Ok so I got sick of looking through 40+ pages of stuff to find basic info. I’ve taken what looks to be decent info from the thread and put it in an easy to find format. Anything you see in italics if taken from that characters own matchup thread so that we can see what other characters are looking for in particular when they are up against Bison.
If anyone would like to help fill in the holes post your thoughts on the match ups and I will add them.
Also, if someone can tell me how to add the “Show/Hide” buttons on these I will add them so it appears less cluttered.
-Do NOT let Abel get ANYWHERE near you. His mixups are deadly and from my understanding Bison doesn’t have much to answer with on wakes which any good Abel player should leave you in after his combos. DO NOT GET CORNER TRAPPED.
-Be wary of using random Scissor Kicks when Abel has EX stock. He can EX command throw through it on reaction (the EX version of the command throw has hit invunlerability).
-If Abel starts to roll alot, you can either throw him out of the start of the roll or attempt to jab him where he stops (once again watch out for EX command throw).
-You can jump alot more in this match up. Abel doesn’t have incredibly strong anti-airs. He has a standing air grab, but it reaches at an akward angle along with not having a huge amount of range, although be careful of the EX version as it has super armor and it stays out a bit longer. His j. fp and j.fk are good air to airs, but that’s about it really.
-The whole headstomp-Devil reverse mixup works wonders on Abel. He can only punish headstomp if you land in the corner afterwards and devil reverse if you whiff the punch with ultra or Crackshot/Sean Kick. Otherwise, spam it all day. Make him second guess walking back in attempt to punish your whiffed headstomp.
Just FYI, after reading the above post, don’t devil reverse against Abel when he has ultra. You WILL die.
Akuma has a good keep away game, but Bison has many ways to get in.
Although at higher levels, headstomp and devils reverse mixup are pretty risky, the reward against Akuma is incredibly high (he has low life), so using this is fine at times.
Once Akuma is in the corner, back dash in case he shoryukens or teleports out. If he teleports out, punish with a standing hard kick.
If you feel comftorable with a defensive Bison, that is fine. Getting a lead and sittting on it, especially when Akuma has his ultra, works.
To fight against Akuma’s fireball pressure, either work yourself in and standing medium kick pressure or forward teleport headstomp him (covered in Viper area for notation).
If an Akuma is standing hard kick happy, stick out meaty, standing hard kicks to catch him.
Blocked close slide
Blocked far slide (super only)
Backstepped Stomp (Kara the demon)
Blocked Psycho Crusher (not push-through)
Blocked MK or HK scissors
Blocked close Ultra*
focus attacks+c.mk= ur best weapons against Rog. once u get a crumple hit; go in for a combo. if u get partial crumple hit…u can either …
1)dash in for a grab
2)back dash and reset the playing field
Considering Boxer’s walk speed in this game, you have to REALLY take a chance with the headstomps. He’ll just walk back on it and throw you on recovery or sweep for oki mixups. Your best bet is to stay ground and poke the shit out of him with s.forward. If you have REALLY good yomi and reflexes, you can stuff his rush punches with s.roundhouse.
Against rog I’ve found the only way to play against him is to be aggressive back. Remember that on wakeup, meaty c mk is your friend…he can only reversal it w/ super, ultra, or ex headbutt. Most rogs like to keep ex for their dash punches, so once you see they have ex meter think about using scissors to counter instead of s hk. I’ve found a sweet spot to be just out of their c hk range, from there you can do lk scissors without getting shut down by c lp, and I have recovered in time to block a counter tap (don’t know if this is consistent though). j hp on wakeup is pretty good, since safe jumping it is not hard and you will likely beat anything he attempts to throw out. Don’t try crossup j mk, he will just headbutt it. Don’t try walk up throw, most rogs are trained to c lp when you get in range. scissor fadc throw works wonders in this match. You can sometimes s hk his jumpin, but the hitbox is different from what his model looks like imo, so you might trade or get stuffed. As always, ex pc to get out of hairy situations. If you see a random ultra (maybe he wants too kill you with chip) and you were charging (99% of this fight) you should be able to throw out a knee press nightmare on the first frame after the super flash and you will not lose unless he was on the other side of the screen, in which case I would suggest teleporting behind him to avoid chip. You can also ultra reversal his super and ultra with your ultra.
Just throw Rog out of his rushes. Problem solved. Focus Dash feint forward throw works also. You can FA his s.rh and get a free throw from the dash in. S.forward and s.rh are your friends in this matchup. Also, c.strong beats all rushes clean. Also, DO NOT EX headstomp in this match at all. Seriously, save your meter for EX psycho crusher. You’ll need it. Same goes for EX scissors against a rush punch.
Being aggressive against Rog gets you killed easily because c.jab > Bison. His wakeup game sucks, so you can just walk up to him and do nothing. The Rog player will EVENTUALLY get desperate and shoot a headbutt and you get free whatever punish. Focus Attack dash straight, low rush, and upper for free s.fierce xx scissors combo. If he wants to ex his way in(which is stupid, but whatever), just have an EX psycho crusher at the ready.
*The flow of this match depends on who is on offense, cause whichever character is on defense has a hard time getting out. They also go pretty even at mid range since their pokes have about equal speed, range, damage, and priority. If you’re on offense just pull off your regular rush down tactics, and you can get a lot of free jump ins since he doesn’t have a reliable anti air against Boxer. Although Dictator can do random head stomps to beat out Boxer’s jump ins, so if he has ex meter stocked try breaking his down charge before jumping in. When there is distance between the characters, Dictator will more than likely start spamming devil’s reverse to build meter and bait you into trying to anti air it. Not only can he steer himself away from your anti air but also beat you out cleanly if he has appropriate spacing. The best thing to do is just walk up and FA it. If he starts going for head stomps just walk backwards to avoid them then punish. If you’re in a situation where you can’t walk backwards then just block it and FA if he does the followup attack, never FA the head stomp though cause it does too much damage, especially the ex version. His lk.scissor kicks are completely safe so don’t bother trying to punish them, and they beat out a lot of your attacks. If he does any other version you can throw out an attack and beat him before he does his next attack. Also if he’s pressed up against you while trying to scissor kick you can throw him during the start up cause he’s still considered grounded during a good portion of the move. If he has you locked down in the corner with repeated scissor kicks you have a few options to get out. Jumping is probably the safest option and you can punish him on the way down, you can focus attack whatever move he does in between the scissor kicks but don’t focus the scissor kicks cause they hit twice, also you can TAP in between moves but do it quick before the next move comes and stuffs you, and you can even ex.headbutt out but don’t let them predict it or they’ll block and punish. A mistake a lot of Boxer players do is get impatient while Dictator is rushing them down, don’t try throwing out random pokes in a desperate attempt to get him away.
WALK BACK WHEN YOU SEE STOMP. i start charging SA2/3 after a backdash to make sure they dont come close. The key is simply to pay more attention to his meter than yourself. Dont attempt to throw him too often if you see if he has stock because he’s definitely using exPC. if they abuse stomp/DR they’re pretty bad because TAPs can catch their DR when they land.
if they’re the type to use st.mk and st.hk after scissors alot, catch their pattern and unload an exRU in the face for a headbutt -> ultra opportunity. when they jump in, get ready to tech throws, because in my experience, they crossup throw, or tick throw after 1 or 2 c.lk quite often. sadly, theres not many combo bisons online who knows how to capitalise a hitting c.lk. (like i can HEHE)*
His ultra hits low, high, low if you’re right next to him
Bison vs. Blanka you actually need to move forward a lot. The best thing that Bison has going for him is ground pressure. One of the things that really sucks about Blanka is that his reversal is very often unsafe. EX up ball bounces too high in this game. Some characters can hit him back like another Blanka, Balrog…and Bison. From some ranges you don’t even need a charge, you can do it with just slide.
So this means that if the Blanka doesn’t have ultra (or is in a situation where he’s not going to use it), you can pressure with shorts all day long. Bison is one of the best characters at setting up counter hit traps outside of the shotos because all of his pokes work as setups. So you can do things like, on wakeup, short short (he can’t EX up ball or he gets hit back so he probably won’t do it) then either s.short autohitconfirm (do s.short, b-f rh, so if he sticks something out, the scissor comes out, if he does nothing, nothing happens), walk in a little bit, short short. Or low forward from distance. Or s.fwd. Or walk forward, focus xx dashback (hold focus if he slides; Blanka will slide a lot here because the s.fwd bothers him).
Pressure strings like that really bother Blanka because his reversal isn’t available to him. He also worries that at any time, you can get back in off a level 1 blocked focus, but if he gives up his down charge to try and poke back, you can crossup at any time.
Plus Bison has the advantage on wakeup evasion. EX psycho is pretty much bulletproof vs. Blanka. Even if I know you’re going to do it, if I’m standing next to you, other than a really really well timed throw, I can’t stop you from getting away from me. EX stomp/devil reverse are solid also. In most matches, Blanka can do the same with EX rainbow, but against Bison it doesn’t really work because of his great s.jab (do it after the first backhop). Also, Blanka can backdash away from a lot of characters pressure strings, but against Bison it’s considerably harder because of fast s fwd and (relatively) safe® slide.
Blanka loses to Bison because he can’t stop Bison’s pressure and can’t really establish much pressure of his own. If you let up and turn the match into a poking battle, Blanka can win that fight. As it is, I think the match is a solid 6-4. The only times I win against a Bison of equal or greater skill than me are when I either land the ultra, or I scare them into backing off enough so that I have enough room to get away and do focus attack tricks. If Bison is walking at me doing s.fwd/s.rh pressure tricks and I know he’s not charging, I can use focus and get in whenever I want. So my advice is if you want to win that fight more, do a lot more low shorts. Your results will go way up.
The cammys that I have played against use her fast walk speed to mix up between walk up throw, walk up c lk xx spiral arrow (punishable on block), s hp cannon spike (punishable on block), instant cannon drill into additional guessing game. On wakeup they like to completely confuse me w/ ambiguous cross up j lk or instant cannon drill into the afore mentioned mixups, regular spiral arrow if they think I’m going to reversal tele. I’ve found s hk and c lk to be my friends… c lk and mk can trade w/ spiral arrow if you attempt to interrupt, and depending on when she makes contact she may not be at neg frames on block, so watch out for that…that’s why I usually counter w/ c lk instead of c mk, it’s faster and still leads to scissors. I find crossing her up to be a no no, her cannon spike will shut down any jumpins unless they are safe jumpins. Also, FA charge on knockdown doesn’t seem safe since her cannon spike has so much horizontal movement. Most of the cammys I’ve played don’t do regular jumps, but if they do the hooligan roll you can j mp into ultra.
- Cammy is unlikely to use her HP version of spiral arrow due to lack of safety. lp/mp version of spiral arrow only hits once, so if you anticipate it you can FADC -> punish
- lk scissors beats spiral arrow with preemptive timing/spacing. You have to time it so that the first hit of scissors goes past her feet, and hits her upper body.
- Spin knuckle is lol, you can c.lk xx Scissors on reaction
- Hooligan combination is lol, if you stay crouched she can’t throw you. If you stick out a c.lk right as she’s about to land, you beat out her sweep AND followup throw. In other words, always c.lk when she does hooligan.
Notable Weaknesses- Doesn’t have great mix up options on offense and relies on a lot of pokes and throws. Range on Focus Attack isn’t good. Psycho Crusher has limited use.Relies heavily on bait tactics and feints to deal damage
Jumping at her can be a pain in the ass, as a lot of her “go to” normals beat Bison’s clean, air to air. Thankfully, jumping mk is very useful, and you can get a great deal of mileage out of it air to air and air to ground. If she knocks you down, it’s in your best interest to teleport the fuck out of there if she starts using RH command normal cross ups. If you can score a knockdown, press the advantage with meaty c.short and scissor kick pressure. Don’t worry about wake up EX Spinning Bird Kick too much, as you can safe jump it with jumping mk as well and beat it. Be careful if you reset her after hitting her with it, your reaction will determine who has advantage afterward, of course.
Her hyakuretsu kyaku/lightning legs can be extremely annoying if she throws them out in front of you during a close exchange, it swings things her way if you respond incorrectly and get hit. Your main concern upclose is not letting her get frame advantage, as this is a match that proves EX Psycho Crusher is far from bullet proof. If she gets aggressive and jumps at you without the obvious cross up, remember that her target combo hits twice, so you have to block both hits standing. Remember that crouching short into EX Legs is very well going to be her aim if you do block both hits. Teleport!
Some Chun’s like to space with her projectile then walk backward and sweep with RH, rinse/repeat. Walk her into the corner and remember jumping mk is yo’ bes’ friend. Your main concern is getting in and keeping momentum on your side. Her air throws can make using Devil’s Reverse/Headstomp a liability, I don’t use them much in this fight save for if I have a life lead and I’ve been pushed out some how. Be careful if she has Ultra, because using Devil Reverse’s follow up means she can potentially Ultra you as you land if you’re careless.
Ground game favors chun imo, her s.strong rapes bison: +2 on BLOCK, with more reach than bison s.fwd. don’t understand how cross j.mk beats EX spinning bird, i lose to it enough that i jump very sparingly against competent chuns. also bc of bison’s abysmal AA game, the j.fp pseudo mixup (between a second high punch, or no high punch and grounded low) becomes a rather legit mixup since he can’t really make chun pay very badly for trying that shit.
M.Bison out-pressures Chun on the ground. He’s got very good block strings. Additionally, his J.LK cross-up is sort of immune to EX SBK. But Chun has tools too - she can sweep him out of the opening frames of Scissors Kick. She can also punish whiffed Devil Reverse with dash ultra, same as against Vega. Bison’s AA options aren’t that great, so you can jump against him sometimes - J.FP on wakeup is a good thing to go for. Avoid throwing out large pokes (sweep, S.RH) as Bison has several ways to deal with them.
Her flame kick is not really all that ambiguous. You can low block and punish freely. 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 at all. She has no real AA for that outside of QCB+fierce Thunder 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.
Bison can really win this battle on the ground because his pokes are a lot better than Viper’s. S.rh pretty much nulls flame kick a good amount of the time you stick it out. Her fierce thunder knuckle is good on wakeup, but you can safe jump it with j.fierce.
*-Seismo feints can help bait out whiffs or blocks for punishable c.FPxxFTK Cancelxxc.FP combos. Jumping at Dictator is pretty much undesirable as he can beat you air-to-air or anti-air you with s.RH or EX Scissors. Mix up games on wake up are dangerous as EX Scissors can take you out of the air while a mistake can get you Ultra’d. (Killey)
-Air-to-Air Dictator wins against C.Viper unless you straight jump RH but anything else will get stuffed and whats worse is that you could eat a double j.mp into Ultra. (Killey)
-fpTK trades with Scissors but timed early enough you will beat it cleanly. (Killey)*
Dan’s ultra can be focus attack. Absorb the ultra, let go, and punish with your own ultra.
Pressure Dan on his wakeup always. His shoryuken is horrible, so stay about half a bison apart, so it whiffs and then hard kick him on his wakeup.
Feel free to build meter in this round. He can’t punish you with his fireball. Don’t use headstomp to punish his fireballs however because it is unlikely a Dan is using fireballs to zone from full screen. It’s more to build meter. He will be looking for a punish.
You have to play the match patiently and not rush in, wait for the right opportunity to strike and then go for it. Don’t blindly jump over fireballs because a lot of Dhalsims want you to do that and then they hit you out of the air with their jumping MP. Just block or focus it, or if you’re feeling saucy EX scissors through it if you think thy’re going to throw something else out.
A Dhalsim doing a lot of jump back HP’s is particularly annoying since you can’t dash in fast enough and it’s hard to anti-air it with s. HK. You can maybe punish with EX Psycho Crusher, but it’s probably wiser to just let the jump go, let them corner themselves. Or of course focus through the j. HP, but because Bison leans back this can make it a little difficult.
s. MK is a really good poke vs. Dhalsim. It beats some of his limbs clean, including s. HP if timed right. You don’t want to overuse it because if you do it too much Dhalsim will look for you to do it and THEN poke you, but it’s good to throw out there when you’re half-screen or farther and not sure what Dhalsim’s going to do next.
A lot of people like using Bison’s s. HK whenever Dhalsim does midair teleport behind you. Which is fine and all, but like you said it trades sometimes and pushes Dhalsim out. Personally I recommend using s. MP whenever Dhalsim teleports behind you, it is surprisingly good in this situation. It comes out hella fast, and has a weird hitbox that extends pretty high up even though it looks Bison is doing a gut punch. Meaning that if Dhalsim does the teleport from head-level or so, you’ll still hit him clean. It recovers quickly too so you can walk forward and keep the pressure on with c. LP or c. LK’s, or go for a throw. I try to just hit MP on reaction whenever I see him teleport, even if he tries to fake you out with a teleport away from you, he won’t be able to hit your far s. MP.
Bison has a ton of options for escaping Dhalsim’s Ultra setups. EX Devil’s Reverse is usually the best bet if it’s right on top of you, but be careful with the followup since Dhalsim can slide under it. You want to get away but you don’t want to steer yourself right back into the Ultra! Teleports work too depending on where you’re at on the screen, but the recovery time can make it punishable by something else if that’s what Dhalsim’s expecting.
You can’t hit Dhalsim with s.Fierce after a crumple, he falls too fast.