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

To remind them that you can meaty their wake up to continue pressure but easily not do anything and bait a reversal. With that in mind, they do the smart thing and block so you can add a throw for the basic Bison corner mix up. Also, it’s fun to press buttons.

At the apex of their jump, though it could be lower. U1 has a vacuum effect that “sucks” them into it. Not a great AA ultra at all though, it isn’t something you usually look for with Bison.

Ok cool, when do you use that ultra then? outside of the obvious hell attack setup.

what is a sims?

lazy ass way of saying dhalsim

What are the go to frame traps for you guys? I just would like one or two to beat crouch teching and mashing dp. Ive gone through the frame trap thread but it’s a bit overwhelming. Rh,Rh seems like a nice easy one, Rh is is +3 on block and then Rh is six frame startup so that’s a three frame trap should beat throws and dps? Dp could hit theoretically but it would be one frame link right? A nice natural two frame recommendation would be nice too.

Frame traps aren’t designed to beat DPs. If there’s ANY gap in your blockstring, you can (and usually will) get DP’d. What you do, is have a gap big enough where you’ll punish DPs when they whiff.
The most common frame trap for this situation is cr. jab, cl. st jab (or short), walk backwards a tiny bit, cr. mk (or cr. mp) xx scissors. If they DP, it’ll usually be while you’re walking backwards which will allow you to block the DP.

Another good frame trap is cr. short, BRIEF PAUSE, cr. short (x1 or x2) xx lk scissors. This is called staggering shorts. It’s best used for non-late crouch techers (usually Rog/Chun/Ryu 3 frame jab spammers).

Other popular ones are cr. short, cl. st. fp, cr. short xx lk scissors (I believe this also works as j. fp, cl. st. fp, cr. short xx lk scissors). For the first one, there are two frame traps. The first is cr. short to cl. st. fp- this is a pretty big gap that naturally catches late techers. From cl. st. fp to cr. short is another frame trap that catches those that tech at a different timing.

A new variant of this is cr. short, cl. st. mk, cr. short xx lk scissors. It’s safer than the above one, doesn’t do too much less damage, and has other useful properties. The cl. st. mk to cr. short frame trap catches those that spam cr. tech early.

Thanks for the advice, I also just figured out I’m retarded and Rh is +3 on hit not block. Is waiting half a second and then sk if you think they are crouch teching a reliable way to go?

Sorta. If you’re up close and you mix up cr. short pressure, this works pretty well (especially in the corner). At the very least, it’s safe on block. As long as you make them scared to press buttons or jump, you’re golden. If you wait too long, you’ll get stuffed or they’ll jump (escape or nj. into big combo).

I don’t think the close st.mk one works on all characters though

Hmm? I haven’t tested it. Why wouldn’t it work?
EDIT: And since the frame data is different, you can do different things like…
Cl. st. mk, st. lk -or- cr. lp -or- cr. mk
Different moves for different sized frame traps and all are multiple frame links if counterhit (cr. mk is one frame link if just hit).

Yeah I’m talking about using cs.mk > c.mk/c.lk

the cs.mk is blocked the follow-up will often whiff.

I know there is a thread for FTs but if it’s blocked what’s the best follow-up? I think walk back lk scissors would be decent

Can I start a blockstring with a jump in attack and then cr.MP?

It has to be a j.hp or a j.hk, and super deep. You can do it off a safejump, but that kinda defeats the purpose of a safejump.

So on a practical level, no.

Alright thanks.

Which link is easier? st.LK > cr.MK or st.LP > cr.MK?

Depends. cl. st. lp > cr. mk is easier than st. lk > cr. mk. Far st. lp > cr. mk is harder than st. lk > cr. mk.
If you learn st. lk > cr. mk, spacing doesn’t matter.

When I set up a 50/50 U2 after an untechable knockdown, can I get hit out of it by a reversal, even if I time it right?

Yes, you can get hit by a reversal.

But if the adversary’s mashing DP, say, reversals don’t auto correct, do they? So they have to choose a direction to mash?

Reversals are pretty simple to auto correct in this game.

My best advice to beginners is to not do 50/50 ultras. Good players know how to counter them, and even if they don’t you’re basically gambling the round ona guess. Learn to win by playing solid and you generally won’t even need your ultra.