M. Bison ftw (Dictator Thread)

If he is splashing you in the corner then you’re fucked unless you have a super ready. There’s no other escape.

I’ve gotten out with a well-timed knee press in the past, but only versus Giefs with terrible timing on their jumps.

Def does from a distance. I dont think it works when done up close though.

Most of the fight is in the anticipation. I usually turtle him since the hands are something that you have to watch out for. I make sure to mix in plenty of head stomps for variety. If you’re at full screen just wait a bit and try to guess when he’ll headbutt, then jab crusher. Hell, or you can just react with s. jab. A lot of the time you can just stand back and rapid fire jab while maintaining charge, and if they start to walk up, Knee Press him (safe version!). Make sure you do it before he tried to do the hands though. This fight is very winnable now with Honda losing stored super and his Ochio trap, you just have to get into the mind games and go from there.

Yeah, I’m familiar with the CPU’s hijinks. Walk up flash kicks, double fireballs, etc. I was just wondering if this particular instance was something that was possible, because it was a really cool way to use head stomp. Like I said, it was just like a Blanka ball, except even safer! He actually managed to land head stomp > skull diver > s. strong on me for a dizzy combo because of the low height. :looney:

Yeah, you’ll get stuffed doing it up close most of the time. :S

hey yall, im new to these forums but I like HDR. My main is bison and im decent at best. Im trying to get better at this game and I was just wondering if there are ppl on here who dont mind me added them to my xbl friends list.

Is there anyway to punish a blocked crossover? Normal AA moves aren’t working here cause of the fact bison faces the wrong way when I do standing jab or c.HP. I can’t tell if it is the leetest thing or scrubbiest thing to do to just crossover everytime someone goes down. It’s like I know it’s coming, i block it easily, but I have no way to punish as I would against the same move normally. Thoughts/help? Just to make it slightly more character specific, I find a lot of ken’s doing this… I’ve gotten in a few annoying situations where they seem to land at just the right distance to just jump back and cross me over again… It hits (eventually) and does a load of damage.

Also, against non-shoto characters, does he have anything better than s.jab as AA? I love baiting shoto’s by just crouching and they decide to jump attack me and they eat a c.HP. But against non-shoto’s this hasn’t always been so high-yield, and s.jab if whiffed even once makes me eat a full combo, and in some cases (such as if I’m playing against dic) a combo to dizzy -> death. The jab damage just doesn’t seem worth it risk/reward atm… Am I just not throwing it fast enough and it is actually much safer than I think it is?

Another question, AA-wise, c.HP and s.jab have worked decently for me if they jump in from far away (s.jab here moreso), but what should I do if they are coming down on my head? (Such a scenario as would be me in the corner on the ground and then I just blatently see them jump while I’m still down, I get up and they are coming down on my head).

My last question involves anti-slide noogie/anti-jab throw (T-Hawk). I played against a lot of T-Hawk players and Sim players who just jab/slide at me and go for the tick throw. It’s like I know it’s coming but for some reason I can’t seem to throw them first after the jab they throw (moreso against T-Hawk where I eat his painful command throw). I’ve pretty much given up to just jumping backwards when I see them walking towards me (Painful against sim), as I know I’m just going to get jabbed then thrown. If I jump in place usually the tail end of the jab tags me and I take damage. Is my timing just not fine enough? It’s really hard to jump in the small space of time between the jab and the throw (i’m usually still in block animation)… Thanks for the help

Every time Bison knocks down it is pretty much 100% safe to cross him up, if your timing is good. It is “elite” to do so. Or to do some other kin dof wakeup shenanigan, since he has no damaging reversal.

For Bison you have a few standing antiair options – stjab, stfierce, d.fierce, d.mk, can all antiair situationally. Slide, too, sometimes, and scissor kick and jab pc can also do it.

However, you will do a lot better if you learn his jumping antiairs too. It’s necessary for some matchups (vega, chun, blanka). J. mp, mk, sk, rh, lp are all situational antiairs. J.mp is the best overall and getting good at antiairing with this is essential to a lot of matchups.

I finally found a way to counter those pesky shoto Hurricane kicks. It seems like the slide was indeed the answer. Dictator’s hit box on the slide keeps him from getting hit, and if you time it right, you’ll knock them down for free. Heh, earlier today I did this to a Ryu player and sort of dashed through him. It was like some sort of fucked up version of Gen’s dash super in Alpha. Anyways, even if you mistime the slide and do it early, it is still fairly safe. You won’t get hit, and will recover at about the same time they do. I find most shoto players either sweep or go for a throw after a Hurricane Kick, so it is fairly safe to attempt to throw them when they land. Heh…who would have thought…the slide actually being safe…

It is pretty “elite” to go for a crossup on a knocked down Bison. You can do that shit nearly for free, unless you have wicked timing on Devil’s Reverse. Sometimes it can be hard to distinguish a jumping scrub from an experienced player who knows this…that is until the experienced player TODs you.

I need some assistance here. I’ve been playing Super Turbo seriously for about 3 weeks and I transitioned into HDR about a week and a half ago. I’ve been practicing a lot with Dic and decided to stick with him. The thing is, I can’t pull off any combo other than cr.forward into PC or SK for the life of me. What gets me is landing a st. short after a cr. forward. Is there some kind of odd timing I need to get used to? Do I need to press the short really fast after the cr. forward, or wait about half a second? If anyone can explain in detail, I would be most greatful!

Go into practice mode, hold :db:, hit :mk:, then slide your thumb to :l: (if you’re using a pad) and hit :lk:. Keep doing that until you get the timing down. Don’t mash any of the buttons.

Thanks for the reply! Now I notice you added a disclaimer about using a pad. What about if I’m using a stick? I’m using the Fighting EX 2.

Same deal, just push the stick up a bit so it’s going :l: instead of :db:.

Just so you know, Crouching Forward, linked Stand Short will NEVER Combo with Bison normally. It only combos off of a Meaty Attack. You have to hit late with the Crouch Forward when they are getting up.

Stand Short into Crouching Forward WILL combo at any time, however.

  • James

Ahhh, I see now. I had it backwards all along! xD Thanks a lot for the info guys!

Ah, damn me for my oversight! I apparently had it backwards all along as well.

I’ve been practicing for the past half hour and I’ve managed to hit it about 65% of the time. Going to keep working on it. Another question though. Doesn’t the TOD combo have 2 standing shorts in it? If it does, it seems crazy inconsistent. Any trick to landing that one? Thanks again!

j hk, cr mk xx psycho/scissors
j hk, s lk x 3, s hk

Those combos will dizzy.

For some reason…I have trouble executing some of Bison’s combos that require a charge. I’m no stranger to charge characters… but for some reason I jump in and do the j. hk into w/e and when I get ready for the scissors/psycho…it won’t come out.

Are you holding :l: as soon as you start your jump? The beginning of most of his combos should have an input that looks something like this: :uf::l::hk: -> whatever

If you’re holding the charge during the jump in and still not getting it, I had the same issue. Basically, it has a bit of a odd timing. You have to input f.punch_kick motion slightly faster than you have to for the st.short —> cr.forward. Thankfully, Tekken has gotten me used to odd timing like this.