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

I c.lk with my thumb.
getting the lk scissors off c.lkx3 helps if you speed up the button press of the last c.lk into lk scissors.
So the timing would be something like this:
c.lk / pause / c.lk / pause / c.lk / lk scissors.

I find doing it with the thumb helps because if you’re crouch teching, and you get a c.lk poke you can continue and combo:
c.lp/lk, c.lp/clk, c.lk xx lk scissors <-- what helps me with avoiding a 3rd c.lp/lk is i’m so used to double tapping clk with my thumb whenever i do c.lk xx lk scissors

or bait:

c.lp/lk, c.lp/lk

s.lk, s.lk, s.hk is a good non charge combo. I’ve been using more and more.

I’ll try speeding up the last one, sounds like it might help. How tight a link is s.lk,s.lk?

Im still trying to learn the SF terms so this may not make any sense, But I’m have the most trouble trying to combo. For example, something basic like a c.lp x3, c.lk, to l. sk is an all day process for me. I’ve completed most of Bisons trials, and I do pretty pretty well online, but I dont feel like I’ve actually “earned” a B rank a Bison player. I’ve thought about switching mains, But I really want to get good with Bison. Can I ask how does someone one with mediocre fighting game experience better their game?

Its a two frame link. Here is a link to Bison’s frame data, to learn how tight a link is just subtract hit advantage on hit from the startup of the move and you will have the amount of frames you have to link.
http://www.eventhubs.com/guides/2008/nov/13/m-bison-dictator-frame-data-street-fighter-4/
Also when comboing at least for me I only use my pointer finger and middle finger, at least if I have to plink something. I just try and move my hand with the rythum of the combo, if that makes sense. But you should always do whatever is most comfortable for you.

Yeah learn spacing(by that I mean know the distance of your normals and specials as close to a pixel as possible) That goes both ways though. You should also know the range of your opponents attacks as much a possible too. Learn points in your combos that you can be reversaled, Play against opponents who are higher skilled. When you lose ask yourself why. Try not to make the same mistake twice. Practice exection of your combos on a daily basis, before you actually start playing anyone just go into training and practice combos for 10 or 15 minutes. It will pay off. There is so much more but that is prob a good start IMO… wish some other people would answer in this thread…lol

one way to level up with bison is to learn bison’s c.lkx3 to scissor kick. try Online Metronome set to 160. remember that same rhythm in your head and play it back in your brain. then start tapping your finger to it. when you know the rhythm so well that you can hear the 160 sound and tap your finger at 160 without even listening to the metronome first, you will have an edge in doing that combo, which imo is one of the most important any bison should know (even more important than c.lpx3 c.lk, lksk) since it starts off of his fastest move.

there are other combos you should know which are usually used as punish combos for big whiffs, such as any combo involving s.lk to s.hk or c.mp to hk (a no charge combo), and c.lp, close standing lp, c.mk xx scissor (a charge punish combo that requires you to down back only like 1/2 a second before you start to get full charge by the time you press c.mk)), or just close s.hpxx hk scissor kick (his best punish if you are in range and have the charge) but try to get the c.lkx3 down… it’s kind of fun to do once you got it.

also one of the most important things that unlocked a new level of bison for me was to realize that to be really effective with scissor kicks after they block you (any move, although could be s.mk, s.hk, scissor kick, etc), is to walk back to walk just out of their range so that if they spam normals, your scissor kick won’t get stuffed out of its startup, and mix this up with s.mk, s.hk, c.lkxxscissor (note: each of these moves has a purpose, either to stuff slow moves, to stuff crouching moves, or to stuff jumps), and repeat.

another thing was to learn to ambiguous j.hp cross up after you throw them, and how to bait reversals/throw attempts by wakeup throwing the opponent/meaty attacking with c.lk/c.mk xxscissor kick to entice your opponent to do reversals on wakeup.

finally another thing to learn is frame traps. c.lk to c.mk is a 4 frame gap frame trap, so use it outside of their jabbing range to counterhit them. c.lk to close standing HP is great against people who know the correct crouch tech timing. c.mp to s.mk is a great frame trap as well (c.mp gives +3 so alot of attacks after it will counerhit the opponent. s.mk and s.hk and c.mk or c.mp are great to do this)

there’s more to talk about but i think this is already alot :stuck_out_tongue: good luck!

Yeah, reading frame data is something I need to learn with the quickness. And it sounds like you and I use the same fingers when playing actually. I only use my index and middle, and very occasionally my ring or thumb if necessary. I’ve been sporadically doing Cr.lkx3 sk using just my pointer, so I think I need to just burn it into my muscle memory or plink using my middle. Because using my thumb to plink feels so weird even though it’s actually reasonably good at it, still sucking at getting the SK to come out though, practice i guess.

I’m working hard on my combo/mix up game though and am having some success. Off a jump in/cross up if my mk connects I go into RH since lk,lk skills just aren’t there yet. If my MK is blocked I go for the tick throw or try and hit them low with LK. I’m having some success but the problem I’m having is I’m jumping too damn much. I think my ground game is reasonable as far as poking is concerned but I don’t know how it mix it up on the can’t ever combo without jumping in and. What should I do?

Reeeeally glad you do though.

Also maybe I’m getting the numbers wrong but it says lk is +6 on hit and the start up for RH is 6 so isn’t that 0? And is Cr.lp into itself seriously a one framer?

cr. lp chains into itself.

If an attack leaves you at +6 (aka leaves the opponent in stun for 6 frames) then an attack that hits on frame 6 will hit the opponent on their 6th frame of hitstun.

So st.lk to st.hk is a one frame link because, since st.hk hits on the 6th frame, you only have one frame where you can possibly hit them while they are still in hitstun.

hmmm interesting, lp chains but dont you need to link it for the crlpx3 sk?

Hey Guys,

I’ve just started using Bison, been playing charge characters for a while but never really given Bison a look…until now, i like the way he plays, but i’m having a few problems.

On cross up j.mk i tend to connect with the cross up…try for his cr.lp x 2 > cr.mk xx lk scissors…however i seem to be too far away to connect with the second cr.lp…is this due to too deep a cross up or should i be using a different combo after the j.mk?

cheers.

You would, as you cannot special cancel an already chain cancelled move. But people usually go for c.mk for damage and range, once c.lp x 2 is hit confirmed. So you link c.lp and c.mk (1f), or c.lp and c.lk (3f) and then you can special cancel into sk.

Wow kraal I guess you learn something everyday. I didn’t know about not being able to special cancel a move that you chain linked. Very nice to know!!

Also for those who were asking about mixup after a crossup j.mk, well first of all you an be reversaled after a blocked j.mk so after you try a combo once or twice be looking for that reversal from your opponent. But if you jump deep at your opponent for the crossup, some good combos are c.lp>cl.lp>c.lk>SK(this is his only true blockstring combo that ends with a special that you can’t be reversaled out of), c.lp>s.lk>c.lk/c.mk>SK(using the s.lk instead of s.lp makes the c.mk a two frame link instead of a one frame with c.lp or s.lp, s.lp is the far lp), c.lp>s.lp>c.lk>SK. Actually these combos should all work even if you don’t jump deep for the crossup.

And as far as reading frame data if you get the math that looks like a zero frame linkk, that is a one frame link. But everything else the number you get is the amount of frames you have to link.

Why is Bison such a troll? I forget did he forfeit all the goodness in his soul before or after SF2?

TROLL

Trolling this guy. Clearly Dhalsim the most “loose” character there is. I think he meant to say “loose” not “lost.” YOUR WRONG

I believe you’re crossing up way too far, meaning you’re jumping way past the opponent. Generally you should aim to try to make your crossups a bit more ambiguous so that you at least have the option to not cross up with j.mk or j.hp.

The other possible explanation is that, for some reason, you are linking your jabs together instead of chaining them. If you try to link your jabs, you get pushed out a little further than if you were to mash jab, but I don’t think that is your problem here.

Also, some characters such as Balrog and Guy, have thinner hit boxes, but usually the c.mk whiffs and not the c.lp.

If you have trouble connecting the combo, you can replace the second c.lp with a s.lk and see if that helps.

will some1 please bump the social ive been dying to post in it >.>

Out of Ryu/Ken’s Crouch MK range (usually they go into fireball after), is EX PC better to go through and go for the hit, or EX Scissors?
How about from longer range, about 3 character spaces?

They’re both unsafe if blocked. EX-PC is not favorable if Bison ends up in sweep range after it crosses over blocked.

Whats a good punish for a guile cr.hk? I found myself experimenting with ex-sk, pc, lk sk…all getting swept out of. I took it to the lab and found if i piano a cr.mk xx sk works good. Just wondering what everyone does if they get a read on a guile cr.hk?

I usually block the first hit, then focus->dash->throw the second hit. I’m not sure if guile can tech the throw though.