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

I seem to be a bit late to this discussion but oh well. This question is more about charge moves in general, but how does an auto-correct charge move work?

Thx man.

Just watched a replay of Neurosis vs Laugh (Ryu) and noticed these two setups:
back throw > walk fwd > st.hk (crosss up)
j.mp x1 > st.hp > back teleport

One question regarding the link you posted, the last one is an empty safe jump right?

Generally you:
-do the reversal motion, and slightly delay the button press,
-or you just hold back, and press the button the moment your opponent crosses you up (harder imo)

Auto correct ultra is just b, f, b, f, b though.

on wakeup, it’s better to start a block string with crouch light punch? It does hit on frame 4 but crouch light kick isn’t a good blockstring because it’s one frame on block? Or should I do crouch light kick x 2, pause then crouch light kick to sk?

Also, on the first crouch light punch I should OS a grab too right?

I guess my question is can I get punished for using a short that’s one frame slower

Couple questions:

  • Is there any practical use for the 3P teleport over the 3K (both forward and backward)? The only uses I can think of are as a desperation move to get out of the corner, or maybe some tricky stuff against Dhalsim

  • How good is Bison’s backdash on wakeup? And is there any advantage a backdash would give you that a reversal teleport would not? I just looked over some videos of me playing and realized that I just about never use this wakeup option.

How would this be possible? Wouldn’t you just get a standard cr.lk crouchtech?

oh your right, sorry lol, wrote that at 4 am >.>

If I space crouch light punch can i get grabbed because grab is 3 f crouch light punch 4…

I would also like to know this, ive been playing around with it. still dont forget my older questions please

His 3P teleport is good to avoid wake up chip damage if people try to come up and DP you and stuff.
Off some knock downs you can use it to close in on your opponent and maybe bait something. You can charge almost enough off the teleport animation to follow up into headstomp/devil’s

I feel his backdash is midtier. Not that great but not the worst. Blocking is probably better in most cases.

3P forward teleport is either you know what your opponent is going to do and be right or is just going to get you killed. No point unless its a psychic read. Same for forward 3K now that I think of it.

Bison’s backdash is an odd animal, its fast but doesn’t go anywhere distance wise. This means its more situational. For example a Ryu knocks you down and is going for a j.hk. Bison’s backdash will not get him out of the way of that most likely. But if the same char goes for a or walk up throw or a meaty cr.mk there is a chance backdash will avoid both completely.

Hey, I’m trying to learn bison (this is my first fighting game was super and I’ve mainly been practicing with bison). I’m getting most of the fundamentals down, and I’ve been practing my short short scissors, but I’d like to get into some advance stuff. I hear about some U1 os’s, and while I kinda know what an os is, I have no idea how bison’s work. Any tips?

OS I don’t know, manually you can if their option eliminate and you can almost see it coming. (like Vega (claw) have no meter, you know what he gonna do in corner? block? he got almost 0 health, most of time kkk/ppp…)

Kara ultra 1 is against OS user for surprise, if you suspect they abuse OS so much that they almost never aware you can do something to counter their OS beside block, bait their OS input they do in the mid air, and teleport/UC1 (UC1 in pink), this works if they try to OS your teleport, so their move gonna come out because the teleport ignited but your UC1 was there too so you anti OS him out…)

I think bison got more frame trap then OS, check OS thread you found, most of his OS not really good damage and pretty risky I feel…but is some use against ppl abuse some move on wake up, is more like bait out I guess.

Got the bison trial 24! thanks for help!

is double knee press safe on block ?

I’ll have Lord Bison answer you himself:
[media=youtube]P3ALwKeSEYs[/media] Only light kick version though. It’s at zero on block. The other knee presses when spaced well from distance can be safe as well, but if they aren’t space you will get in trouble.

na i dont play bison, i was playing as seth and a bison kept using it and i was unsure how to puish so i let him away with it every time.

No, it works on all reversals 5-frames and slower (modified by character wakeup timing).

Neurosis also loves to do slide (blocked), FA (hold for a second, most people jump backwards), FADC forward, j.mp x2

After light knee press, he will slightly delay light PC to make it hit meaty and Bison will be at frame advantage. The risk though is if the opponent slightly delays their tech timing to make the PC whiff, and then you’re open to punishment. Or they can just wake up reversal.

st.hk crossup can be dashed under.

the j.mp st.hp, back teleport was to avoid chip damage, IIRC, because they were both low on life. It’s good for testing to see what people like to do (reversal or block). I have seen kim do teleport cancels to bait stuff as well.

Hi guys, I have several Bison questions

  1. I keep teleporting when trying to use Ultra 1 or 2. I know the motion just fine, but sometimes I just screw up and get a Bison Warp.It usually happens in the heat of battle, so I am not sure if it is lack of charge or an improper motion. Anyone ever had this problem before?

  2. What is the purpose of the PPP Bison Warp?? I use teleport to get away from jump ins and high pressure situations, but using it to get out of the corner or behind a character throwing a fireball is useless because it leaves me right next to them and I am recovering long enough to get hit almost all the time. All I end up using is back teleport KKK to gtfo. Am I missing something here? Whats the point of the PPP?

  3. What is the difference between cr.lp x 2, cr.mk xx SK and cr.lp, st.lp, cr.mk xx SK?

  4. When I am being pressured by a character like the twins or Ken, I find myself at a loss on how to punish them, besides burning meter to use EX psycho crusher. For example, Ken will put a huge combo on me and if I block everything, I am still not in a position to attack him and I usually get tick thrown

  5. Can someone explain crouch teching to me? I keep messing it up apparently and getting thrown when I was sure I was tapping LP and LK after each blocked hit in an opponents block string.

  6. After a connected crossup j.MK i get DP’d alot. What should I use to follow up that actually combos?

  7. What are some good techniques for baiting unsafe fire balls? I try to use J. HP to punish them but I cannot always get the range right.

Thanks for any help!

I’ll answer a few of these

for your ultras coming out as warp it either means you didnt have charge or you messed up the input. To avoid messing up input when you do forward an the kick/punch, do forward AND up with the kick/punch. It will work every time!

  1. lots of things combo so you are probably dropping it. What move do you use after it? You cant combo into Bison’s slide/sweep for example

I usually go for cr.lk x 3 but something tells me that’s not the right one to do

To answer your No. 3 question, one of the differences is frame advantage (and I believe very slight damage output). cr. lp->st. lp->cr. mk->SK is the better option. The standing lp gives you more frame advantage so landing mk will be easier.

To bait unsafe fireballs I like to netural jump fireballs and immediately charge downback. By the time I land, U2 will be locked and loaded (well you might have to wait a split second to allow for more charge). If they throw another fireball just use your Ultra. You can use ex. scissors as an alternative to blow through fireballs.

what about if you dont have ultra or meter yet? just keep neutral jumping and be patient?