Psycho Science: Fundamentals of Dictator and more! (Learn here)

Kinda random, but you can actually throw gief out of running bear grab (non ex).

Tony is leaking SSFIV pics :stuck_out_tongue:

anywho, to nail Blanka’s ultra, it’s all about timing. Head to head, YOU WILL LOSE. But if you wait till it’s about to hit u, then let loose, he eats feet.

That’s one of my favourite parts of Blanka matches. Get all up in their face when they have ultra, and are knocked down, then teleport backwards and wait for sweet sweet punishment. It’s even nicer when they charge the ball up, giving u time to wait.

Also, I’m 99% sure it’s the law that when you bait out his ultra with a HS, and you end up landing behind blanka (which always happens), you absolutely must taunt.

Nothing like seeing Bison laughing with all the crazy lighting effects

btw, that pic is my desktop background now :stuck_out_tongue:

anywho, to get back on topic, how should I deal with blocked FADC’s as Bison? Is it character dependent or is there a general strategy???

btw, i am referring to when characters (mostly Ryu and Sagat) will start a combo, then FADC while I block, and rush in with either shoryuken/TU, or throw.

Do I have time to punish on a consistent basis, or do I need meter, or what? Teleport?

Fuck, I can’t wait to get a new 360…

Typically when people FADC forward after a move they have frame advantage, so you’re already at somewhat of a disadvantage. The best strategy is to consider the situation, and the other players options following the dash. I’ll use Ryu as an example. This is also assuming that the persons follow up is well timed, and they don’t get lazy. Lets say he does a shoryu, you block, and he FADC’s. He can:

-Go for a throw
-Start a combo/block string
-Do another shoryu.

At the beginning of the match, people will typically alternate between option 1 and 2 (favoring 1 a little more). Nothing bison has really beats the first option, aside from a very well timed backdash or teleport. Option 2 can be beaten by beaten or escaped by ex moves, although they can bait those if you get too predictable. IMO, you should always try and tech the first attempt if it’s early in the round (Greater than 60 seconds and 60% health) and they don’t have the meter for anything really damaging. Most likely, they are gonna throw, and if they don’t you learn a little about their habits and don’t eat too much damage for it. If they decide to throw number 3 while you both have decent life and without meter or ultra, they are basically telling you that they like to take risks, which you can use against them. When you really need to watch out for the third option is when you both have low life and a shoryu will finish you, or when you have a life lead towards the end and they have ultra and 2 stocks. At that point, option 2 and 3 becomes more appealing to the ryu player, as a solid combo or shoryu can end it, or at least turn the tide in their favor. In those situations, if you have the life lead just block. Better to eat a throw at that point than a FADC > ultra, and if you block the shoryu, you can punish and finish the round. If you’re both almost dead, it’s basically a guessing game, so hope you guess right.

The best defense honestly is to make the other player burn meter. If they have those two stocks, try and get them to lose one before rushing them down. They’ll think twice about throwing out that shoryu if they don’t have the free escape they get from an FADC.

To summarize:

If it’s early, tech
If you’re winning, block
In general, try and avoid shoryu range if they have the stocks, and make them burn some before rushing down.

Also, just an FYI, if you have low life left and they have full super, don’t try and bait out a shoryu. Shoryu > fadc > shoryu > fadc > shoryu does something stupid like 100 chip damage, and theres really not a lot you can do about it.

does mashing back teleport even work reliably enough? How strict is the timing to exPC when they attempt it???

Dunno about mashing teleport. It might work, but I usually don’t take the risk.

EX PC can be thrown out of. I would avoid it unless you know they aren’t following up with a throw or an ex-shoryu, which will also win. If you are trying to do it to beat a poke follow up, it really depends on what they are throwing out. A cr.fwd will get beat pretty easily, where as a crouching jab will probably give them time to block.

Just a random tidbit of info: I lost to a strong AZ Blanka player called Rickdawg because he ticked me to death with a reversal wakeup Ultra.

After I lost that match, Sabre came up to me and told me I could have Ultra’d in between (during Blanka’s Ultra) and won the match.

When Blanka starts the Ultra, it initially hits low, then the ball goes up, hits high, and I think the rest can be blocked either high or low (during the actually rolling towards you part)

Right when it initially hits low, then he goes up, you can Ultra Blanka on his way down. The timing is quite tight, but it’s certainly possible. The only way this doesn’t work is if Blanka does this literally the pixel RIGHT next to you, if you try to Ultra, you’ll go past him.

Other Alternatives are to EX DR out (You only take the initial low chip, still somewhat risky because Blanka can just roll in place). Generally anything else trades or loses (like teleport behind Blanka during his Ultra is pretty damn risky, especially if he spins in place)

Overall, it’s nice to know it’s possible, but if you can, it’s easiest just to block the Ultra and Ultra right back, just make sure you have enough life to survive.

Regular Rainbow ball will beat Ultra if it hits in between the 2 knee press animations of Bison’s Ultra. Super situational and just poor timing on my end w/ the counter. But apparently possible.

The 1st hit of Blanka’s ultra does no damage.

You can also do your ultra right after his ultra freeze ends. Its pretty free since you can start charging during his ultra freeze due to the fact that inputs still count during the freeze.

just tried out a few things last night.

neutral jump fierce beats out air tatsus with proper timing. not very strict. akuma, ryu, ken.

i’ve managed to beat sagats jumping strong with neutral j. strong. my first attack with this in several months of owning the game!

neutral jump forward is really a good tool for keeping enemies in corners, esp ones with airthrow. instead of following up corner blocked scissors with more scissor loops, i like to either headstomp or neutral jump. here i find neutral jump forward more successful than roundhouse because of the angle and leaves you at good distance for using more cr.lk or forward pressure into scissors again if you wnat to. also does indeed work wonders against honda. was very surprised when his headbutt ate my boot.

a mixup that works on ryu (in training mode as the dummy, wouldn’t really recommend using this on a shoto in-game but you could) : after a crossup j. mk and a cr.lk, you can neutral jump mk and hit at the tip, land and hit cr. mk xx scissors. works when all hits land, proper crossup spacing for it to hit on block, otherwise the cr. forward might whiff. roundhouse whiffed when i tried it. good for making an opponent block high, low, high, low successively all while worrying about throws. if you can hit confirm the neutral jump mk, you could cr. strong instead of a cr. forward for more damage.

a technique for the corner: i stopped using scissor loops except maybe once a match. neutral jump can punish too easily and lead to throws, combos, ultra, etc. not worth the risk. after applying some pressure in the corner, walk back after a knockdown against ryu or whoever (preferably a shoto) and bait a jump. a lot of players seem to be quite jump happy against bison and if you get at the right position you might entice them to jump in on you at which point cr. fierce them. works well against sagat’s j. mp, ryu and ken’s roundhouse especially.

against gief: i hit a lot of cr. fierces against gief jump ins from very far away, from spaces where gief would whiff his attack if i didn’t do anything. so yeah, if gief is too far away to jump in on you but he jumps forward, try to fish with a cr. fierce, when you land it from a good distance you’ll be surprised. i find that i trade a lot anti-airing gief which imo isn’t good in this matchup. you want a clean anti-air and i’ve found cr. fierce works maybe better than roundhouse. whereas with roundhouse i’ll whiff against gief often anti-airing or trade, i almost always either trade or beat clean with cr. fierce. if you whiff a roundhouse you eat a combo but if you trade with gief then you’re back to square one.

corner and wake up games are an important part of Bison’s offence and this is where reads come into play most heavily. Ofc if you play online you are against an anonymous person most of the time so you have to adjust in game. ANd if you have like zero prior experience against the person and therefore no read you would probably do best to assume they play a certain default style. Anywayz, yeah in the corner, neutral jump could work but if not distanced right you’ll just eat a shoryu anyway. I find even good players will shoryu a lot when you’re pressuring them heavily. So one of the strongest things to do when you’ve got htem into the corner is feign meaty c.lk or c.mp and then just sit back and wait for the DP to fly. If they don’t DP try to light scissor kick them on reaction because its safe and they’re just sitting there. If they’re really acting all paralyzed c.lk into throw? Anyway I wish we coudl have a thread devoted entirely to Bison’s corner game. We would go by match up and talk about our opponent’s options in the corners, and what options beat those options. A knowledge of this tree of available options and counters would aid you in the guessing game that is offence on wake up/corner.

Yeah I the neutral jump has to be timed correctly also so it’s important not to force it. I just want to lend some advice on balrog. If you stay right outside jab or mp range the match up is totally in your favor. He cant jump because you can st.rh the beginning of it and you can focus his sweep.I haven’t had any issues with dash punches. I try to stay in this space now against him. Footsie and spacing is all Bison has so I don’t know why we dont talk about where you want to be spacing wise in certain matchups and situations more and why. Also jump mp hits those pesky runaway hurricane kicks and keeps them in front of you in the corner.

You can only beat tatsu in the air if the kick hitbox is away from you, it’s too random to pull off in a real match.

those air tatsu’s be raping me when someone realizes they can use them effectively against Bison. I haven’t really found a way to beat it yet, besides trying to bait the tatsu than punish once they land

Hehe, I don’t have any answer against them either. My best bet is probably vertical jump to hopefully bait one out and catch them on their landing with a s.HK to the back of the head.

I don’t suppose nj.strong can hit it cleanly everytime? I mean, fuck, we gotta find a use for that move other than doing it post-win.

just regular horizontal tatsus can be beaten, if they’re already in the air coming towards you s.rh works well. if they’re going through you and crossing up, if you they’re still in animation as soon as you’re outta block stun you can cr. fierce. cr. strong or maybe slide timed to their recovery. you can also stuff tatsu on startup. all situational obviously.

air tatsu, top screen, I use neutral jump fierce. i think ive been cleanly beaten once with the air tatsu, otherwise i trade or beat cleanly. i use them in matches online and off successfully. its a small risk really, less of a risk than throwing a shoto on wakeup imo, and if you can land them once or twice in a match you can stop them from doing it too often. i’d recommend using it and eperimenting more with nj. forward and nj. fierce. im finding them to be very useful and rarely use nj. roundhouse anymore.

nj strong i’ve only ONCE used and it was to stop a jump in by sagat. i think it was his elbow or jump strong, but i was like a char distance away and nj. strong for some reason and beat him. i think it was just a random hit, i haven’t found any uses for nj strong that can’t be satsified by nj fierce.

Anyone using j.mp cr.mp into cross up PC I have been having success with that. And if you have a game in the bag and want to make someone look foolish j.mp j.lk (if done correctly you will cross up above the opponent to the other side) bnb.Just some hijinks I do.

dude, it has 2 uses

  1. post win awesomeness
  2. punish kens ultra

that’s it!!