Bison's Q&A Thread: Ask here before making new threads!

Seriously though I feel your pain with jump-ins. It helps sometimes to just play guile or balrog to vent your frustration with their godlike cr.hp’s lol. There’s never going to be a single move for bison that pwns all AA’s but if you use the right move with the right spacing (that includes aerials), you can win out. You HAVE to go into training mode and learn what AA works for each spacing, and if you’re not sure what works you escape. Teleport isn’t always the best escape mind you. When I feel overwhelmed with a jump-in and I have charge, I might throw out an ex sk just to reset myself quickly and safely because I am FAR more confident in my footsies than my defense. Sure it’s a waste of meter, but I value a neutral position a shit load. I think the most fool-proof AA tactic I’ve tried has been dash under st.hk if you attempt it early in their jump.

About the random srk’s and sweeps: You’re gonna eat them from time to time when you get a little aggressive, but realize that by waiting for these moves to whiff you can punish them easily with an SK at the very least (make sure you can do all of Bison’s pokes while keeping charge mind you). I would start out with the HK’s in your first block string because I never get dp’d the first time. You’ll catch a few jump-in’s and then they’ll start looking to stuff your shit. Then you can just wait. Add some pauses and get ready to punish. You need to have them thinking wildly how they are going to escape your loops. Also considering the damage in this game, random shoryu’s will never beat the full damage punishes that follow them. That means get your execution down. Practice your punishes so when your opponent fucks up, he’ll know it and regret it.

Btw, only try to safe-jumps off of throws, slides, and Ultra/Super KD’s. These are untechable. If you jump-in when someone techs a knockdown, particularly Ryu, you’re boned.

The bottom line is, you need to be comfortable with Bison’s footsies range, because that’s where his safest damage comes from. I hate to say it, but if you just can’t get into your opponent’s head while maintaining the composure to punish their mistakes accordingly, you might wanna find a character who has an easier job doing this (I would say Ryu or Guile imo). Practice zoning with these guys for a little and you’ll start becoming aware of the tendencies of the jump scrubs. When they feel the slightest amount of pressure, they freak out, and these two characters are among the best for punishing them for it. I came back to Bison when my prediction and confidence with jump-ins was up to par and it helped my game a lot.

If your slide connects, you can attempt a safe jump.

I’ve been playing bison since vanilla I’m familiar with his footsies the problem is when they go into the air there is nothing I can do about it, they have the advantage on me. s.hk trades or gets beaten(trades obviously keep them off of me but most jump ins trade against bison and they jump all day) ex PC gets stuffed by everything in this game and c.hp is too slow to be any good unless they’re jumping from full screen in which case s.mp or s.hp is more useful at that range. Unless I yomi their jumps(which does happen a lot) it’s still not enough because I miss one of their jump ins and i eat a j.hk to hp srk xx shoryureppa, good bye half of my life. I feel like I have to play 10x smarter than them, shit it’s tough.

Execution is not the problem It’s when they cross me up (and i dash to make them whiff or something), even if I’m ready for a punish I have no charge and at most I get 100 off a hk or 130 off a throw. Obviously dash forward c.lk knee press combo is good but, they usually block in time. They jump so much it’s difficult to be on point with this EVERY TIME because there is all sorts of random weird scenarios you find yourself in because they will jump from literally any range.

I guess I’ll go in to training mode and fuck around with jump-ins but, I remember last time I did that (I was having a hard time with a dudley jumping in on me) I found that nothing beats his jump in. I have a hunch I might run into a similar problem and be in the same whiny situation.

Side note: does focus have any delay on start up? Obviously those sweeps come out pretty fast for some characters and when I try to focus it I still get hit. Could be lag maybe.

Quick question can you do PC cross up off of a hit confirmed SK?

above: yes, h.PC will cross up, but not that safe, auto correct SRK will beat it if they know how.
and don’t spam it, mix with l.PC will fk them up since they will start block other side which make them walk into your light.PC.

>>even if I’m ready for a punish I have no charge

c.MP into s.HK is good damage 2 hit combo, and fast to pull out, if in doubt, c.MP is what I chose…is GDLK range and fast poke, you can do it c.MP x2 too, I think is other s.MK for me and can be combo.
close s.HP into s.HK is even better, or just a s.HP into c.MK and wait if they back off, l.sk, if they jump, good for ex PC.

but there is moment my bison can get totally fked, no answer but just straight OWNED…I can’t explain, sometime my Bison can be GDLK and turn table around when my HP is close to 0, and some other time that I get owned with WTF ringer in my head.

Sht happen bro, I mean really.

Hi, so Im not sure if I was high or something, but while I was palying bison online, I used an ex psycho crusher and someone used a ex hadoken, and I absorbed both hits and dealt no damage to the ryu. Well no damage happened to me as well. Is this a glitch?

Nope. EX Pyscho basically acts as a 2-hit fireball.

c.mp doesn’t link into itself
sc.hp doesnt link into s.hk
sc.hp doesn’t link into c.mk (does link into short though)

c.mp does link into s.hk, it’s a 1 frame link but it’s better punish than a throw

Something I personally need to work on when I actually get a j.hp hit to actually go for the more damaging punish of st.cl.hp XX sk/pc instead of the bnb. Hard though cause I don’t get much warning outside of a sound queue.

One last thing Kelter, try practicing with shoto jump-ins instead of Dudley’s macho man elbow. It’s meant to pwn everything, it’s his trade off for having no cross-up ability that I’m aware of.

Ill fuck around with it

Cody and Fei long were both kicking my ass with jump ins too

How do you stuff the opponent’s wake up move with j.hp? I have done it a lot but never knew the timing I was aiming for. Should it be done early or done late?

Bison’s AA are all situational, but yeah the tradeoff isn’t really in your favor. If you trade, you’re up 10-20 damage, if you lose, you eat 200-300+ damage easy. In my experience, it’s pretty rare to win out right.

Keep in mind that j.hk, srk is not hit-confirmable. If a shoto is throwing that out, they’re either guessing or they’re on auto-pilot, so just block and punish.

Btw, Bison’s throw was buffed in super to 140 damage (from 130).

The actual attack itself has a startup, but the charging animation does not, afaik.

You know you can, I was doing it to you in those matches we played.

Also, what are some good air to air moves, for when I jump first or second?

And when should I use lp.PC over hp.PC?

sc.hp can link to cr.mk on counterhit and there are ways to set up a combo with that. If you can punish with c.mp and you have charge, you should do c.mp xx hp pc

yeah its tough to hit confirm those big damage combos off of j.hp but its worth it sometimes

I use lp.pc as a gimmick kinda. from the right distance its safe on block so i usually follow up with cr.lk xx lk scissors. and if it hits then i do a cross up fierce pc. For air to air its best to go j.mp into whatever. j,hp has a weird hitbox so that works sometimes and j.mk works too

If you jump first, I like j. mp because you can always throw another one out if they jump a lot later than you. I also like air to air j. fp as long as they’re not sticking something out like shoto j. rh.

If you jump second, I guess nj. rh is good or nj. fp if you’re late. If you jump immediately after them, hell attack is good.

I never use lp. pc except as a fake crossup PC. Even in that situation, I don’t use it often so I don’t know how useful it is. I heard that lp. pc is useful in the ELF matchup though (at least it was in Vanilla)- this is coming from TUC/Neurosis too.

Are all versions of PC + on block if you hit just the tip or is it only EX?

alrite thanks. I was wondering what happened, cause the guy didnt even block and he recieved no damage at all. ty for help

Both lp and ex are + on block if spaced correctly. The others are always at frame disadvantage.

yeah I still need to work on that one personally. I recently started to hit confirm his cr.lp, sc.lp, cr.mk, LK/HK SK

hk gives a nice damage boost and the long chain helps. Whats bisons best punish on a lvl2 FA? I see people doing the string i mentioned, then others do the sc.hp, hk sk which does more damage from what i can tell. Why would someone do the longer string? to insure they have a charge?