If you guys could start posting stuff you find and experience here, I’ll update it pretty frequently.
Other threads of interest:[list]
Ex.Psycho Safe Reversal Guide. - Stuff people can do blocking EX-Psycho.
Psycho Science! Fundamentals of Dictator and more! - General M.Bison tips and information
Dictator Combo Thread - Combos, of course!
SSF4 M.Bison Hit Box Data - Understanding how and why his moves interact and work the way they do.
I will try to organize match up information through a few perspectives as people gather more data on them. Air game, ground game, and Ultra combo selection nuances.
General Match Up Tid Bits
[list]Full screen EX-Psycho Crusher on block yields +4f advantage [<-------->], not [<-------_>], not [<----__>] distance, but full. Any less, you’re in risk of getting counter hit, swept, and punished very very severely. Don’t spam EX-Psycho from every distance! Throw in a reverse Punch teleport here and there to bait and hold your charge while you do it. Follow up with an LK Knee Press to chip. If they follow you after the teleport, throw out an immediate c.LK to stop their tracks a bit.
EX-Knee Press FADC is +3~4f advantage on block. Use it if you have the momentum, don’t dunk out 3 EX bars for nothing.
Vertical jumps are great for getting a reaction out of people. Bison has very floaty jumps.
Tick throw pressures, late crouch tech it. Don’t spam c.LP+c.LK, keep a VERY close look at where the spacing is such as their feet and your blocking animation distance. Majority of characters do not have kara grabs, we’re looking at reaction timing and distance here.
Do everything you can to beat them. This is a game of rock, paper, and scissors grin, if you can’t beat them, time them out. When they are near the 10-15% health zone there are many ways of chipping people down to the last bit and finishing them off. Normal cancels into HP Psycho Crusher is almost unpunishable, you may want to use this instead of EX-Psycho Crusher because they are kept in block stun and can’t really do anything about it. c.LK/c.LP into HP Psycho Crusher leaves a gap at the start, majority of the cast will get counter-hit if they attempt to mash out something with no reversals. Command grab spams, however will beat this since the starting frames are throwable.
Quick recovery or not to quick recovery it is up to you. Don’t get predictable with wake up EX-Psycho Crusher or EX-Devil’s Reverse. These are Option Select dummy moves. A lot of good players will see through that bullshit on the get go.
Ultra 1 chips good. HK Knee Press xx HK Knee Press Nightmare (Super) chips well and is safe if you don’t end up in the corner short, usable up to a little further than mid range; wherever HK Knee Press is cancelable. HP Psycho Crusher xx HK Knee Press Nightmare (Super) chips a little more. c.HK/Slide xx HK Knee Press Nightmare chips a little less out of these two but has the longest potential distance to chip because it is late cancelable and the beginning is invincible up to 11 frames. Majority of mashers who try to punish the slide especially if it’s a very late cancel will get hit by it.
Time, time time. Look at the clock. Sit a little more. Chip them with different strengths of Knee Press depending on their distance. Typically keep them standing somewhere hovering above their super combo bar and you standing hovering above yours for good MK Knee Press pressure. We’re all good holding down-back from faraway. Come at me, bro.
Match Up Listed In Alphabetical Order
M.Bison vs Abel
Far Range Not a lot of activity going on here. Abel’s either whiffing command grabs and light wheel kicks to build meter or waiting for your attacks. You’re stuck in a kind of similar limbo, build meter or stare down the clock. You can blast off any MK/HK wheel kicks with EX-Psycho Crusher on reaction if you are quick enough.
Mid Range The game gets interesting here at this range. This is probably Bison’s strongest neutral (oxymoron?) position against Abel in footsie range. Jiggle back and forth with s.MK and s.HK. Throw a little bit of frame trap with c.MP into s.MK, they love to jab and short until thye can catch you off guard and front step f+MK dash in for mix ups. You don’t want to be put in this position. Bison needs to stay in a footsie range or catch Abel on a wake up or busy situation. Keep in mind of his roll distance recoveries. You can attack him on the recovery or if you know it’s coming from a mid-range, you can throw it preemptively. Back throw, small step back into immediate forward jumping semi-meaty Roundhouse can safe jump EX-Sky grab, if you option select throw behind it, you’ll throw Abel if he does wake up Marsailles roll. After an MK Knee Press knockdown, jump immediately forward with fierce onto him; if he quick recovers he has to block it or get setup for a meaty j.HP.
Some Abel will get jumpy at some point, these are great opportunities to Hell Attack into Ultra.
Close Range This position is either good or bad for Bison. If you’re the aggressor frame traps with s.LK c.LP c.LK c.MP work good in some combinations together. You have to be weary of his meter. EX-Tornado throws will come out randomly and you sometimes may not want to toss all your eggs into the basket and risk getting put into mix ups.
If Abel knocks you down, there is an Option Select they can use to limit what Bison can do. They basically OS a marsailles roll behind the j.MK
[list]Blocks- Abel creates contact, can continue pressure
EX Psycho Crusher- Abel rolls through harmlessly, Bison escapes. METER WASTED
EX Scissor Kick- Abel rolls through harmlessly, Bison escapes. METER WASTED
EX Headstomp- Abel rolls through harmlessly, can punish on landing METER WASTED
EX Devil’s Reverse- Abel rolls through harmlessly, Bison escapes METER WASTED
Teleport Back- Abel rolls into Bison, can punish
Super- Abel can block, punish
Ultra 1- Abel can block, punish
Ultra 2- Abel can just jump out, punish
Backdash- Bison can punish the roll, but Bison pretty much has to know it’s coming. If he reads the OS, and starts doing this, Abel has to switch up.[/list]
On Abel’s Wake up: Since he doesn’t have the best wake up options when you set them up, he’s kind of limited to Rolling out and blocking for the most part and mashing EX-Tornado Throws. If you detect rolls coming up, Option select a slide behind j.MK and pick a direction to charge. If you’re in the good spot, wake up ambiguous Psycho Crusher to knock him down again.
Counters: Mistime these and you’ll eat a c.HP into Ultra 1.
Ultra Preference: Nightmare Booster
Against Ultra 1 Poorly done EX-Psycho Crushers on block will get punished on reaction/auto correct. Crouching fierce will launch into it, especially EX-Turn of Direction FADC (3 meters). Don’t jump or do aerial moves too often in a predictable manner, this is punishable by Abel.
Against Ultra 2 Don’t jump too much or get predictable. This still absorbs a hit before grabbing. Surprise Psycho Crushers are gimmicky and work sometimes. Don’t jump or do aerial moves too often in a predictable manner, this is punishable by Abel.
Mind Games and Option Select: Frame traps will limit limb using and more Tornado Throws. Jumping backward out of supposed TT opportunities you might’ve exposed them should confuse and frustrate them a bit and even maybe waste their meters. Option selecting a throw behind late jump ins are good way to defeat Marsailles roll escapes.
Arcade Edition Disparities
He has good normals for a lot of situations and he walks back and forth pretty fast like Bison. If the Adon you’re facing isn’t moving around much, they are not going to last too long. Pace yourself and don’t let Adon space himself for any advantage. He’s got some usable anti-air normals and Rising Jaguar ain’t too bad. Don’t get sloppy with jump ins. His RJ doesn’t have any invincibility like the other DPs in the game except EX version (I think) so you can safe jump him all day. There’s a good chance he’ll space for safe Jaguar Kicks to chip you out and wait for you to make some mistakes to deal damage. It’s kind of like Bison in that respect to low damage and pokes. Play it a little bit like a Bison mirror when you’re up close, he has some good pokes and normals to interrupt and combo off as well.
Adon has safe somewhat Jaguar Tooths against Bison so block those and try to bait out Rising Jaguars and punish.
vs. HK Jaguar Tooth:
c. HP, s. HP and s. HK can win cleanly, but takes some serious timing and more balls than I’ve got. Trading is the most likely outcome with both moves, but the trade seems fairly even. Something to keep in mind, I guess, if you absolutely need to finish it out. Head Press or EX-Head Press will win cleanly if you execute the move before Adon reaches the wall. Otherwise he’ll fly right under it. Seems too inconsistent to be worth trying except against scrub Adons so far. Perhaps it will find more use when you corner Adon and he tries to escape with EX-Jaguar Tooth.
vs. LK Jaguar Tooth:
HK Knee Press looks to be a clean reactive punish. EX reaches too, but you only get 1 hit out of it where HK gets both. Very clean and easy timing, just wait until after he leaves the wall.
Look for crouch tech opportunities after blocking Jaguar Tooth since he is spaced well and is pretty safe on block.
Rising Jaguar doesn’t have much invincibility unless it’s EX so he’s throwable.
LK Knee Press into cross up Psycho Crusher (quick recovery only) doesn’t particularly work on Adon because he wakes up a few frames faster than everybody else so it’s possible for Adon to punish.
Adon’s crossup j.MK is really good and it’s sometimes hard to detect. It’s definitely up there with Bison’s j.MK. Defend against it and crouch tech throws.
Ultra II can combo off Rising Jaguar FADC
Good range to stay near Akuma is out of his poke c.MK range. Bison s.MK can hit him perfectly fine there. The best position to keep Akuma is in the corner for LK Knee Press pressure. Since Akuma has low stamina, any bit of damage against him is good. When you keep him in the corner, stay a bit out of his c.MK range and wait to see what Akuma does, if he stays back, go for LK Knee Press. If he teleports you can punish him with c.MP s.HK link for some good damage.
A lot of Akuma will be tempted to throw out s.HK up close randomly to interrupt. It’s also a safe move on block, so don’t try anything stupid that will get you punished hard. Block and wait for something or move back a little to space yourself afterward.
Demon flip mix ups are kind of hell for Bison. If you can react fast enough after he does a normal cancel into demon flip mixup, dash under and behind him and follow up with s.HK to turn it around.
If an Akuma is standing hard kick happy, stick out meaty, standing hard kicks to catch him.
Akuma has a good keep away game, but Bison has many ways to get in. Akuma has good corner traps with Air fireballs to keep you in blockstun or normals to do so and cancel into Demon flip throw, Demon flip dive kick tick throws and such. Being cornered by Akuma isn’t a good place to be.If Akuma doesn’t cancel into Demon flips you are able to dash under and punish and turn the tables on him.
Air fireballs can be tagged by Psycho Crusher at whatever distance. You can slide and sweep Akuma under Air fireballs if you’re in the mid to close range.
Ultra I can retaliate against a lot of moves:
Blocked close c.HK
Blocked far c.HK (Super Demon)
Backdashing Head Press (Kara the demon)
Blocked Psycho Crusher (not push-through)
Blocked MK or HK scissors
Blocked Ultra I / Nightmare Booster.
Ultra II has to be done off combos and teleport cancels. Not much else is known about it now.
Balrog’s c.LP is fast and will punish the tiniest bit of disadvantage blocked moves willl leave Bison at. The flow of this match still depends solely on who gets the defensive advantage. It’s mainly because Balrog has a lot of good hit confirm punishes that he can do off c.LP and it’s really quick. Going too aggressive on him without a plan will get you beat swiftly. You should take precaution in jumping at him because Balrog’s c.HP is really good to knock you back. Many will follow up with a dashing punch special and watch out for EX versions and overheads especially. Be careful of c.HK footsies. You can keep him at some leash with s.MK and s.HK. When Balrog has meter, his EX-Rush punches have hyper armor and will absorb a hit so it is prone to beating pokes. Good spaced LK Knee Press can force Balrog to do something offensively, whiffing some c.LP’s, c.LK’s or just trying to sweep, you can usually hit them clean with s.MK if you move back just a little bit. Right after a blocked LK Knee Press if they like to try and get in with j.HK, you can actually backdash immediately after the blocked LK Knee Press and throw out a s.HK to AA them cleanly because Balrog’s jump is kind of on the shorter end.
Focus Attacks are good against Balrog’s Dash Straight and Dash Uppers but not against his two other ones that hit break armor obviously. Those two put him on enough frame disadvantage for Bison to punish with c.LK xx Scissors. If you’re quick enough to anticipate them, you can throw him out of the start up as he’s dashing forward for the move.
Focus Dash feint forward throw works also. You can FA his s.HK and get a free throw from the dash in. s.MK and s.HK are really great tools against Balrog and c.MP can beat rush punches start up if you space out of his sweep range. Don’t get too predictable with s.MK and s.HK pokes or he’ll EX-dash punch you and absorb it. Save some meter for EX-Psycho Crusher for escaping if you’re pushed to the corner.
His wakeup game isn’t that good so you can just cross up into block strings, tick throws and stuff. The Balrog player will EVENTUALLY get desperate and shoot a headbutt and you get free whatever punish. If he wants to ex his way in(which is stupid, but whatever), just have an EX psycho crusher at the ready. Try not to Head Press too often as they can easily back dash out of it if they have the spacing and just go straight into c.LP hit confirms.
Time good cross up j.MK into c.LP cs.LP tick throws to set him up for techs and punish with crouch tech punish options. cs.LP is +4 on block so you can throw him without getting jabbed by Balrog. He’ll have to tech the throw or just take it.
Balrog can Turn-Around-Punch against Devil’s Reverse follow ups because it goes far. If they decide to FA your Head Press, EX-Skulldiver and break their focus and combo off it.
Balrog’s j.HK has a good low hit box that can interrupt a lot of stuff. His j.HP also has a good hit box against some attacks.
If he chooses Ultra I, head butts become a little riskier to go against as they’ll also have a few more hit confirm options to combo into it for some decent damage.
If he chooses Ultra II, it has really short range and you should play it safe and not get too close when he has meter.
Blanka does have a few tricks on the ground. At the beginning of the round you will want to back up a little bit because Blanka’s LP rolling ball has a short range and many players like to use it at the beginning of a match (it will miss) and go for a throw.
For the most part if he’s not rushing and using gimmicks on you, you will likely just be sitting there waiting for someone to make a move, electricity for meter and just be totally lame. Ground pressure is probably the best offense against Blanka because more than often your jump ins will get electricuted or balled out. Electricity can beat out a lot of your moves except low hitting moves. The best pressure move to eliminate electricity spam is c.LK or c.MK xx LK Knee Press. You can punish just about every blocked Rolling ball with a Knee Press of your own, remember you need keep the charge for this or you will not be able to punish it in time. For this reason, a lot of Blanka players elect to rush Bison down and use his hop to break Bison’s back charging. Even if you don’t have a charge, a slide is still an acceptable punish against blocked Blanka balls. The cross up hops don’t recovery perfectly immediately, you can mash out some c.LP or c.LK to break their rhythm. This is where you need to up defense and punish.
When Blanka has no meter, you can pressure him all day with low normals and LK Knee Press pressure. When he does have a meter, his best options to knock you down are EX-electricity and EX-rainbow ball cross ups. It will take some good reactions to block the cross up EX-rainbow balls but if you find yourself being knocked down and you’re in an unfavorable position your best wake up options are EX-DR and Teleport. They are not 100% fool proof, as they are still punishable depending if Blanka has the charge to do his moves and if he is close enough.
If the Blanka player doesn’t use a lot of electricity you can be safe that you can slip in some jump ins and some big combo follow ups and knock downs to push him into the corner which is the worst position for Blanka possible. Blanka doesn’t have a lot of options to get out of corner except roll his way out in any direction. EX-Rolling ball will, on hit or block, put him back in the corner. EX-Vertical ball will shoot straight up but he floats down, if you are quick enough you CAN dash up and back-throw him straight towards the corner once more. EX-Rainbow ball cross up to knock you down and escape is a viable option as well, again if you can block these, there’s no sweat because you can just toss him back into the corner once more.
If Blanka is sitting there, it’s not really recommended to Head Press or Devil’s Reverse near them as electricity and vertical balls can punish and knock you down for Blanka wake up games. Blanka can punish air moves with his new Ultra II if you are not careful. Again, best way to beat Blanka is on the ground.
Ultra I hits low, high, and then low again if you are next to him. Blanka has tricky cross up setups so you’d need to learn which spots exactly you can block from.
Ultra II varies as there’s a ground attack and an anti-air attack. You can Psycho Punisher/Headstomp right on top of Blanka if he chooses the Ground Ultra II but you’ll get hit full on if it’s the Anti-Air Ultra II. Blanka can Ultra II against a retreating Devil’s Reverse if timed correctly and he can certainly Ultra II if you Devil’s Reverse or try to Head Press him out of nowhere if he’s just sitting there.
Viper’s seismo attacks hit low and must be blocked in that direction. Her footsies are still not that great compared to what Bison has in SSF4, so what worked in SF4 will work here. Bison can really win this battle on the ground because his pokes are a lot better than Viper’s. s.HK pretty much nulls flame kick a good amount of the time you stick it out. Her HP Knuckle is good on wakeup, but you can safe jump it with j.HP
You can block low on her Burning Kicks and punish. Of course, she has to score a knockdown in order to get those flame kick crossups going, but that all starts WITH a flame kick knockdown for the most part. Bison can stuff her out of all of her specials since she has pretty bad startup frames and she can’t deal with jump ins that well even with improved Thunder Knuckles for SSF4. She has no real AA for that outside of HP Knuckle. Even then, you trade. And of course, if you can predict her ground pound, you can get a free EX stomp out of that.
Air to air, Bison wins majority of the time against C.Viper. j.MP into reset cs.HP xx LP Psycho Crusher cross up is useful against her.
Try to assess how much Seismo feint and actual Seismo slams she does and go for some Head Press and Devil’s Reverse -> Throw mix ups. She has slow Knuckle reversals but you should be able to c.LP s.LP tick throw her a lot and keep her grounded.
Ultra I has good start up and can activate off some good hit stun like her j.HK and other similar meaty moves. Bait them and punish.
Ultra II hits as an air attack so you should block high if she throws it out.
Many of her moves are punishable after block. Spiral Arrows and Cannon Spikes namely which are some of her best moves. Spinning Knuckle is faster in SSF4 but you can still punish it before it hits or gets blocked with Psycho Punisher and other special moves and s.MK/s.HK. c.MK, c.MP, s.MK are great pokes to keep her at bay. If she uses hooligan against you from mid to long range, you can throw a normal against it and it will hit it out as long as she isn’t close enough for grab range. You can also c.LP and jab her out.
You can Focus Attack all of her specials except Backfist and Hooligan throws but it’s a great way to make your advances on Cammy if she likes to Cannon Spike jump ins a lot. On wakeup they like to completely confuse you w/ ambiguous cross up j.LK or TKCS mixups between CS, throw, c.LK xx SA.
Cammy can use her fast walk speed to mix up between walk up throw, walk up c.LK xx Spiral Arrow (punishable on block), s.HP xx Cannon Spike (punishable on block), Tiger Knee Cannon Strike into additional guessing game.
Up close you have to watch out for deciding whether the Cammy is going for throws or baiting them with the TKCS (off ground, instant Cannon Strike dive kicks) because when they catch you with it, they will follow up with nasty combos. Block accordingly and don’t spam too much because TKCS gives her +frame advantage for frame trapping and throw setups which you will need to assess and crouch tech properly. Remember you can block it while crouching, the only grip here is that it can cross up if she decides to do a near-instant TKCS which can go behind you. Blocking is very important against Cammy up close and knowing when to throw out attacks to interrupt her momentum will net you the victories in the long run.
Air to air, Bison and Cammy go 50/50 if you hit j.HK/j.HP early. Cammy has really good AA with Cannon Spikes as they have really good active and invincible frames on start up. Build meter with Devil’s Reverse and LP follow up at your corner of the screen so she cannot Cannon Spike them. If she’s close, there’s a good chance she can catch your spams with HK Cannon Spike.
Ultra I can be punished by Ultras and whatever can reach. EX-Psycho, slide and setup.
Ultra II can counter everything except Psycho Crusher and Psycho Punisher, both of which have armor breaking properties. Also loses to Focus Attack level 3.