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

I’ve finally hit the above average level with bison and I have a few questions.

I’ve been working on safe jumps with bison. Off back throw I’ve been seeing people do the walk back then jump HK, I’ve been doing a lot of work coming up with original stuff so whiff c.lk then jump HP will stuff SRK and jump HK will safejump from the same distance. Its a really good mixup. Also after a throw in the corner whiff s.lk then N. Jump HK safe jumps 5 frame reversals and trades with SRK (will stuff non reversal)

My question is, are there any other good mixups to use with bison? Anyone have some original stuff?

>The frames in which Guile could be counter-hit after Sonic Boom have been eliminated? (Not 100% sure)

this sht better not be true…
so FADC scissor and c.lp c.lp st.lk cr.mk into PC is not possible?? I thought if extra frame is there we can use c.lp instead c.lk?

It’s possible now. It’s just hard because it’s 1-frame and unplinkable.

Hello guys. Ive decided to pick back up my old vanilla main Bipson (lol) Although back then I was a UBER scrub and knew nothing of frame data hit boxes and Option selects none of that stuff. Now ive just went over basic information on this forums and ive learned alot.

Now im looking for Basic OS used for bison and safe jump setups. I clicked on the link on the front page and it seems all those links are broken lol. So could someone please fill me in on Basic OS and safejumps with bipson to get me started. I just dont feel solid without knowing any of them lol. Thanks in advance and ill be back at the library later today or tommorow. (Gosh I need a laptop)

Bison has a few safe jump setups. The only OS I have heard of for Bison though is OS slide to catch backdash happy people. One setup I can remember atm just woke up coffee not working yet: backthrow then dash forward and j.mk

crouch fierce punch can OS some character backdashes. I had a (GOOD) bison do that to me in mirrors

and fuck lag man, I get freaking kids who don’t even know about frame data beating out my crouch light kick with their crouch light punch spam in mirrors (my frame 3 losing to frame 4 mashers.) Should cancel live. Seriously. I message some Dics giving them advice telling them “that won’t work offline, I just have bad connection so it seems like it works… this hits one frame earlier” they message back “what do you mean frame”

RJG RJ GNRTGKLD MLLGJ MTRWK.DG,JBTRG

The backdashes I was thinking of were the good backdashes, like rose and chun. Bison’s backdash is pretty bad tbh.

Thanks guys! I will try those setups. Safe jump OS Slide sounds awesome.

well SNO you need to do this:

1)ask his address
2)and rush to him like 3 days later, drive or fly no matter.
3)and bring your own setup and BEAT HIM offline, and said “BAH SUCH WEAKNESS!” and leave.

I swear that just sounds SOOOOOO MUCHHHHH like a bisonTuesday to me.

BTW how to proper AA on some of bison jump in? when should I use cr.hp then??

There are actually a multitude of ways you can do this at least I have found to be effective. Obviously the best thing is an early st.roundhouse because your more likely to clip their attack’s start up or just trade with them but if they don’t press any buttons then your AA attempt whiffs and you eat damage for no reason. Honestly, especially in an online environment I wouldn’t even attempt a cr.fierce cause it’s more than likely to get stuffed and you’ll get counter hit out of it.

The most reliable AA is actually just to air to air him with either nj.forward or an instant jump attack (j.fierce, j.roundhouse, j.strong, pick your poison) and that general smacks him out of any jump attempts though be careful of landing cause I’ve run into problems being in a bit of a bad position after landing a towards jumping attack. By the way, nj.forward has the added bonus of generally stopping any attempt at headstomp clean just be careful of devil’s reverse, if he does it early enough he has a chance of hitting you but it’s not a constant answer so it shouldn’t deter you from utilizing the anti air.

The anti air I personally use and does a really good jump is simply avoid the jump in all together by walking just outside of it’s range and then once he lands, walk up and throw him. You could also just walk right under him and throw him as well but you tend to get your throw teched so the best thing to do is go for a block string and pressure him. Then there’s the stride and true ex.pc but I figured you wanted to know none meter-related ways of anti airing.

Ohh and don’t forget to U1 him. Has one of the easier jump ins to Ultra so smack him with it.

well this is what I being told and teach (not yet fully learned)

first, J.fierce, this almost win on almost every aspect, when you did this, then it is mind game start:

1st they stop jump in (this is best) you show your j.fierce, then they stop, this make your ground game easy…but rarely happen.
2) they still try to jump in, then J.fierce them again, and again, and again, or just st.roundhouse them.
3) this is tricky part, some people tend to against your jump fierce, then they gonna attack early ( KEN for example)
then? you gonna do cr.fierce, their early attack gonna whiff and you can cr.fierce them.

  1. then once you done few AA, sit back and watch the show, just chip them and footsie them, adding random/plotting st.roundhouse for extra frustration and preventive care.

BIson ground game still beast, but problem with people neutral jump I have no clue…beside random dash j.mp xx I can’t really safe and hurt them by their reaction punish my stupid mistake…

I need help, I can rarely connect with hell attack, it’s so useful for comboing into ultra, but I get smacked out of it all the time. Any advice?

Best thing to do is do it earlier, hit the j.mp as soon as you jump and that should help improve you hitting with it. Also, pay attention to the angle of the jump in as well. General rule of thumb for me is if I can st.roundhouse the jump in without a doubt then I can get the hell attack as well. I would say start practicing on shotos first, they have decent jump ins and arent hard to react to. Don’t get discouraged at missing it or having it stuffed, its a little bit of a challenge to get in a match.

J.mp is very good BTW, it works.

you got 2 option:

1)jump before them, and basically your j.mp was there before they jump, so if they jump AFTER you jump, is guaranteed ultra.
2)YOU JUMP AFTER they jump.

remember mind game I was mention on AA?? it works same way, if you get stuffed it means you fail on that read, he just early kick you out of it, but in other word the one you just get knock out? if you don’t jump and delay it you will nail him with J.mp AFTER he landed, same principle apply.

Bison j.mp is actually very good, it fill up the empty space on both mid- top and very low Air space, watch out is VERY LOW, it means if you pick ultra 1, you can j.mp xx a lot of whiff air move, a lot of neutral jump, a lot of corner jump back etc…

but most of time we fail because damn bison don’t have 1 answer for all question AA, SRK serve that purpose but bison AA does not, it work on specific things instead one answer fits all…

Thanks for the help! I’ll try doing it earlier.

ever since I started using Bison online again I notice when I do offline sometimes my scissor kick is not coming out/canceling when I intend to end a combo.

e.g.
It usually happens when I start his bnb with 2 or 3 crouch punches, then when I do the crouch light kick or medium kick depending on how deep I am the combo stops there (sk doesn’t come out.) what the hell am I doing wrong? I was thinking maybe I’m doing the canceling too fast or is it that my execution has gotten sloppy? Please, please please help me with this, this is a tremendous issue.

Do you guys know what I’m talking about? I get a 3 or 4 hit combo instead of the 6 or 7 without the scissor kick. What can I do to avoid this? :{

[FONT=times new roman]When that happens to me I have usually messed up something, either I am pressing a button too fast or I managed to not have charge somehow[/FONT].

Slow it down and see if that helps any.

yep just tested it, was doing it too fast probly from the transition from online to offline, to solve this problem 100% I add an extra normal so i do

crouch light punch, stand light punch, STAND SHORT, low forward xx scissor kick. Works everytime. I think it’s character specific so im going to have to test it now

Works on most of the cast 30/38. Only 6 are definite no, 1 you need to be deep and another 1 im unsure of. Feel free to look my work over though, a few I made a note if I noticed something strange.

YES :
cody, cammy (spacing can sometimes be a little strict but yes (look into this?), sagat, abel, yang, chun, yun, evil ryu, blanka, gief (spacing seems somewhat strict… check him), elfuerte, fei, thawk, rose, ryu, ken, ibuki, makoto, akuma, gen, dan, oni, gouken

Yes + funny quirk with ending scissor kick:
The combo works on these characters with an oddity. If you cancel from low forward, the second hit of LIGHT sk whiffs, so you actually do slightly less damage than if you cancel from crouch light kick, ( 152 vs. 148, assuming you end in light sk.) However If you cancel from low forward AND END with medium or heavy sk you get both hits for full damage of 239/ 249 respectively.
Bison, Sakura, Deejay (spacing little strict), Dudley
(spacing little strict) C. Viper, Rufus, Vega, Honda

NO
sim, guy, adon, seth, guile (lmfao), balrog

WERID
juri- yes but very spacing depending ( you need to be deep)
hakan- not reliably… unless in corner?

Yeah that combo doesn’t work on guy guile or balrog for sure, because their leg hitboxes are so thin. I’ve noticed sometimes a combo will only hit once with light scissors, but I never looked into why. But with that combo it’s not a big deal since you have tons of time to hit confirm hard scissors or PC.

yuppppp. I end in light sk for online (or laggy tv if offline) because I never know when my connection will start being fail. Offline/good tv I can go to town :slight_smile: