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

Having an arcade stick or not changes MUs… doesn’t it? I bet it does. I just played with a Bison here and noticed the nuances of his Bison… mostly it was speed of execution and precison. I didn’t see him screwing up inputs because 360 analog is kinda sticky. There’s no point for me to get serious with Bison with the inferior controller… I don’t even think playing is beneficial at this point with 360 controller. I got a taste of the game, liked it, and know for sure Bison is the character I want to main so I guess 360 controller served its short lived purpose. In the meantime my Bison going to go on vacation for awhile until I get a stick. Think this is a smart move im making?

Also do any Bison mains need any replays recorded? Feel free to add me on aim or live and set up a channel, I’ll save your replay and upload it for you.

When it comes down to it, using a stick or pad is preference. You can get just as good with one as you can with the other.

How do most Bison players use U2, try and combo into it, or just throw it out there like after you land a knockdown and make them guess for the crossup?

You can combo into it off j.MPx2, you can 50/50 it off an untechable knockdown (as long as they don’t have an invincible escape), or punish fireballs (and other stuff) with it.

Am I betraying his majesty by seconding Chun?

@ SniperNightOwl IMO you should play whoever you really like and suites you, and fuck anyone who wants to judge.

@Michael Max U2 is has more uses if you use it to make people guess off of knockdowns and resets, the only way to hit confirm it is j.mpx2 which if you know your spacing and timing well is generally not too hard to land at least once a game. I love making people guess off of an untechable knockdown, even if they have good reversals, because of how ambiguous you can make it. There timing has to be perfect and I’m pretty sure it happens to fast for auto correct to work consistently. Its only truely useless off of resets and knockdowns against characters that have teleports and Abel. But it still shuts down their fireball games so it pretty much more useful all around than U1.

Ryboy how do you force someone to jump to land Mp.X2? Or is it just on reaction, I just can’t figure out a way to use it in a real match.

Also in some matches I had last night found U1 is awesome against Cammy, beats like all of her moves.

Bison has no real way to force someone to jump that he can punish them for with j.mp. Landing Hell Attack is more about reading your opponent. But there are ways to trick your opponent into jumping at you when you are expecting it enough to react. Alot of it is just reading your opponent. A really good opponent will probably never jump at you unless they have you knocked down. But thats another story…

Anyways a good way to get your opponent to jump at you, is to stay at a range were the easiest way to get to you is to jump at you. And if you are good at staying in that range usually they will eventually take the bait. Just be patient and don’t over psych yourself and panic when they jump either lol. Its easier when you have someone cornered if you are trying to bait someone this way. Bison owns in the air when he jumps second.

Mostly landing Hell Attack is reading your opponent, noticing when they like to jump. And most players who are experienced in the Bison matchup will neutral jump alot, that and jump back. You need to be paying attention to these times when your oppoent is jumping and make them pay, because like I said Bison owns in the air if he jumps second.

Thank you, I’ll have to work more on spacing in general. To anybody does Bison have an untechable knockdowns? Also did RH get worse in this game seems a little slower to me but maybe I’m crazy.

Sweeps are untechable knockdowns. And throws.

Alll Bison’s frames are the same. Hitboxes are likely a little different.

ok lets say my opponent is a good at teching throws, and good at blocking our strings and cross ups, what else can i do to make this guy open up?
what tech throw trap is the best for bison?

Check out the frame-trap thread.

I’ve been working to up my footsie game but I’m not really sure where to start. I usually just try to overwhelm them with kicks or counter poke with mk. Aside from that I’m sort of clueless what are some good things to know for bisons footsie game or things that are universal. (I’m reading SH footsie guide too btw)

I believe EX-Stomp is untechable as well.

Hi. I was wondering how safe it is to go for a head stomp as the apponent is getting up from a knock down. I do it alot for chip damage and occasionally get a hit out of it bc the apponent get’s too impatient to block it. But it it reccomended at a high level of play?

What are Bison’s true airtight blockstrings beyond c. LP, close LP? I know c. LP, cs. LP, c. MK doesn’t work, but does c. LP, cs. LP, c. LK work? What about c. LP, cs. LP, s. LK? If either of those work, can those strings be extended (beyond the obvious “cancel to LK Knee Press”)?

(Since c. MK is 5-frame startup, I would presume that’s the cutoff point for startup speed after cs. LP?)

c.LP cs.LP s.LK c.LK is Bison’s longest airtight string, though I’m sure the last c.LK will whiff on some chars. On the bright side, you get lots of opportunities for frame traps and tick throws off of cs.LP and s.LK.

I’ve been trying really hard to use Bisons dash more but I’m having a huge problem actually finding spots to use it. When do you all typically dash? To get close/away from a downed opponent, throws etc? Thanks in advance.

Well because Bisons dash is so damn good you can dash under people going for jumping attacks and try and catch them off guard with throw.

You can go for the risky dash in throw to catch them off guard.

Against fireball characters such as Ryu and Ken if spaced correctly you can focus their fireball > dash in throw also so they fear throwing fireballs at that range.

Never thought of dashing under jump ins I’ll have to try that.