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

Stop jumping after them, let them jump themselves into the corner for you. Have more patience. You have 99 seconds to win, don’t be afraid to use all of them.*

Don’t jump in on reaction to a sonic boom, terrible idea. Use other ways in, like walking and blocking, FADCing(at longer ranges), walk foward and neutral jump(use nj.mk to beat an aerial grab attempt).

Basically, have more patience; you sound like you’re being way too reckless trying to get in.

If you’re not totally sure what you’re gonna be jumping into, it’s usually going to be an anti-air.

*This is a completely unsafe(bad) option that won’t work against anyone competent more than once, but if you start off the round with an immediate HP crusher and the Ryu does an autopilot jump back HK, you’ll beat it.

I double tap too. If your SK isn’t coming out you’re chaining the LKs instead of linking them. Chains can’t be canceled into specials while links can. After the second LK, briefly pause, hit LK again and then cancel into LK scissors.

Umm, bison’s lk’s are not chainable into themselves. That’s why you have to link it. If the scissor kick isn’t coming it, it’s because you screwed up the cancel, simple as that.

Thanks bud. I followed your tips and my MU’s did improve; heck, I tend to forget that if an opponent corners himself, I should be happy :smiley:

I was watching the daigo vs twisted jago match from sbr and I noticed the crazy teleport OS he was doing, what is it exactly?

What is Bison’s best neutral jumping attack?

medium kick

Roundhouse is boss too, high priority but doesn’t have horizontal range.

neutral jump fierce own gief’s lariet

also against sims forward jump strong when you jump over his fireball

Good to know. Have a lot of trouble against sims.

Actually a nj.mk spaced well owns it too.

Wins every time. They’ll be watching out for it and will whiff punish if you get predictable though.

Is cr.lp x2 > st.lk > cr.mk xx lk.SK a blockstring?

No, there’s a gap between st.lk and cr.mk.

What about? cr.lk > cr.lk xx lk.SK?

In general how do I go about finding out which combos are valid blockstrings?

There are generally 2 ways to tell if a move is a valid blockstring. First, if the move is chainable, there typically aren’t any gaps in between them. In Bison’s case, you can chain his jabs, so the other person can’t do anything between them if you do them fast enough. You can also chain shorts from jabs, but not shorts from other shorts.

For moves that don’t chain, you can still get a blockstring if the first move you did has as much or more frame advantage on block than the next one. If you look at the frame data, you’ll see that cr lk is only +1 on block. Since cr lk takes 3 frames to hit, there is a 2 frame gap between the two that your opponent can reversal. So cr lk > cr lk is not a true blockstring.

I’m slightly confused about how to read the frame data. It says

Start up/hit/recovery/grd adv/hit adv/grd recov/hit recov/dmg/stun/gauge

So does that mean cr.lk

3/2/8/+1/+4/10/13/20/50/20

the first 3 frames do nothing, and it hits during the next 2 frames, and then it recovers for 8 frames?

Starts up in 3 frames (hits on third frame from when you press the button). It is active for 2 frames (how long the hitting hitbox stays out). Then it recovers for 8 frames.

Let me know if that’s not clear. It’s basically what you said except only first two frames do nothing. The move hits on frames 3 and 4.

Sometimes I see bisons whiff a cr mk or cr mp against a downed opponent in the corner what the point of that?

Also how do you use U1 as antiair? Do they have to be like right over you or what?