M.Bison Combo/Tech Thread: Psycho Power!

dunno if that’s tech: EX inferno -> LATE HP HeadPress makes Ken reversal MP/HP DP whiff considering its one the best DPsI wonder if it can be applied to everyone ? (I dont have the patience to test everyone)

started the combo with j.HP/stHP btw
and started to get it with stHK, crMP xx ex inferno

but its pretty hard to do. Only got it a few times

In silver at the moment.

Biggest gripes with him are:

  1. Slow and linear AA. They hit good but only at precise ranges; all elsewhere you are going to have to block like everyone else and be subjected to good mix ups and resets.
  2. His Pressure game. Feels like it’s not quite there yet. There’s a lot of room for interruptions. If you’re losing the mirror you’re being outplayed because the other guys well aware he’s in your blind spots.
  3. Guessing is still pretty hard against Bison in this game lol.

I want to confirm a few things I found while in the lab the past few days. Some of these were brought up before but I wasn’t able to verify then, so I know some of this is old news.

Can someone independently confirm these for me? It’ll put my mind at ease that I am not missing something.

-c.lp no longer cancels into lk sk
-no non-vt normal/ex headstomp hits an opponent OTG even if they do not tech
-ex blast, mk sk no longer connects

You guys really have to be storing those charges and be able to react to the situation accordingly. Stomp and Devils reverse haven’t been this good since CvS2

Stomp can be back dashed just like in SF4. Bison will land right in front of the opponent.

Couldn’t disagree more. EX DR was an amazing escape tool in 4 and normal dr was a good meter builder. Stomps actually had something resembling tracking in 4. I’m killing myself half the time I have a read on a fireball and just fly past them for no reason.

Not sure why you are comparing apples to oranges here. Bison had crap escape options without meter in SF4 as well. If you’re going to talk about EX DR as an escape tool (which actually wasn’t that good), you should be comparing it to EX Head Stomp in this. In terms of using the regular Head Stomp as a punish, are you talking about full screen? Otherwise, why not just reflect > scissor? It’s not like you actually get a followup to a Head Stomp anyway. I also don’t really remember the Head Stomp from SF4 having any sort of real tracking outside of the EX version either.

edit: actually, even the EX Head Stomp is a garbage escape tool in this game outside of V-Trigger. It’s slow, and gets countered by practically everything. His only “viable” escapes seem to be the slide or scissor.

I kind of agree with both of you. Stomp has really bad tracking in this game to the point where if the opponent animated in a way that made them step even an inch forward you’ll miss, but on the flip side you can do a DR really late and come out on top really often because they’ll usually be thinking you’re gonna miss too. DR is really satisfying in this game and I like how you can wiggle a bit on the way down. Then there’s the wizardry of EX DR that lets you fly around a shoryuken and stab them.

One thing that’s been really confusing me, though, is VT DR doesn’t always want to come out. I’ve had many situations where I VT and attempt a DR for the teleport and I just get a badly placed Stomp that ends up missing and I die, even though I know I pressed my button in time.
The window to press punch feels really bitchy while in VT, which is super annoying since you can easily miss with VT DR if you use it too high up and the opponent shimmies funny. I don’t wanna have to mash out my DR just to have it consistent but I find myself doing it anyways because I’ve been burned too many times.
Anyone else experience this bullshit?

Why are you using stomp to punish fireballs…you should be using stomp as a mid screen pressure tool. They’re not going to backlash stomp at close range because you’re conditioning them to stay put with Devils reverse.

Ps stomp was shit on SFIV what game were y’all playing. And ex Devils reverse used two meters…V Bison is so much better

We need some anti Vega tech…this is a tough match

EX DR did not use two meters, you didn’t have to go into the EX followup.

I agree, that character is scary as hell. If he’s got VT and CA, the next touch (poke, jump in, etc) is going to do like 500 damage

Ok let me rephrase that, if you wanted to get out and then armor DR, that was an expensive meter cost in SFIV

The nastiest thing about vega is that command throw Izumi drop, vega with meter can literally wait for Bison to stand up and put him in the 50/50 blender

I don’t think Vega has a literal blender as an ingame tool.

Jump back MP if he goes off the wall. Usually works. On the ground, blasts and zoning tools. Mk is good. If you go in, meaty crush on his wake up.

O yea. His stupid f+HP shenanigan is punishable.

Well I just slide under vega when he does dive, you get a free slide punish. I really don’t have an answer to him, I burn all my vtrigger for vreversal so I don’t have to deal with the pressure after roll

It doesn’t use two meters in this either.

Maybe in the corner. Outside of the corner, he can’t Izuna a back roll. Vega isn’t really that scary on wakeup, and is almost as linear as Bison. Vega is at his worst when he has both a CA and V-Trigger available. If he’s not been spending any meter at all, then you already know what he’s going for, and it will take a while. Other than Zangief, command throw range in this game is rather shitty anyway. Plus, if it becomes a guessing game, and you guess correctly, cr. short > Izuna. But really, if you’re that afraid of getting the V-Trigger + CA combo done to you, then just eat the Izuna. It’s overall less damage.

-14 isn’t it? Not sure what Bison has to punish that with that will reach if he’s doing it at the correct range other than EX Scissor.

https://www.youtube.com/watch?v=fESoIGu34uQ

ex headstomp/throw tech/v-reversal OS

TIMING IS NEVER REVERSAL. If you do reversal EX headstomp you will lose to meaty throw each time.

Also video is raw/unedited, i am lazy.

Scenarios:

  1. Beats meaty throw. You tech
  2. Loses to delayed throw. You are thrown out of ex headstomp.
  3. Beats very delayed throw. You are airborne.
  4. Beats meaty attack. You block and v-reversal
  5. Beats delayed meaty attack. You avoid it with ex headstomp.
  6. Some times beats very delayed meaty attack. Depends on the hitbox of the normal if you are hit or not. Low hitting attacks will be avoided.

Other scenarios

  1. Beats neutral jump.
  2. Loses to any v-reversal baits (like blocked jab tick throw throw)

Notes:

  1. Make sure you go from down back to up forward as fast as possible. You dont want to get hit during the motion.

  2. Not even tried this in a match. Now idea how useful it is.

  3. EX headstomp is not a free escape. It will trade or beat with most anti air normals. Alternatively, you can cancel into EX devils reverse (no extra cost). EX devils reverse has startup invulnerability and is a good way to confuse opponents and make their anti airs and air-to-airs whiff.

Can you explain this Vega tech that I need to worry about? I haven’t played a good Vega yet so I don’t even know what I should worry for. I counter all wall jump things with jump back mp mp. What is the V trigger + CA combo you are referring to? is it like inescapable in some situations or something?