M. Bison ftw (Dictator Thread)

You are 100% correct. These threads are meant for helping one another and improvement so I’ll break down Blanka’s side of things below. (keep in mind that I’m terrible with terms and techno babble. I just know what works for me)

Unless you have reason to go for a better option, start the round with a jump back LK, it means that blanka has no attacking option to get close to you, it hits his vertical roll on the way up, everything else he does misses, and if he does a fast horizontal roll he’ll cross under you, you’ll hit him out of it on the ground and can block string or combo into a st.lk, st.lk, st.lk chain and throw him or tag on a standing HK or MK if you’re confident with that chain.

OK, this is a good tactic to start things off but here’s what I do to counter that…
Fast horz ball and mash electric so that Bison lands on it OR if I’m quick enough, I’ll hold back and press FP for a bite.

Standing jab stuffs all of blanka’s vertical balls clean. Blanka’s main aim in this match is to get in on bison and start his jumping short bullshit.He can tick throw really well, and he has a devastating low forward, low forward xx vertical ball combo he can hit confirm into if he gets a low hit. Stopping him from knocking you down is absolutely crucial, because his corner mixups are scary. Look to slide out from under repeated jump in LKs, or jump back LK to anti air him. Bisons diagonal Jumping LK will beat most things in the air if you’re higher than the opponent. Because of it’s hitboxes, and it’s priority you’re fairly safe if you’ve jumped before the opponent or are higher in your jump arc, and regardless it will beat a lot of things clean even if you’re not. It’s one of his better normals and is under utilised IMO.

Again good stuff but Blanka’s game is about closing the gap and if he does. Your options are severely limited. Here’s a freebie… if Blanka is biting Bison and Bison is in the corner. The natural thing for most Bisons to do is to jump up with a kick or MP. Blanka’s counter is to also jump up and smack ANYTHING Bison throws ot with FP. It’s so nice. :wink:

You can bait his vertical ball and hit him out of it with diagonal jumping forward from the front, your timing has to be good though, don’t try meaty jumps or safe jumps on him, his up ball is active on the 1st frame, he’ll win every time. If you want to bait his up ball, jump later than you normally would, so you’re in mid air above him when he’s waking up. Crossing him up is very risky, i would steer clear of it, because a knockdown from an up ball at that range could be very costly.

The arc of the rainbow roll counters the diagonal jump counter. Also works wonders vs Vega dives. Expert Vegas know how to stuff vertical balls but they get smacked out o the air by the rainbow roll because of the arc.

Once you can keep him at a distance when you want to, and make him afraid to roll at you he’s completely harmless. If you’re full screen away, a great trick is to spam standing jabs, and particularly standing medium kicks, because those will beat all of his vertical balls, and will mean that he can’t go for a short roll or a short roll into bite, or a hop, to close distance. The only way he’ll be able to get closer and keep charge is to jump. When you see him advancing get ready to use J.LK and particularly J.MP Juggles to catch him out of the air, and try to throw out meaty low forwards, standing forwards or standing roundhouses for him to land on afterwards.

S. jab far away is good but you better be crouching when you do that. I sometimes advance with j. roll into slide for a fake and knockdown. Then the fun begins. :slight_smile: Or I’ll use the opportunity to build up my super. Which makes it worse for the Bison player. Now you REALLY get no free jump-ins.

When you get him knocked down, close standing LK tick throws are REALLY effective against him (thanks to maverick and Jigglynorris for that tip). Keep mixing up how many LKs you do before the tick, and he can really only try to guess when to counter grab you.

Standing LK is good but again can be countered with Blanka’s bite counter. For the S. LK to be efective, you must do them in tight sequence and minimize any gaps in between LKs. That being said, the mistake most Blanka players make when trying to counter with a bite is to hold forward and FP. That is not good. I always hold back and FP. I get better than 50/50 results with this counter.

If he does get a bite on you, you want to try to mash out of it for a bit, but be ready to use jumping MP juggle instantly as soon as you’re free. Blanka will bite you then jump in with jumping short to reset his tick throw trap, you HAVE to be able to escape this. My default action here is mash/wiggle for 1-2 seconds, forget about keeping charge, and then just hold either up+back or up+forward depending on my position and get ready to hit J.MP as soon as i can after landing from the bite. You have to be quick, but there is a small gap that you can use to escape after his bite ends.

This strat is good but Blanka’s counter to your escape suggestion is for Blanka to forward hop after the bite and then vertical ball. He gets right under you and knocks you out of the air. I almost never go for j. short after a bite.

**Use lots of pokes, especially low forward to build super meter, and keep your super in case you get cornered, don’t throw it out randomly or you’ll waste it, and if blanka throws out his super randomly (which he shouldn’t), DON’T JUMP. Take the block damage if you can, devil’s reverse if you need to do something to get out of the way, or as a last ditch effort, wait for a second or 2 so he has to roll, and then jump forward over him and hope he doesn’t hit you.

There is no jumping away from Blanka’s super. You MUST take the block damage or hope to poke him out of it. If you wait and anticipate your jump even perfectly to escape the super, Blanka can still counter with a RH vertical ball to still get the knockdown. I do this ALL THE TIME. This strat works great vs Sim players as well.

OK, that’s my 2 cents. Now you gotta find counters to my counters. :wink:

All of this is really good stuff. Some of it is really clever. There’s a lot of it i have no answers for because it comes up so little or because i’ve never seen blanka players using it. I’m sure other players will chime in on some of it, but here’s what i can do to beat or get round a few things you mentioned.

I usually use J.MP or Neutral jump roundhouse in this situation, but If i see blanka players getting clever and doing what you mentioned i’ll mix in either a slide or a short fake slide under his jumping FP, depending on what i want to do. I can escape completely with a full slide, or i can get on the other side of you with a fake slide, corner you, and start whatever pressure i want (crouching forwards, crouching fierce, st.LK tick throws, etc). My preference is going for the full slide corner escape to get back to a nice distance away from you, you can’t close that kind of space quickly enough to catch me because my “cross-under” takes away your back charge for your fast ball, and you’re too slow to catch up to me with anything else, so i’m back into “spam jab and standing medium kick” territory.

This situation is definitely blanka’s sweet spot for the matchup though. The corner is bison’s worst enemy, and against blanka it’s basically a guessing game for dic whether to jump, block, or go under, and no matter what dic needs a bit of luck to turn it around. Blanka can punish a wrong guess either way, so dic has to get lucky here.

This is why having the right spacing in this situation is crucial for bison. He needs to stand rather than crouch for this tactic, (foregoing his down charge in the process) because his standing jab has much better priority than his crouching one to stuff fierce rolls, and because from the right distance his standing medium kick is perfect for stuffing your jab roll before you ever get to slide at him, whereas his crouching MK is beaten by a fierce roll from you every time, and his crouching jab trades badly or loses clean to one. Dic’s standing atacks at the right range are much better than his crouching ones in this situation.

If he’s just a little less than full screen away from blanka, (about 3/4 of the stage away) and spams jabs and then standing MK’s fast enough he can tag blanka’s roll, and usually hold a back charge without moving back too much at all. If i see a blanka player using this kind of “stand off” to build his meter by back hopping or whatever, i still have the option of throwing out a RH scissor kick as a ground attack poke or an anti air, because i’ve been holding my back charge the whole time. I may get away with tagging you on the ground with the second part of the SK, but even if i miss i will usually be fairly safe on block if i had my spacing right. A fierce crusher can work as an anti air for this tactic too, but is much less safe. It’s a good option to get a KO on chip damage though.

I’ll often use standing jab spam to bait a blanka player into doing a jab roll into slide in this situation. I’ll stand there jabbing, with a big “check out my legs, they’re wide open” look on my face, and then just knock him out of his roll by switching to standing medium kick. If he doesn’t roll and jumps forward instead i have any number of options to anti air him from that distance, and will usually get a clean hit, or a favourable trade at worst.

OK…got any counters to my counters to your counters?..:wgrin:

Good stuff indeed.

No need to come up with anymore counters to your counters. I already have 2 options at my disposal for every situation and a third if you want to count doing nothing at all as a counter. So, now you have to guess what I’m gonna do. >:D

This is why I love SF.

OK…we could go on forever here. There’s only one way to settle this…Send me a friend request.

IT’S ON!! :rock:

DAMN STRAIGHT! :nunchuck:

I’m having a stupid day. Can anyone explain to me why this shoudlnt work? I’m trying to get a combo with super in it that works.

deep J.Rh, while charging back.
cr. forward (using down-toward), hold the button down
back on the joystick, towards on the stick, and negative edge forward kick for super.

is the charge time simply too long, or is there another reason this doesnt work?

I hate to beat a dead horse.

Just before the crossup attempt at 1:15, there was one just like it at 1:11, only dictator used scissors and got reset into the one at 1:15, the timing and distance look identical, since the reversal frame passed on each one without a reversal. Yet the second time instead of scissors, NKI used DR and may have very well saved himself.

Maybe the DR didn’t save him and maybe it did. Could be that the scissors moves his hitbox backwards.

Anyone got scissor hitboxes?

Are you being rhetorical?
http://www.pedantic.org/~nate/HDR/mbison/scissorshort.html
http://www.pedantic.org/~nate/HDR/mbison/scissorforward.html
http://www.pedantic.org/~nate/HDR/mbison/scissorroundhouse.html

I didn’t know if you captured them or not. :slight_smile:

http://www.pedantic.org/~nate/HDR/mbison/dr.html

If you look at both its very possible that DR was responsible.

Dude that will never work not enough charge time for the knee press, it takes about 1 amd a half sec for the knee press to charge

According to T. Akiba’s numbers the super takes just under a second to charge at turbo 3. Because of hit freeze, there’s almost enough time.

Cross-up Roundhouse
Crouching foward xx super

is theoretically possible, but you’ve got to cotinue charging while the forward is coming out, and then do the super motion during the hit freeze.

A lucky pause has convinced me that the cross-up jump just before the whiff 1:15 was early. The kick didn’t hit because Bison was still in his getting up animation. Deejay had already been on the ground for at least 3 frames when the DR came out.

Yes: if you cross over then do two slow LK tap’s then the cr.MK you can do the super because by tapping slowly on the two LK gives you enough time to charge the Super, but if you jumpin kick land infront of the person and then cr.MK then try to super theres just not enought time at all

I’m with Mavrick on this, there just isn’t enough charge time. Aside from that i don’t think you have the sequence of inputs correctly even if you did manage to be charged up. Your crouching forward should be hit & held down LATER in the chain. Check out my posts a few pages back for a discussion on comboing from crouching forward into super. The motion to do it should be, charge down back, go to down forward, then go to down back and hit MK and hold it, then go to down forward again and release the MK for the super while the opponent is still in hit stun from the MK.

For your combo to work you would have to drop your charge and hit forward to begin the super motion above while you were still in mid air striking deep with the roundhouse, or just fractionally afterwards (so as not to interrupt the super command with any other non negative edged inputs) and then complete the motion as above. There just isn’t enough time, you would have less than a jump’s duration to charge before you dropped your charge and begun the whole sequence. Even if you were lightning fast going from the “jump” command to the “charge” position, bison’s jump arc isn’t long enough for what you need. You have to put some more attacks in there after you land to give you more charge time.

I would go with the combo mavrick sugggested, or try getting the hang of the one at 4.50 in this vid: [media=youtube]8tIh1ni026w[/media] , the crouching lpx2, standing lp xx super. That’s the most common way i’ve seen to combo into a knee press nightmare because it gives you time to hit confirm before you commit to the super.

Also, one of my faves during gameplay is, when you get a chance, to use a stun combo that puts you in the corner and them just in front of you (something like Jump in roundhouse, standing lk, crouching forward xx fierce crusher, which crosses up) and then walk backwards in the corner while they’re on the deck, so you have a charge ready. As they wakeup and are stunned right beside you, jump backwards (still holding your charge) and go for deep jump roundhouse straight into the super, and then tag on the 2 j.MP juggles. The window for it is tight, but it works beautifully and is big damage, you have a lot more time to charge in the corner so it’s easier to execute, and i find that setting up the positioning for it is a lot more practical in a real match than a lot of the other super combos you’ll see. A jump in attack from anywhere near the middle of the stage puts you in perfect position for it, you just have to have the presence of mind to sacrifice a little damage by going for a crusher on the end of your first combo instead of a scissor kick, because the crusher lands you in the corner.

It’s all about your comfort level with combos i suppose, and some guys are really amazing at them, but as far as i can see there’s no point being able to pull off amazing super combos that are dependant on things that are never going to happen in a match, because you’ll get the chance to use them so rarely.

I think winning the right position in a match at the right time to get an amazing combo like that is often the hardest part of landing it and dealing the damage, not the actual execution of the combo itself.

Looking for a Bison player to play against on the level of Dekor or better. I am in the midwest so my connection typically does well for either coasts. I use Sim and I am trying to understand the matchup.

Thanks in advance.

I’ll slap you around for a set if our connection is good. We should do at least 30 games in a 2 player room. I can play tonight after 8MST, so send me a message on Live. My tag is St1ffPeter.

  • Pete

That would be great man. And I’m serious beat me down, throw me, spam light kick, do whatever it takes. Like I said Dekor frustrates the hell out of me. If he wasnt such a pr ick I would play with him but dude has major issues so I have to move on. I will say though I dont know how he beats me to the throw every single time.

I really will appreciate this and looking forward to it. If you dont mind I would like to record the matches too so when you tell me what the hell I was doing wrong I can see it and try to improve.

Thanks again man.

Yo SP I’m back on the HDR tip now so if you want I’ll help you out as well.

Sweet Poison, I’d be happy to play you too. My gamertag is Zass30. I’m on west coast.

Much appreciated man.

Much appreciated man.

I really apppreciate you guys doing this. Like I said I plan on recording so you can critique me which should help me and any other Sims and hopefully it will show you a thing or two as well.

Thanks again guys. I will send requests shortly.