Bison (dictator) Thread

SystemSystem Joined: Posts: 508,676 admin
Susprised there isn't a thread for him already, but anyway here goes. This is gonna be more of a random musings than an actual guide, once the wiki is back up i'll write something more coherent.

Bison is an upper mid to top tier character. He does loads of damage, has some great normals, awesome throw and has few bad matchups. Despite his good points his he is a tricky character to use. With only his super as a reversal, your opponents are gonna put a lot pressure on in the air and in the corner aswell as on wakeup situations.

Bison has to take control of the match. Your main aim is to get a knockdown. He has alot of options after he knocks down an opponent (remember if your going for a meaty/tick attempt, then slide in after the knockdown to close that gap asap while keeping your charge):
-Crouching Forward is a beastly meaty, incredibly hard to reverse. You can score big combos off it or tick in throws. You could try comboing into scissor/crusher or ticking straight into throw or link a short or two into a throw. Even could try cancelling into a headstomp to mix things up a bit. In the corner a meaty blocked crouching forward cancelled into a crusher will cross up the opponent ready for a combo or throw.
-Tick throw with standing short or standing strong. Once again hard to reverse.
-Cross-up Roundhouse/Forward, allows for combos and standing short pressure and ticks. Example combo would be crossup roundhouse, standing short x2, crouching forward cancelled into a crusher. If blocked go for a throw after the first or second short.
-Headstomp and devil reverse are good attacks on a downed opponent which has a number interesting follow ups, such as walk in throw. standing strong also combos with the punch followup of the headstomp and dizzies quite often.
-Meaty super, good for finishing off opponent by chip damage or can setup some good pressure such as tick throws or added block string chip damage.

Bison's Throw is one of the best in the game, allows for lots of ticks and has lots of followups, regardless whether the opponent teched it or not, abuse it as much as you can. If opponent techs the throw you can walk up to them as they land, and tick into another throw with standing short. If they get used to that then walk up, crouching forward into standing Roundhouse combo. If they don't tech refer to the section above. Also if you manage to throw your opponent into the corner you can try a slide which ambigiously crosses up in the corner.

Even with a lack of reversal, bison does have some anti-air options. His Jumping Strong has alot of priority and combos into more strongs whilst in the air. Coupled with his incredibly long jump, as long as you can see the the opponents jump early you should be able to beat nearly any air attack. Straight up jumping forward/roundhouse also works extremely well. Also Jump straight up Short works well to hit sim's limbs on the way down. And at certian ranges scissor kick will also do the job.

Bison's standing forward/roundhouse is good for stuffing and trading with fireballs, aswell as following up a blocked scissor kick. Bison can do some serious chip damage in the form of block strings, nowhere near as good as champion edition days but still worth mentioning. Using scissors and jab crusher coupled with crouching forward, standing short, standing forward and standing and crouching strong you can make some interesting block strings to confuse and expose your opponent. Avoid extended block strings as these are reversal bait.

Combatting fireballs its best not to jump in, his air time is long so easy to anti air, so i suggest jumping straight up over fireballs and gradually walking forward and put some pressure on with your forward and roundhouse. Be prepared to jump mp on reaction though as opponents may try jumping at you if you get with their jump range.

Some combos you should try to learn are, obviously your jumping strong combo in the air. Try to land one, and jump again to get the other 2 (max 3 hits in total) when you have super. As you combo the super on their way down after the 2 hits.
Also jumping roundhouse, crouching forward cancelled into crusher is good damage and dizzies alot.
TOD (touch of death; does over 50% damage and dizzies) combo is jumping roundhouse, standing short, crouching forward cancelled into scissor for the dizzy 99% of the time.
Also the crossup cobo explained above, if its too tricky, try jumping crossup roundhouse into 2 standing shorts followed by a standing forward, not as damaging, doesn't normally dizzy but easy to do.

Thats all i can think of at the moment, hopefully some much wiser players can contribute.
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Comments

  • ShinVegaShinVega Shoryuken'n est. 92' Joined: Posts: 191
    -Dic's air strong can be chained up to three times, and is great for anti-air against fast opp. (ex. chun, claw).
    -Up + Short is a great air counter.
    -End most if not all combos w/short or foward scissor kick.
    -Use psycho crusher sparingly, I only use Jab.
    -Dic's Head stomp and Devil Reverse both have two distinct features:

    _1. If you start the special with a short/jab you can finish it with a fierce/rh and the damage will be dealt accordingly.

    _2. There are three distance settings for the initial input for each special (they can be used at any time no matter where the opp. is) UpAway, Up, and UpTowards. For the second input (while dic's in the air) can be controlled by holding toward/away once the desired button is pressed.

    Example. If guile is on the opposite side of the screen and you see he's going to throw a sonic boom (if you're already charged) you could press UpTowards+short to do a head stomp b/f he can counter w/flash kick. This can quickly be followed (while still in the last frames of the head stomp) by a fierce skull diver.

    These distances are very useful for tricking your opp.
    -Dic also has great throw range, and walking speed.
    -Dic's super is easy to combo and covers a large portion of the stage. It's also pretty safe and hits after the first 10 frames.
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  • SystemSystem Joined: Posts: 508,676 admin
    Almost forgot about the overheard in the corner. Jump and press Forward very quickly next to your opponent when have thier backs in the corner as they get up for an overhead attack.
  • SystemSystem Joined: Posts: 508,676 admin
    Old Bison is a good character?
  • KyokujiKyokuji Needlessly Perverted Joined: Posts: 2,926
    Don't see the point of using old Bison really.
    "Getting herpes on your face is not a cost-saving solution."
  • SystemSystem Joined: Posts: 508,676 admin
    I have two questions about Bison:
    1)In the Wiki NKI wrote that the Psycho Crusher can be used to escape tick throws.Is it true?
    2)What are the best and the worst matchups for Bison?
    Thanks.
  • ShinVegaShinVega Shoryuken'n est. 92' Joined: Posts: 191
    1) In order to counter a tick throw you need a reversal move, psycho crusher isn't a reversal; however, it does have 3 frames of invincibility so some ticks would catch you.
    2) Best match up for Dic is probably (considering an average for all ST character match up possibililties) Claw. Claw's best move is Flying Barcelona attack and can be easily coutered with j.SP This does require practice and reflex to perfect. Worst Match Up is E. Honda by far. If E. Honda locks you down at any point your screwed due to his Ochio Throw. His (dic's) weak point is that he has no reversal move (except for his super) and therefore makes escape impossibel unless the opp. screws up, misses hundred hand slap or etc. Never block a jump in from E. Honda otherwise you'll be set up for the following.
    REMEMBER: NKI also said (like any human opp. would say) every match is winnable!!
    No freely available material is allowed on this site, no exceptions. - ptp
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  • KyokujiKyokuji Needlessly Perverted Joined: Posts: 2,926
    1) In order to counter a tick throw you need a reversal move, psycho crusher isn't a reversal.

    No, but it does lift him off the ground.
    "Getting herpes on your face is not a cost-saving solution."
  • SystemSystem Joined: Posts: 508,676 admin
    Thanks for the advices!
    Can someone give me some help for fighting shotokans and Boxer with Bison?
  • Professor JonesProfessor Jones Joined: Posts: 213
    Every special move can be a reversal...
    And dic can't use the psycho crusher to escape tick throw attemps, because the sartup frames of the move are throwable, he doesn't leave the ground right away (same for scissor kicks). Dic's only option in this situation is to do a reversal throw (or a fast normal move if they are not ticking at point blank range).
  • SystemSystem Joined: Posts: 508,676 admin
    I thought I read that the first few frames of the psycho crusher were invincible, even though they had no hit frames. So, doing the psycho crusher as a reversal to ticks builds your super meter and beats really bad ticks, but otherwise will lose in the short run.
  • SweetJohnnyVSweetJohnnyV Streets ahead! Joined: Posts: 1,981 mod
    I thought I read that the first few frames of the psycho crusher were invincible, even though they had no hit frames. So, doing the psycho crusher as a reversal to ticks builds your super meter and beats really bad ticks, but otherwise will lose in the short run.

    According to the Yoga Book Hyper, it breaks down like this:

    LP Psycho Crusher: Invincible for 3 frames, starts hitting on frame 19
    MP Psycho Crusher: Invincible for 2 frames, starts hitting on frame 16
    HP Psycho Crusher: Invincible for 1 frames, starts hitting on frame 12

    So yeah, I guess it would have to be a really bad tick in order to work:wgrin:
  • Se7inSe7in Holler. Joined: Posts: 590
    According to the Yoga Book Hyper, it breaks down like this:

    LP Psycho Crusher: Invincible for 3 frames, starts hitting on frame 19
    MP Psycho Crusher: Invincible for 2 frames, starts hitting on frame 16
    LP Psycho Crusher: Invincible for 1 frames, starts hitting on frame 12

    So yeah, I guess it would have to be a really bad tick in order to work:wgrin:

    :confused:
  • fatboyfatboy I beat anorexia: 10-0 Joined: Posts: 1,853
    TOD (touch of death; does over 50% damage and dizzies) combo is jumping roundhouse, standing short, crouching forward cancelled into scissor for the dizzy 99% of the time.

    Can't you do the St.short x 2 in the TOD combo for a gauranteed dizzy?

    I know I have seen it in several SBO videos.:looney:

    Also isn't another TOD Jp. forward (CROSS UP) st.shortx2 > cr. forward> scissor?

    I am not sure about the combo's I just mentioned. I am going of off memory. I am not try to spread mis-information. Can anyone coonfirm the combo's of of memory for me?:sweat:

    Otherwise I'll try it tonight when I get home.
    Am I hungry? Sure, I could eat...
  • SweetJohnnyVSweetJohnnyV Streets ahead! Joined: Posts: 1,981 mod
    :confused:

    Oops! Fixed :wgrin:
  • SystemSystem Joined: Posts: 508,676 admin
    Yeah, crossup forward, s.short x2, c.forward, fierce crusha is usually the dizzy combo i see most. You won't get many front on jump-ins with him, and if you get the knockdown why not go for crossup?

    The invicible crusha would be most useful against gief, maybe hawk. Better off going for counter-throw against everything else I think. Unless you wanna play the lottery against Cammy's hooligan roll or something..

    Last ditch, no-life, meaty fireball evade? :rofl:
  • SystemSystem Joined: Posts: 508,676 admin
    double post, yay.

    A couple questions about the headstomp :

    Can you do the headstomp so that you don't bounce back, a la CvS2? I think in CvS2 you do it very very meaty, you'll hit them on the ankles, and then land so you can combo afterwards?

    I know you can do headstomp, then whiff crossup dive punch thing, then throw for a sneaky throw. But is it possible to actually crossup and HIT with the dive punch? combo afterwards?

    ..and finally, can someone please breakdown how the headstomp works? Does performing it with up-back, up, up-forward make a difference? Sometimes I'll try to hit a fireballer, but instead I'll fly WAY up and across the other side of the stage hitting nothing. How do you do that on purpose, and how do you avoid it?

    thanks!
  • ShinVegaShinVega Shoryuken'n est. 92' Joined: Posts: 191
    BKB

    Read my first post in this thread. Yes, there is a hit box on the opp. which if timed correctly will land a headstomp without reverting to the skull diver animation. You can comb skull diver, c.Fierce.

    IMO Devil Reverse is more useful than headstomp.
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  • SystemSystem Joined: Posts: 508,676 admin
    yes, thanks, but it doesn't exactly breakdown the headstomp, and why sometimes it doesn't hit anything..
  • ShinVegaShinVega Shoryuken'n est. 92' Joined: Posts: 191
    If you input the command for a devil reverse with the opposite direction or up+toward you'll either not go towards the opp. at all (but still complete the motion), or you'll sail over the top of your opp. to the other side of the screen; respectively. This allows you to trick opp. into thinking you're attempting a headstomp/devil reverse when in actuallity you're not; so if they attempt a counter and you go past them you have some attack options open. Basically there are three distances to choose from at all times Up+away, Up, Up+towards. If the opp. is at jump distance from you, and there back is not to the wall you can go over them without ever hitting them.
    If the attack does hit then you can hold towards/away and dic will move in the second air portion of the desired attack (headstomp/devil reverse). I hope this is clear now, if it's not please let me know.
    If the opp. is in hitstun you'll automatically go over them w/o hitting them if you attempt a headstomp.
    No freely available material is allowed on this site, no exceptions. - ptp
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  • ThisGuileKillYaThisGuileKillYa SSS++++ tier at exaggeration Joined: Posts: 2,627
    Couple questions..

    Shinvega.. you said you find the devils reverse to be more useful than the head stomp. How so? I'm not doubting you, but at this point it feels to me like the stomp is far more useful, i was wondering what you're doing with the reverse to make it not only AS useful as the stomp, but even more so?

    Another question is about the headstomp.. here is the pattern Ive seen used against me with the stomp.. I was wondering how this is done so I can use it vs others: They fly at me and stomp, then the followup punch crosses over and hits from the other side. Ive even seen it where after the air punch, they land on the OTHER SIDE yet again! If that's possible to do intentionally I'd like to know how. Tho most important is being able to cross over with the followup punch without whiffing and getting smacked when I land.

    And I guess while Im posting about Bison, I'll ask: with the fierce crusher, when it's blocked, someone gets to throw after it's over. Seems to go both ways. Should one side get the throw consistantly with the correct timing? or is it a matter of the engine picking a random winner in the event of a tie(which it does)? I just need to know if this situation is a weapon, or something to be avoided.

    Thanks!!
    USF4: Still soul searching. Thus far... Yun, Chun, and Akuma.
    UMvC3 mains: Morrigan Doom Vergil, Magneto Doom Ammy, Morrigan Doom Magneto
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  • SoundatronSoundatron Energon Guzzler Joined: Posts: 518
    how would u compare the Air-2-Air's against such AA's as
    far HP
    cr. HP
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  • ShinVegaShinVega Shoryuken'n est. 92' Joined: Posts: 191
    ThisGuileKillYa:

    1.
    Shinvega.. you said you find the devils reverse to be more useful than the head stomp. How so? I'm not doubting you, but at this point it feels to me like the stomp is far more useful, i was wondering what you're doing with the reverse to make it not only AS useful as the stomp, but even more so?

    You have complete control over the devil reverse, and it has useful properties, like crossup, cancel, intentional whiff, and a.air. You control the special from start to finish.

    2.
    Another question is about the headstomp.. here is the pattern Ive seen used against me with the stomp.. I was wondering how this is done so I can use it vs others: They fly at me and stomp, then the followup punch crosses over and hits from the other side. Ive even seen it where after the air punch, they land on the OTHER SIDE yet again! If that's possible to do intentionally I'd like to know how. Tho most important is being able to cross over with the followup punch without whiffing and getting smacked when I land.

    Here are the controls for the headstomp: If you perform the headstomp and right before you hit the opp. you hold toward or away, that will determin the side of your opp. the skull diver comes from (this is important for crossup opportunities)!
    The point at which you must strike your opp. in order to cause a cross-up is based on the hit boxes for that opp. stance at the time of your attempt (i.e. it all depends on the situation, check YBH). If the opp. blocks the stomp (opp. is in block stun) if you go to the other side and perform the skull diver quickly you will "crossup" your opp. IF THE OPP. is in hit stun, recovery animation, or invincibilty frames (this will require more experiments) the headstomp will float over the opp. Further investigaion of the previous sentence leads to the following generalization/theory:

    If you cancel any P normal into the headstomp the direction reverts to the direction (for the first part ex. charge dn, up + tw + P) of the devil reverse even thought you input the headstomp command (charge dn, up + tw + K)!! I would like some confirmations on this; it's hard to test by yourself.

    3.
    And I guess while Im posting about Bison, I'll ask: with the fierce crusher, when it's blocked, someone gets to throw after it's over. Seems to go both ways. Should one side get the throw consistantly with the correct timing? or is it a matter of the engine picking a random winner in the event of a tie(which it does)? I just need to know if this situation is a weapon, or something to be avoided.

    I'd say it's something to just be avoided since many ppl would punish a whiffed fierce psycho crusher. If you use any psycho crushers I would reccomend the jab version since it has 3 (as compared to 1 for the fierce psycho crusher) and use it sparingly. The game does pick a random winner like you said. There's no sort of frame advantage/dis-advantage so it really doesn't matter.
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  • CapMasterCapMaster OG Pad Player Joined: Posts: 718 ✭✭✭✭✭ OG
    I must say r3ko, your avataer is incredible. Cracks me up everytime. Howd you come up with that?
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  • FreddyL0c0FreddyL0c0 Joined: Posts: 1,732 ✭✭✭✭✭ OG
    K

    what can Bison do against the following:

    1. vs Dhalsim: Constant, well placed drills, that lead to slides and more drill mayhem. And in the corner, infinite yoga flames = gg?? I cant jump out cause he recovers right in time to do another one when im in block stun

    2. vs Zangief : His Body jump attack (with down fierce) countering my attempts to get out of there, my jumping medium punch, psycho crusher, down fierce and standing fierce as an anti-air? Cause if i block that shit, SPD
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  • SoundatronSoundatron Energon Guzzler Joined: Posts: 518
    also make sure you pray before you fight Gief. I usually try to zone him with staning MK/HK.
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  • ShinVegaShinVega Shoryuken'n est. 92' Joined: Posts: 191
    K

    what can Bison do against the following:

    1. vs Dhalsim: Constant, well placed drills, that lead to slides and more drill mayhem. And in the corner, infinite yoga flames = gg?? I cant jump out cause he recovers right in time to do another one when im in block stun

    2. vs Zangief : His Body jump attack (with down fierce) countering my attempts to get out of there, my jumping medium punch, psycho crusher, down fierce and standing fierce as an anti-air? Cause if i block that shit, SPD

    1. Try s.Strong/s.Fierce against drill>slide attack (if your not in the corner then time a short Knee Press to hit as the drill attack lands or use head stomp/devil reverse). As for a counter slide attack I recommend jab psycho crusher (since it has more hitting frames than the slide and lifts you from the ground with slight invincibility). Yoga Flames in the corner can be stopped with a well timed s.Foward/rh.

    2. Use a c.fierce to counter the body splash every time. note: dic's c.fierce has nine frames of start up and six hitting frames so time it well. It works b/c of the hit box locations.
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  • ThisGuileKillYaThisGuileKillYa SSS++++ tier at exaggeration Joined: Posts: 2,627
    I was wondering why this situation happens and how I can prevent it.

    I'm Dictator and the opponent is a projectile thrower. We're between 1/2 screen and full screen apart. I am crouching, anticipating a fireball. They throw one, so I immediately do a headstomp as punishment. To my surprise, Bison just flies over them and lands behind them! Why am I not stomping?? Seems like a perfect time for a stomp to teach them that fireballs arent safe. no? I've tried this with the up and up/fwd stomps and both do this. What gives? thanks in advance.

    Oh yeah another question.. I was watching a YuuVega video, and he seems to like to crossup with short a lot. I was under the impression forward was the main crossup move and that rounhouse could also be used. I knew short crossed up, but when and why would I ever use it? Just to mixup stun length?
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  • ShinVegaShinVega Shoryuken'n est. 92' Joined: Posts: 191
    I was wondering why this situation happens and how I can prevent it.

    I'm Dictator and the opponent is a projectile thrower. We're between 1/2 screen and full screen apart. I am crouching, anticipating a fireball. They throw one, so I immediately do a headstomp as punishment. To my surprise, Bison just flies over them and lands behind them! Why am I not stomping?? Seems like a perfect time for a stomp to teach them that fireballs arent safe. no? I've tried this with the up and up/fwd stomps and both do this. What gives? thanks in advance.

    Oh yeah another question.. I was watching a YuuVega video, and he seems to like to crossup with short a lot. I was under the impression forward was the main crossup move and that rounhouse could also be used. I knew short crossed up, but when and why would I ever use it? Just to mixup stun length?

    1. I've messed with this as well, and I've come up with two "possible" reasons. The headstomp has 30 frames of start up if it takes more than 30 frames for you to counter the fireball it won't hit [unless you use the appropriate distance short, foward, or RH i.e. depending on the distance between you and your opp.]; However, if you time it as a REVERSAL it hits 100% of the time (from testing w/AE and it obviously says reversal in screen). An alternate method is to use the DevilReverse +UpTwd +Jab and then Jab to do a quick DevilReverse although this requires a fair amount of timing in itself and rarley hits (b/c it's hard to hit the opp. b/f there back in neutral). Another possibility is that since the headstomp immediately hits (where as the DevilReverse hits only after putting in another command) the cpu might not be able to distinguish between the fireball and the opp.

    2. YBH: pg. 171 explains part of your question. For the j.Fd, j. RH the time at which you hit the button determines whether or not it will cross up. This has to do with the hitting frames and hit boxes. Short has the shortest amt. of startup frames 2, as compared to 3, and 5 respectively for fwd and rh. Plus the short will always hit as a crossup depending on distancing over opp. The downside to the short crossup is the hit box is smaller than the fwd and rh are. Since you use a crossup to combo I don't see why mixing up stun length would have any usefulness.

    If any of this is wrong or confusing please let me know.:wgrin:
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  • Professor JonesProfessor Jones Joined: Posts: 213
    I always do the head stomp that way : charge 1, 7+kick. I never have problems with punishing fireballs with that. I think that if you use the 8 or 9 direction to do the headstomp, Dic goes farther (it's also the case with the devil reverse.

    As for the crossup question, I almost never see top Dic players use short. Most of the time they use mk, and sometimes hk. There really is no reason to use short, since its hitbox makes it a poor crossup compared to mk and hk, and you don't even need it to mixup the direction the opponent must block.
  • ThisGuileKillYaThisGuileKillYa SSS++++ tier at exaggeration Joined: Posts: 2,627
    As for the crossup question, I almost never see top Dic players use short. Most of the time they use mk, and sometimes hk. There really is no reason to use short, since its hitbox makes it a poor crossup compared to mk and hk, and you don't even need it to mixup the direction the opponent must block.

    Well what prompted my question was a video I saw of YuuVega where he used short more often than he didn't. Though in other videos I've seen him in, he didn't use it as much.

    And here's a new question(s): Any tips on the vs Chun Li matchup? She's very difficult to get in on and it seems very uphill if she's up in life. And I guess I should also ask about jab DP happy shotos (in partic. O ken). Because it doesn't seem safe to try and punish a whiffed DP because the next one seems to pop me before I can get a standing forward out or whatever.
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  • Professor JonesProfessor Jones Joined: Posts: 213
    Can you please give me a link to that video ? I'd really like to see it.

    Against chun li, remember that jumping short is a very good air counter against her. Punish her fireballs on reaction with the headstomp if she's turtling at the other end of the screen. Pressure her with the usual Dic offensive tools and force her to make mistakes, like whiffing upkicks.

    To punish dp's, I almost always use st. rh. Against ryu who has a slower dp, you can try punishing him with a scissor kick.
  • Grits'N'GravyGrits'N'Gravy I used to oicho throw people. Joined: Posts: 977
    The only thing I can say for the chun li match is: get full meter before she starts to flopkick you. Kneepress nightmare is the only way out of that bullshit.

    Take it from me, I went 2 and out vs scrub chuns cause I didn't charge up at evo east.

    Besides that, your general air to air stuff is all good. Since her reversals aren't that great, if you get corner it's all over. (Whenever I had her cornered before she could flopkick me, I won the round) Mix up the tick throws with knee presses and do the mk/hk stuff, cmk meaty etc.

    In hindsight, I should've counter charactered w/ Honda... oh well.
    CFN: BatmanWithAGlock
    E. Honda is gone forever. 。・゚゚・(>д<)・゚゚・。
  • ThisGuileKillYaThisGuileKillYa SSS++++ tier at exaggeration Joined: Posts: 2,627
    Nice stuff, guys. thanks.

    And howabout vs the O ken shit? Prof Jones suggested standing RH to punish whiffed DPs, but this was after I had just said a standing forward(faster than RH) was too slow. I'm talking about the JAB DP here. If I totally see the DP coming, I can gamble and kick him on the way down. But on reaction, O Ken is already DPing again by the time I press kick. And I'm not slow lol

    I guess a general strategy for the ground game could suggest the best courses of action here. I usually like to dance around and charge down as much as possible(without being too obvious about it) to try and stomp a fireball or build meter and fly around with the devils reverse (which Ive been using much more/better.. thanks ShinVega! :) ), but man a good O ken just seems to build a wall with the fireball traps and jab DPs. Maybe I was just out-matched by the last guy i faced in this matchup, but damn it was hard to get a move in edgewise.

    So what's the general approach vs a quick O Ken? I'm worried mainly about the nearly unpunishable jab DPs I can keep him out but I cant get in!

    Thanks, you guys rule with a glowing fist
    USF4: Still soul searching. Thus far... Yun, Chun, and Akuma.
    UMvC3 mains: Morrigan Doom Vergil, Magneto Doom Ammy, Morrigan Doom Magneto
    UMvC3 fer funsies: Dante Vergil-or-Dorm Magneto, Wesker Sent Hawkeye, Dante-or-Magneto Doom Vergil, Wolvie Doom-or-Sent Akuma, Nova Doom Ammy, Magneto Doom-or-Sent Dante, Wesker Dorm Magneto, Dante Strange Magneto
    MvC3: Dante Magneto Sentinel
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  • Professor JonesProfessor Jones Joined: Posts: 213
    I personally have no problems punishing o ken's jab dps with standing rh. Work on that and when your opponent will get punished for every whiffed dps he does he will start to use them more wisely. Against fireballs, if you are close enough use st rh, this will be a trade but in your favor. From afar use the headstomp, if you can't jump straight up or simply block. Fireball cornertraps can be a pain in the ass for dic, so be patient and wait for the opportune moment to get out of them.
  • KnightWarriorKnightWarrior Joined: Posts: 804
    Does anyone have a youtube video of Bison's 7 hit re-dizzy combo from CE
  • Grits'N'GravyGrits'N'Gravy I used to oicho throw people. Joined: Posts: 977
    Prof Jones:

    All Bison players know that jab Crusher beats Hondas headbutts and Blanka balls, but I'd like to know if you know of anything else it beats. I find myself never really using the Psycho Crusher unless I am pretty sure it will hit or trade, or if my opponent tries to jump over me with some bullshit and it hits from behind/bottom. Or in combos, obviously.

    I'd like to know if you know any other good things to do with jab crusher/crushers in general. Usually if I am in crusher range I scissor.

    Also: Anybody play OG Bison? The homing skull dive is fucking jokes!!! =))))
    CFN: BatmanWithAGlock
    E. Honda is gone forever. 。・゚゚・(>д<)・゚゚・。
  • jchensorjchensor Salty Chen Joined: Posts: 1,934 admin
    And howabout vs the O ken shit? Prof Jones suggested standing RH to punish whiffed DPs, but this was after I had just said a standing forward(faster than RH) was too slow. I'm talking about the JAB DP here. If I totally see the DP coming, I can gamble and kick him on the way down. But on reaction, O Ken is already DPing again by the time I press kick. And I'm not slow lol

    The key to punishing the Jab DP is that you have to train yourself to not be Blocking. You have to learn how to play Bison without Blocking. Seriously. If you are Blocking when he Jab DPs and whiffs, you will be stuck for a brief period and cannot punish the Jab DP.

    Instead, learn to be in Neutral or, better yet, holding Towards on the joystick and pressing Jab to stop yourself from moving forward. When I play against Kens, I know that once he gets close enough for Jab DPs to be a threat, he cannot throw Fireballs anymore (Standing Roundhouse trades with Fireballs on reaction. See if he keeps throwing Fireballs. ^_^). Then, when he starts whiffing Jab DPs, you are already moving forward (or in Jab delay but that's not a problem at all) and you are free to kick him. Pretty much as soon as you see him DP, just walk up and Kick. Don't worry about getting him on the way down. Naturally, you'll Kick AFTER he stops hitting because it is so fast. Just go up and kick it. Again, if you are at Defensive Crouch or Holding Back, you will go into Block animation, then come out, and you can't move forward fast enough to punish him.

    Standing Roundhouse MAKES Bison good against Ken. Bison is one of the only characters Ken can't whiff Jab DPs on mindlessly because of it. Once Ken starts getting worried and backs off to start playing Fireball games from afar, NOW go to charging down/back for Headstomps. But when he moves in, you seriously should never be charging up for a Special move ever. And without the Knee Bash traps, Bison has a way better chance of beating O.Ken than N.Ken.

    - James
    http://jchensor.blogspot.com
    http://jchensor.blogspot.com

    "We don't stop playing because we get old. We get old because we stop playing." -- Doyle Brunson

    "Every time you win, it diminishes the fear a little bit. You never really cancel the fear of losing; you keep challenging it." -- Arthur Ashe

    (AV art obtained from here: http://meatbun.us/blog/?p=162)
  • Pez_ManPez_Man AND1 Joined: Posts: 31
    i came across this video which explains when bison's torpedo will cross up or not
    which until i saw this video i thought was random.

    *edit* please note that this is if Dic is player 1.....if Dic is player 2 please reverse left corner for right corner and vice versa. thanks nohoho

    when the opponent is in the left corner
    Torpedo will not cross up but Scissor Kick will
    But when they are on the Right corner: both Torpedo and Scissor kick will cross up
    Ryu
    Ken
    Guile
    Sim
    Boxer
    Claw
    Bison


    When these character are in the Left Corner: Torpedo will cross up but Scissor Kick won't.
    When these characters are in the Right Corner: both will cross up
    Honda
    Fei Long
    Zangief
    Sagat

    When these characters are on the Left or Right Corners:
    Torpedo will cross up but the Scissor Kicks won't
    Blanka
    Dee Jay

    When these Characters are in the Left corner:
    torpedo will not cross up but Scissor Kicks will
    When they are in the Right corner: neither will cross up.
    Cammy
    Chun Li

    When he is in the left corner: Torpedo won't cross up but Scissor Kicks will
    When he is in the right corner: Torpedo will cross up but Scissor kicks won't
    Hawk
    Kurt
    xbox gametag pez man 81
  • SystemSystem Joined: Posts: 508,676 admin
    The left right issues are reversed for the second player side.

    That is: 2p Bison (life bar on the right) can cross up with a psycho crusher on the left side. He can't cross up on the right side.

    That video is really well done. Kudos zazza! Make one for New Ken! ^_^
  • fatboyfatboy I beat anorexia: 10-0 Joined: Posts: 1,853
    Yeah that is GIGA-MSX's video... too good
    Am I hungry? Sure, I could eat...
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