The Daily Matchup

I have a lot to say on the Bison matchup but I didn’t want to post it until we actually got there in terms of order. It looks like order is out the window now so I guess I’ll do the Bison mini-dissertation now.

Victheslik is, in my opinion, among the best Bison players in the US, and he’s definitely one of the best on the West Coast. I’m privileged to have a lot of play time against him.

M. Bison - Slight Disadvantage

In general, I have the same feelings about every match that pits two charge characters against each other: whoever gets put in the corner first or stays there the longest, loses. The Bison matchup highlights this perfectly. Bison’s corner pressure with safe scissor kicks is very good, and he can punish you for pressing buttons. My goal in the match is to keep Bison on the defensive - if you can stay out of the corner and continue to force Bison to lose ground, he loses a lot of his offensive capability.

This is hard to do because of Bison’s really good mobility. He is tied with Chun in walk speed, his forward dash covers a lot of ground, his sweep (slide) moves him forward quite a bit, and basically all of his specials allow him to gain ground. Without meter though, Bison’s approach options are more or less restricted to jump or safe scissor kick. You have to seize this opportunity. df+LK is pretty effective against Bison, and is basically the only anti-air I’m not afraid to use in the matchup. He has buttons which beat other anti-airs (for example, I’ve never seen st.MK win against Bison’s j.HP). cr.HP and cr.MP are sometimes effective but your mileage may vary.

I like df+LK because it sets you up for an EX Legs juggle, which, for me at least, is the crux of my offense. Do the EX Legs safe jump (just hold up-forward). If he has meter, empty jump and LK Hazanshu on landing. This beats throw and will go over reversal EX Psycho. If he doesn’t have meter, then j.HP~HP optionselect HK Hazanshu. This will beat his back teleport. If he front teleports, that’s fine. You are back in the neutral game and start over.

Outside of wakeup situations, don’t jump against Bison. His st.HK is deceivingly good. His cr.HP also functions as an anti-air.

If your situational awareness is good, you can differentiate Headstomp from Devil’s Reverse. When he does Headstomp, he gains meter upon leaving the ground. When he does Devil’s Reverse, he only gains meter upon actually doing Devil’s Reverse in the air.

When Chun gets knocked down, Bison has a pretty surprising number of options. A good Bison player knows the safe jumps that will stuff Chun’s EX SBK. I wouldn’t rely on it as a wakeup in this match against air pressure. Against ground pressure it does just fine. After landing a knockdown or a throw, Bison has really ambiguous jump-ins. If you are unsure which way to block, my natural instinct is to assume Bison wants to put me in the corner and block accordingly. He also has ways to make Psycho Crusher cross up. It has a particular timing though because it will feel late compared to one you block in the front.

Let’s say all of this goes down the drain or he lands a couple lucky EX Scissors and now you’re in the corner. Defensively, I seldom tech against Bison. I’d rather eat the throw unless it’s going to kill me. If you do tech, stand tech, do not crouch tech. Also, Bison has no overhead, so down-back is safe. After blocking a scissor kick in the corner, cr.MP and b+MK are your friends. They are range dependent, but are the most reliable answers I’ve seen to his follow-up pressure. Try not to press a button if you think it will whiff. st.HP and cr.HP work sometimes as well. Bison’s forward dash is also really good, so be aware about sticking out slow normals. In footsies I like to forget that the HK button exists because I have had it FA dash punished so many times.

When pressuring Bison, he doesn’t have a good answer for instant headstomp into crossup j.LK. His anti-airs don’t start up fast enough to hit you out of j.LK at that distance (if he tries he will get stuffed or counter hit) so he has to block, walk back or teleport since he loses his charge.

I pick U1 in this matchup to keep Bison honest. It will punish his Devil’s Reverse (though if he does it full-screen he can fly far enough back that this will whiff), punish EX Scissor and slide if not spaced well. If he does EX Psycho THROUGH you and you block, auto-correct U1 will work as well. That said, I can certainly see the uses for U2 and wouldn’t blame anyone for picking it.

Good advice-- I also play Bison as an Ultra I match, but could go either way… Ultra II can punish EX PC on reversal as well.

I do use st. mk against bison

they really are like wtf when I do it against the j. hp lol

Just went into training mode to practice the auto-correct u1, takes a while to get used to the delayed timing you have to use to get the whole thing.

Good shit though!

you can use that to punish several things actually not just bipson

An easy timing for it imo is to buffer in b, f an additional time before pressing all 3 kicks.

I’m actually in conflict of using U2 over U1 in the match because even though I know the punishes with U1, I haven’t been able to get them off much lately vs. my friend when he plays Bison. He rarely needs to do devil’s reverse and he’ll actually FADC EX Psycho Crusher and EX Scissors to keep them safe. Now if it didn’t always seem like he either has a lead or the same amount of health as me during the match, this loss of meter would be good enough, but I’m starting to feel like I can’t afford to be sitting on charge when I have to fight for the lead this often.
If U1 corner juggled on Bison, I’d stick with it, but for a little while I’m going to try out U2 in this match to see if it works out better against this level of safeness.

Against meter building devil’s reverse I found that you can walk all the way over and anti-air it with st. HP on the way down, but if he moves in with it instead of running away, you’ll have to switch it up with cr. MP/MK.

When I’ve been playing against Yagami I’ve been using U2, but I’m going to try U1 now for a while because of the sole reason that it punishes ex psycho.
You can also pretty consistently hit ch st.mp in the matchup so there’s always that too.

if he is burning meter on fadc from ex crushers then sorry but that’s shitty bipson right there

he is using 3 meters just to chip you… lame level up

and I’m pretty sure that backdash is not safe at all… dashing forward is another history

I agree, I would rather have him burn that meter once than having to bait EX crusher out three times.
Even when it’s punishable with U1 he can choose to eat the u1 punish early on so that it’s only 280 damage or so and then not have to worry about it for the rest of the round.

But from what I can tell this matchup is going to play very diffrently in ultra from how it is now.

my opinion on this matchup changes as much as skatans profile pic

I was testing and ex scissors fadc backwards is u1 punishable ex crusher fadc backward is punishable with super

you can mash legs against scissors fadc to punish it but it won’t work against ex crusher

So, we got pretty far with this thread until it slowed. Does anyone have any matchup tips against Rose? It seems a pretty even but I feel Rose can make chunners come towards her with a better fireball game. I have had alot of success with crmp and bmk in footsies as whiff punishes, my goto punish for badly placed slides is crlk xx ex legs.

I believe this is an ultra1 matchup because of the fireball shutdown and the risk of punishing crmp xx spiral/fb

I also try to punish roses’ sweep with u1

It’s even – footsie wars and not jumping to the max (she’s floaty, you’re floatier and also one of the rare times that Rose may opt to use Ultra 1). It’s practically mirror match #2. Also note that Soul Spiral is a breaker.

Chun U1 is good. If you fireball and she reflects it, you can actually respond with ultra. For Soul Sparks, sometimes you have to dash Ultra.

I like to conserve meter against Rose and build up my super - it punishes alot of her shit. I know it punishes a lot of shit in general, lol, but against Rose players I seem to land it pretty easily, generally after blocked spirals or sweeps or bad slides. In most matchups I tend to blow meter on ex legs or ex sbk without much thought but I recently started actively conserving it against Rose and it’s definitely getting me more wins against her.

Yun’s Dive Kick.

https://pbs.twimg.com/media/BaAqku4CAAAYDMC.jpg

Fuck you yun.

Sure that isn’t from AE?

Yeah, I got the chart from the Yun boards and it should be 2012. According to Yun boards, it was adjusted to have 2 more stun, but also 2 more landing lag. Here’s the thread with some pretty decent info: Yun Divekick Chart (It’s safer than you think!)