Bison (dictator) Thread


-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.


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.


Old Bison is a good character?


Don’t see the point of using old Bison really.


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?

  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, but it does lift him off the ground.


Thanks for the advices!
Can someone give me some help for fighting shotokans and Boxer with Bison?


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).


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:




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.


Oops! Fixed :wgrin:


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:


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?




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.


yes, thanks, but it doesn’t exactly breakdown the headstomp, and why sometimes it doesn’t hit anything…


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.


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.