs reversal super though

Some Cody Info.

Noteable normals.
Has a 3 frame C.LK with much better range than yours. Can be buffered to alot of his specials, none of which are safe.
4 frame C.LP that again can be buffered to a unsafe but damaging speical move.
Can use the above option options as poke whiff punishers or if he’s close to counter pokes on start up (much like Fei Long buffers C.LP to Rekkas).
He is -4 after a blocked overhead (remember to block both hits high).
He is -2 after a level 1 focus attack and +4 after a level 2 focus attack when he FADC forward.
His C.MK stuffs alot of moves, including SK, EX.PC and S.HK but its -3 on hit, so can be punished with C.LK xx SK.
Its -6 on block so can be punished with C.MK xx SK/PC.
F+MP is +1 on block and is a great tool to get Cody back in after a block string pushes him out of throw range.
F+HK, juggles to criminal upper, +1 on block, goes over lows.
NJ.HP causes a techable knockdown air to air.
CL.MK is -4 on block.
CL.HK is -5 on block.
His C.HK (sweep) is -9 on block.

Special moves.
LP Criminal Upper is safest speical move, but its -5 on block, can be spaced to be safe but its very difficult, the rest of the criminal uppers are even less safe.
EX.CU can counter grounded meaties.
Zonk is -8 and ex.zonk is -7 on block. Zonk has upper body invincibility on start up but none below the waist and can be thrown during start up. Ex.Zonk is invincible for 16 frames. Too slow to catch grounded meaties.
All Ruffian kicks are very unsafe on block.
MK Ruffian can easily punish EX.PC on block.
HK Ruffian can be FADCed into U1.
Ex.Ruffian is good at punishing DR meter build.
Bad Spray is unsafe on block (-20) lol.
After FADC forward dashing fom any non projectile speical move leaves Cody at -1.

Bad Stone
Cody’s Fireball has shoto like recovery if not slightly worse. Ex.SK works from up to 2 /3 screen away but because the stones travel slower than most projectiles , you will want to Ex.SK through them as early as possible and not wait till they are right in front of you.
Because Codys projectile start high and travel with a downward ark, they can stuff EX.PC. You have to wait to do the EX.PC until after the projectile comes out (as opposed to start up) before doing EX.PC otherwise you will be knocked out of the EX.PC, however doing this will allow Cody to neutral jump punish your EX.PC. As a result I don’t recommend you use EX.PC to get around projectiles.
U2 can counter his projectiles but he has the feint fireball option to bait it out.
His Ex.Bad Stone is also good at punishing Devils Reverse meter build from full screen. So you should wait till he’s thrown a projectile before performing the Devils Reverse.

Super can be punished with U1 on block. Its not a true blocks string, so you can teleport out of it towards the end of he animation,
You can punish both of his ultra’s on block with either ultra.

Anti Air
Cl.HP works well against all Cody’s jump ins from about max footsie range. His jump in’s have quite horizontal hitboxes making it easier to use Cl.HP
S.HK work well for distant jump ins but gets stuffed by Cody’s J.LP at any range, it will also loose to J.HP from close range.
C.HP is the only anti air option against Cody’s J.LP
Cody’s J.HP is the only move that trade wins against S.HK. Everything else is even or in Bisons favour.
Cody’s J.HP has slow start up, so you can counter it with neutral J.HP/HK.
Cody’s who are Scissor Kick fishing with neutral J.HP can be countered with S.HK.

Jump ins
Cody has 3 anti air options.
B+MP has a godlike hitbox and will counter pretty much anything Bison can do in the air including Headpress. Has a thin hitbox though so it can be sometimes evaded with empty jumps.
S.HK, Cody will use this if your jump in is from further away, will counter empty jump baits.
HK Ruffian, slow start up but excellent anti air hitbox, can be FADC into Ultra 1.

Generally you don’t want to be jumping at a standing Cody.

General Tips
Both characters have average health, but Cody has 1050 Stun compared to Bison’s 950.
Bison has superior footsies and reasonably good anti air options. Making it though for Cody to get in. Bison has got better reversals but Cody has tools to deal with most of the time.
Cody has very good anti air. A reasonable zoning game with his projectile. Where he mainly excells, is his godlike pressure game up close, with massive damage from very easy combo’s and vicious frame traps.
Once in Cody its very hard to get away from him. Getting pushed into the corner is the last place Bison wants to be. He looses the ability to use Teleport on wake up and EX.DR is less effective.
Cody’s love to fish for SK with Neutral J.HP into big combo, be on the look out for it. Swat it down with S.HK.
After LK.SK is blocked its a 50:50 who gets the next hit as both have a 3 frame C.LK, Cody’s leads to more damage but Bison’s leads to a safe option.
After LK.SK some Cody’s use C.MK (slide) to counter S.HK, SK and EX.PC. If they use this alot walk back and whiff punish. Move is also puishable on block (-6) and hit (-3).
Take time to learn Cody’s frame traps so you know where to expect them.

Cody’s wake up.
Cross up J.HK is very hard to land on Cody, don’t use it.
When thrown in the left corner, J.HP will not cross up, but J.MK will.
When thrown into the right corner, J.HP and J.MK will cross up.
Cody is pretty much free to jump ins and cross ups on his wake up.
When he has no meter he is free to grounded meaties. With back dash his only option. Pressure with block strings, tick throws and frame traps.
His only truely safe option is Ex.Zonk FADC which requires 3 bars of meter and still leaves him at -1.
Headstomp his wake up for safe chip.

Bison’s wake up.
Without meter block jump in attacks, or RDP+3K away from cross ups.
Against low light meaties, do a Devils Reverse to evade the meaties or take a low damage reset, of fadc back dash to stop OS ruffian and gamble that he doesn’t react to it.
In the corner, you have no options other than block.

With meter mix up EX.DR EX.PC and Teleport against jump ins and low meaties.
Empty EX.DR will evade Ruffian OS, if he does nothing Cody you can extend the move and try to move away from him but if the Cody player is good he can chase you down and punish with Ex.Ruffian /LK Ruffian or Ex.Stone. You can try to empty EX.DR beside him but its a risky gamble as well.
Teleport will get you away if he does no OS Ruffian/jump forward.
Ex.PC will beat OS Ruffian, but if he does nothing he can punish you with MK.Ruffian on block or U2 on block. EX.PC will also loose to jump back OS.
Don’t use Ex.PC once he has U2 loaded.
If he is NJ.HP above you on wake up to counter EX.DR, EX.Stomp will stuff his NJ.
EX.PC FADC will get you out of any situation bar a cross up jump.

Good info Azza. Cheers.

Crap wrong thread. Can some one move it to the 2012 match up thread.

Good stuff Azza

‘His C.MK stuff alot of moves, including SK, EX.PC and S.HK but is -3 on hit, so can be punished with C.LK xx SK.
Its -6 on block so can be punished with C.MK’ Are you referring to that annoying ass slide here? Just checking as I was looking for ways around it but haven’t checked the frame data yet.

Yeah the slide.
As I said if they like to spam it after a block LK.SK, then you can walk back and whiff punish. Try to stuff it out with C.MK or punish on block or hit. He has to counter hit with it to make it safe.

Edit: NVM I see this was covered

I think this is the blog of Ikoma Devil aka Dogura: http://blog.livedoor.jp/maneater987/

Looks like he is posting valuable information there, especially the more recent entries, starting from December 2012. Would be great if somebody who speaks japanese would be willing to translate some of his stuff, google translate isn’t much of a help.

I really liked how he used the unblockable after backthrow all the time in the ft10 against Michael Tan.

Unrelated note: backthrow into the corner, dash forward, straight jump j.HK is a safejump against 4 frame reversals, easy to time.

If you want to have a pocket gimmick with Bison when you are in a desperate situation, do a DR and start chargin upback, then do an ultra so you’ll hit the 3K about the same time as you land, instant ultra 1. Also works as a gross up.

Also Gross up DR never works against Guy

This blows up throw/tech too. You can train your opponent by empty DR into throw if they’re turtling too much and eventually they will expect it so you can hit them with U1.

Dangerous but it has gotten me out of a jam or two in the past so it’s viable as a hail mary sometimes.

Does anyone know how many recovery frames there are on PC once Bison hits the corner?

Trying to work on some safe setups after a corner knockdown. I know you sacrifice position but it’s worth on occation.

^keep in mind there’s still 4 recovery frames on an empty dr regardless so you can still be thrown no matter what if your opponent doesn’t suck

Yep as I have found out before.