I’ve been playing sf4 for a year now.I play on PC with my friends.since the beginning I could never beat bison.everytime i face bison i just totally get mind blown :annoy:
If I throw a fireball he just EX SKs through it and I eat a lot of SKs
And I always get knocked down in the Air.
I just don’t know what to do against bison
thank god There’s no Psycho Punisher in SF4:sweat:
My Characters are : Ryu-Rose-Guile (unfortunately i just can’t play with projectile less Characters)
I need emergency help !
Easiest way is to pick Guile. It’s a 7-3 matchup against Bison. All you have to do is throw sonic booms and crouching fierce his jump ins. He CAN Ex-SK through booms if he’s SUPER close, but it’s very difficult and if you block an EX-scissor kick, it’s free punish. If he locks you down into scissor kick pressure, either flash kick -> FADC to safely tget out of pressure or just block until he’s out of range to scissor kick you. Once he’s out of range to scissor kick you, it’s hard for Bison to get in. It’s almost impossible for Bison to get in on a good Guile that knows how to zone.
Is there any video or article which explains Ryu vs. Bison Matchup ? what i need to know and such
From the Matchup Threath (Ryu vs bison)
With M. Bison it is possible to FADC his head press and catch him with a SRK + EX Fireball or Ultra. If you get hit with the Splash more than likely he’s going to follow up with a crouching kick. You can also catch his Psycho crusher with a shoryuken. Once you get the knock down it’s a good idea to cross him up and go for the combo.
Quote Originally Posted by ShinobiAC View Post
You shouldn’t be losing to head stomp spam. Neutral jump FP takes care of it and does a nice chunk of damage. If they are across the screen, get ready for a neutral jump. If you jump and swing and they devil reverse, get ready to FP shoryu. Don’t throw it out like a madman of course, but if they come in for you, be rocking the controller in that uppercut motion. Soon as you are sure they are coming in, tag that FP and let them taste the dragon.
This doesn’t give you a free pass on bison as his ground game is incredible as well, but it’s a start. Another thing you can do for head stomp is a backdash. He’ll land on the floor and you can punish him severely. Backdash and focus attack, then follow up with a nasty combo. If you can land a couple backdash-combos on him, he’ll think twice before headstomping again. Though he’ll still be free to devil’s reverse at whim and collect super meter at full screen.
Quote Originally Posted by zeno View Post
I’m a bison player, and here’s a few tidbits:
bison’s air game is absolutely horrible against ryu. Walking, neutral j.hk, and FADC backwards all beat head stomp clean. Note I said FADC, not FA and then eat the skull diver follow-up. Worse comes to worst, a last second lp srk trades with stomp. Devil’s reverse mix ups can be srk’ed on reaction. Once ryu has ultra meter, bison basically can’t jump anymore in fear of eating srk -> ultra.
bison doesn’t have a real answer for ryu’s c.mk. It out-prioritizes and/or out-ranges all of bison’s normal pokes except for s.mk, which has to be spaced EXTREMELY well. Bison can’t pressure ryu that hard either because of reversal lp srk, which takes a big chunk out of his game, as he’s obviously a pressure character.
Quote Originally Posted by SuperSamyon View Post
Ok here is a super secret tip on how to deal with Bison headstomp. Keep the information secret!
When Bison does his headstomp, simply do a vertical jump and FP. Thats it. Don’t bother jumping back because you may trade, don’t jump forward cause you’ll lose, don’t Shoryuken cause you will get beat out, don’t do any other type of anti air move.
Simple vertical jump and FP and thats game. Try it, you’ll be amazed. You’ll shut him down completely when he does the headstomp.
The reason why it works so well is because the hitbox for the headstomp is Bison’s feat. If you hit his feet with a jump RH or Shoryuken you’ll lose out. The veritcal jumping FP hit box is high enough that it will hit Bison’s face and not his legs which is key. Best of all, Ryu’s arm is long enough that you’ll keep him at bay before he can touch you.
Quote Originally Posted by SickNasty View Post
I’ve got a very helpful tip that I’ve been using against Bison players to discourage them from using his head stomp. It also works out that you can block the devil’s reverse.
Fullscreen-(Mickey D’s range of 5 and 4) Headstomp/Devil’s Reverse : You’ll want to throw out the [f.HP] Solar Plexus Strike and you’ll make Ryu’s attack whiff. But his body will move forward and make his head stomp whiff as well. You’ll recover faster and be able to throw out your favorite BnB.
Midscreen- (Mickey D’s range of 3, 2, and 1) Headstomp/Devil’s Reverse : You’ll want to throw out the [f.MP] Collar Bone Breaker because it recovers faster (If you do decide to throw out SPS, you’ll want to block but at least you won’t take chip/get hit)
Proven tactic, messes up Bison’s back charge, and it can EASILY change the swing of the match.
BTW, both of these can recover fast enough to block the Devil’s Reverse.
Quote Originally Posted by aks216 View Post
against headstomp, just dash back. you get free combo. or neutral jump up hk. j. hk is generally the better idea of the 2 because most people don’t really go for the stomp. they go for the fake stomp. and if they come back at you with the followup, you can lp dp. but if they run away, then don’t dp.
against scissorkick, s.mp stuffs it. so like if you do c.mk into fireball, and they like to scissor kick you after, s.mp after your fireball should stuff it almost everytime depending on range. for most ranges, i believe it should stuff it, it worked for me? make them afraid to scissor kick you after your fireball, that way you can pressure them easier.
How about Zangief vs. M. Bison? I don’t have much trouble with Gimmicky Bisons, but a Bison player that knows their ground game BnB’s and ones that throw out well timed scissor kicks/headstomps give me trouble.
um…where is that Matchups Thread ? Couldn’t find it.can somebody link it here ?
^ They moved all the character forums to the SSF4 board for some reason. I think it was dumb since it got all the old and new information mixed up and it’s more difficult to ask for SF4 specific advice.
Btw, you mentioned you struggled because Bison was using EX Scissors on you. One key skill you need against charge characters is reading and manipulating their charge. It takes a bit of practice but mostly experience and just presence of mind to get used to that.
Bison needs a back charge to do that against you. It means you are letting him charge up nicely and then just throwing a fireball that is perfect timing for him. If he sits on a charge at that kind of range, walk back out of LK scissor range. His other scissor kicks that do reach at these ranges are not safe. If he wants to do anything to you, or get close, he has to step forward and drop the charge. That is the kind of time you should be fireballing, minding falling into a pattern that gets you jumped in on though.
Don’t fireball unless it’s necessary (or at least safe). Bison generally needs to come to you in this match, whether you use any fireballs or not. Keep presence of mind of when and why you are fireballing (being ready to make adjustments when it goes wrong). If you do them because you’re not sure what else to do, that sort of EX scissor kick stuff happens.
Remember that Bison can’t fight this from range, not really. He needs to get close and mess you up with HKs and stuff. Every time he steps forward he loses all of his specials for at least 3/4 of a second. And don’t take silly baits like him whiffing his sweep at range then EXing through a fireball you threw looking for a free hit. Bisons may do that since it moves foward without dropping charge, but when you recognise it his options kinda dry up again.
Another thing to be aware of and manipulate is his anti airs. His anti airing with HK is almost like you anti airing with Ryu’s HK; it’s angled, just don’t jump into its sweet spot. Use jumps positioned to come down from above his head and at worst you’ll trade, at best you’ll win. He doesn’t have that instant clutch SRK for those moments. His EX Psycho Crusher AA is charged, so if that beats you even once, make a note to jump at the times when he hasn’t charged (like when he’s moving in to try and space an HK or whatever).
The air to air tactics he uses work against jump-ins, so jumps aren’t free against him, but remember that air to air ones work when you get an easy, early read. You can’t pull those AAs out late. Again this comes down to timing your jumps and trying to use them only in good judgement. Doing them as he’s sticking out a poke or something. With correct jumps against Bison, you can get quite a lot of offensive pressure without exposing yourself to too much risk.
On a knockdown, if you LK tatsu through Bison to his other side and go for some form of string or tick, he instantly loses all reversals except teleport. Same with any cross-up jump. You can take quite a bit out of his game by manipulating some of the limitations in how his moves work.
I’m not suggesting that these words in any way give free wins against any Bison. This is just some info of the match-up approach you should take against him to try and limit his options and get him out of his comfort zone as best as you can.
M. Bison is one character in particular that I struggle against in SF4.
From my experiences, the scrubby players skim over him in favour of Ryu or Sagat, but the players who’ve actually studied Bison and have fine-tuned his arsenal of moves are one hell of a struggle to defeat.