Scrubs_and_Ninjas's SSF4 Guide for M. Bison v.2012

Scrubs_and_Ninjas's SSF4 Guide for M. Bison v.2012

Postby Scrubs_and_Ninjas » Tue Aug 09, 2011 11:02 pm

Latest Update
6/19/12
I'm sorry I didn't get everything I promised.

In the latest update
Spoiler: show
Really I just removed explanations in strategy to make it less cluttered. Also corrected Table of Contents. Added "Planned For Next Update"


Planned For Next Update
Spoiler: show
• "Normals" section sucks. Have to fix that.
• Option Selects
• Matchup Thread
• Project Battle Guide
• Organizing/ Adding Combos
• Guides from other websites
• Grammar Corrections
• Anything else I think of adding


I'm sharing (almost) everything I know for people interested in learning Bison.
Maniacman's guide: viewtopic.php?f=41&t=2069

M. Bison is a high pressure character with a focus on corner pressure. He's tied for the fastest character in the game. Because of this, paired with his great pokes, he has a great zoning game and great tick throws.

Health: 1000
Stun: 950

Strengths
:line-breaker1:
+ Tied for fastest character in the game
+ Amazing normals and pokes
+ Strong tick throws
+ Great pressure
+ Great escape options
+ Great frame traps

Weaknesses
:line-breaker1:
- VERY easy to anti-air
- Weak wakeup game
- Low damage output compared to other characters
- Lackluster ultras
- Below average stun
- No overhead
- Bad anti-air options, low priority st. HK
- Easy to get teleports instead of ultra
- Linear character

Table of Contents
Normals
Specials, Super, and Ultras
Combos
Strategy Part 1
Strategy Part 2
How NOT to Play M. Bison
Placeholder
Videos
Last edited by Scrubs_and_Ninjas on Tue Jun 19, 2012 7:18 pm, edited 24 times in total.
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Normals

Postby Scrubs_and_Ninjas » Tue Aug 09, 2011 11:03 pm

Adding frame data and hitboxes later. "/" separates close/far.

St. :punch-light:
Spoiler: show
Cancels into: Special, Super
Meter gain: 20

Great for hit confirming

St. :punch-medium:
Spoiler: show
Cancels into:Special, Super/Super
Meter Gain: 40

Not really useful. Can be used as an anti air.

St. :punch-hard:
Spoiler: show
Cancels into: Special, Super/Nothing
Meter gain: 60
Properties: Forces stand/none

Great in punish combos. Can link into cr. :kick-light: , so you can use for hitconfirming, but there's better options.

Cr. :punch-light:
Spoiler: show
Cancels into: Special, Super
Meter gain: 20

Great for setting up tick throws as you can combo to St. LP to hit people expecting a throw. Hit confirms into HK Scissor Kicks.

Cr. :punch-medium:
Spoiler: show
Cancels into: Special, Super
Meter Gain: 40

Decent poke. Slightly more range than cr. :kick-medium: , but harder to combo into. If it counter hits, it can combo into itself twice. Good for resets.

Cr. :punch-hard:
Spoiler: show
Cancels into: Super
Meter Gain: 60
Properties: Forces stand

Can be used to anti-air deep jump ins.


St. :kick-light:
Spoiler: show
Cancels into: Special, Super
Meter Gain: 20

This is what you should be using to start punish combos without a charge. Links into st. :kick-hard:

St. :kick-medium:
Spoiler: show
Cancels into: Super/Nothing
Meter Gain: 40

Amazing poke. Unlike st :kick-hard: , it hits crouching characters. It has a longer hitbox, too. No Dictator players have ignored this move, and I wouldn't advise you to be the first.

St. :kick-hard:
Spoiler: show
Meter Gain: 60

Another great poke. Can be used as a meaty attack. Because of the damage nerf, this should be used as much as st. :kick-medium: . It's probably his best anti-air, but that's not saying much.

Cr. :kick-light:
Spoiler: show
Cancels into: Special, Super
Meter Gain: 20

Amazing move. Hit low and great for hit confirming. This move will be covered in the Mixups section. You really don't want to play a match without knowing how to do cr. :kick-light: x3 into :kick-medium: Scissor Kicks.

Cr. :kick-medium:
Spoiler: show
Cancels into: Special, Super
Meter Gain: 40

This is probably the best poke that Is special cancelable. You want to be able to combo into this.

Cr. :kick-hard:
Spoiler: show
Cancels into: Super
Meter Gain: 60

Bison slides across the screen. Don't use this from anywhere but max distance. If you don't, you can be easily punished. This will be in the Pressure section.

N. Jump :punch-light: Ignore

N. Jump :punch-medium: Ignore

N. Jump :punch-hard:
Spoiler: show
Meter Gain: 60

Now this actually has use. This can be used as a predicted anti air.

N. Jump :kick-light: Why would you use this?

N. Jump :kick-medium: Same as above

N. Jump :kick-hard:
Spoiler: show
Meter Gain: 60

Use for predicting and mixing up and stuff.

Jump :punch-light: Ignore

Jump :punch-medium:
Spoiler: show
Meter Gain: 40

Can combo into itself. It's also the only way Bison can combo into ultra, but only as an anti air. Use it once to combo into pretty much anything. Cr. :punch-medium: sets up a reset.

Jump :punch-hard:
Spoiler: show
Meter Gain: 60

Another jump in and anti air. As an anti air, you can set up resets, which is great because everyone expects focus attack/hell attack, cr. :punch-medium: , Psycho Crusher.

Jump :kick-light:
Spoiler: show
Meter Gain: 20

Only real use is for tick throws.

Jump :kick-medium:
Spoiler: show
Meter Gain: 40

Most consistent cross up

Jump :kick-hard:
Spoiler: show
Meter Gain: 60

Other crossup and jump in

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Last edited by Scrubs_and_Ninjas on Mon Jun 18, 2012 10:11 am, edited 9 times in total.
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Specials, Super, and Ultras

Postby Scrubs_and_Ninjas » Tue Aug 09, 2011 11:03 pm

Psycho Crusher: :joystick-charge-left: :joystick-right: :plus: :punch:
Super Cancelable: Yes
Frame Adv. on block: -8/-14/-17/-18 Hit: Knocks down
Meter Gain Block/Hit: 30/40
Properties: Armor Breaking

This move may seem useless at first, but it has a lot of uses. It can be used as an ambiguous crossup on a wakeup. It can also be used for resets. More on that later. If blocked at max range, you can start a blockstring. EX version can go through one hit fireballs and still hit.

If Bison use the EX version to escape, assuming you pass through on block and get the max distance away, you can get punished by these. Copied directly from Azza on the SRK forums.

Spoiler: show
Abel: Ultra 1, Ultra 2.
Adon: Ultra 1.
Akuma: Nothing.
Blanka: Amazon River Run (slide), Ultra 2.
Balrog: Super (requires delayed timing to fully connect), Ultra 1.
C.Viper: Nothing.
Cammy: Super (requires delayed timing to fully connect), Ultra 1.
Chun-Li: Super (does not fully connect), Ultra 1 (requires delayed timing to fully connect).
Cody: MK/EX.Ruffian Kick, Ultra 2 (requires delayed timing to fully connect).
Dan: Nothing.
Dee Jay: MK/HK Super, Ultra 1.
Dhalsim: S.MP, S.HP, S.MK, C.LP, C.MP, C.HP, Ultra 2.
Dudley: MP.Machine Gun Blow, Ultra 1 (requires delayed timing to connect).
E. Honda: Nothing.
El Feurte: Ultra 1, Ultra 2.
Evil Ryu: Nothing
Fei-Long: Rekka, HP Super (does not fully connect).
Gen: MP/HP Super (Mantis Stance).
Gouken: Nothing.
Guile: MK/HK/EX.Flash Kick, Ultra 2.
Guy: EX.Hozanto.
Hakan: MP/HP/EX.Oil Slide.
Ibuki: Ultra 1 (does not fully connect), Ultra 2.
Juri: Nothing.
Ken: Nothing.
Oni: F+HP.
M.Bison: HK/EX.Scissors Kick, MK/HK Super.
Makoto: Ex.Hayate.
Rose: Nothing.
Rufus: C.HP, Ultra 2.
Ryu: HP Super.
Sagat: F+HK Kara Tiger Uppercut, Super (does not fully connect, his HK Super connects less than his LK/MK Super ), Ultra 2.
Sakura: Nothing.
Seth: S.HP, Super, Ultra 1.
T.Hawk: Nothing.
Vega: EX.Flying Barcelona Attack, Ultra 2.
Yang: EX.Mantis Slash, Ultra 2.
Yun: LP/MP Lunge Punch, Ex.Shoulder, Ultra 2.
Zangief: MP/HP/EX.Banishing Flat.


Double Knee Press "Scissor Kicks": :joystick-charge-left: :joystick-right: :plus: :kick:
Super Cancelable: Yes, first hit
Frame Adv. on block: +0/-5/-8/-8 Hit: Knocks down
Meter Gain Block/Hit: 20/16*16

This is an amazing pressure move. It's safe on block. You can just throw this move out randomly ( version). EX is good at beating low pokes. Only use the version unless you are doing hit confirms combos. Any other version is unsafe. I'll tell you in the Combos section when to use the and versions.

Head Press "Headstomp": :joystick-charge-down: :joystick-up: :plus: :kick: Followup punch: :punch: in air after hit
Super Cancelable: No
Frame Adv. on block/hit: Followup: 10/13
Meter Gain on Block/Hit: 0 Followup: 20/30
Properties: EX followup pursuits, hits mid

This move isn't too useful unless you use the EX version. The EX version knocks down on hit, is a good anti-air, and good reversal.

Devil's Reverse: :joystick-charge-down: :joystick-up: :plus: :punch: follow up punch: :punch:
Meter Gain on Block/Hit: 20/30
Properties: Hits mid

This move doesn't do damage unless you do the follow up. If nothing's going on, this can be used to build meter. The EX version
breaks focus attacks.

Teleport: DP/ Reverse DP :plus: :punch-3x: or :kick_3x:
Can be used for pressure and getting out of situations. Where you go depends on which motion you do and if you use punches or kicks.

Knee Press Nightmare (super): :joystick-charge-left: :joystick-right: :joystick-left: :joystick-right: :plus: :kick:
Frame Adv. on Block: -27 Hit: Knocks down
Properties: Invincible startup, Pursuit property, fifth hit is low, Fireball invincibility

This should only be used to end matches. It goes through fireballs. Bison's EX moves use meter better.

Nightmare Booster (ultra 1): :joystick-charge-left: :joystick-right: :joystick-left: :joystick-right: :plus: :kick_3x:
Frame Adv. on Block/Hit: -35/Knocks down
Properties: Invincible startup

This ultra can be used as an anti-air. It still sucks.

Psycho Punisher (ultra 2): :joystick-charge-left: :joystick-right: :joystick-left: :joystick-right: :plus: :punch-3x:
Frame Adv. on Block/Hit: -23/ Knocks down
Properties: Invincible startup, overhead

Since this is now a charge move, it's use sucks, too. It can still be used to punish things, but it's a lot less threatening. It work against fireballs w/ slow startup/recovery and characters w/ bad wakeup options.

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Last edited by Scrubs_and_Ninjas on Mon Jun 18, 2012 10:06 am, edited 13 times in total.
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Combos

Postby Scrubs_and_Ninjas » Tue Aug 09, 2011 11:04 pm

If you haven't read anything else on this guide, go do that, it's not necessary to get information. It's necessary to be worth respect.
I'm posting practical combos only
:line-breaker3: :line-breaker3: :line-breaker3:
cr. :kick-light: x3 xx :kick-medium: Scissor Kicks
Damage: 133 Stun 245

Best hit confirm combo
:line-breaker2: :line-breaker2: :line-breaker2:
st. :punch-hard: xx Psycho Crusher
Damage:240 Stun:400

Punish combo
:line-breaker1: :line-breaker1: :line-breaker1:
st. :kick-light: x2, st. :kick-hard:
Damage: 148 Stun: 260

Best punish combo without a charge. Also a frame trap.
:line-breaker1: :line-breaker1: :line-breaker1:
j. :punch-medium: , EX Psycho Crusher, EX Scissor Kicks, or Ultra

Pretty hard to use at high level since people don't jump randomly. If you predict a jump, go for this combo. If you do ultra, do j.MP twice to charge long enough.
:line-breaker2: :line-breaker3: :line-breaker1:
Cr. :punch-light: , cr. :punch-light: , cr. :kick-medium: xx HK Scissor Kicks
Damage: 203 Stun: 285

Another hit confirm combo
:line-breaker3: :line-breaker3: :line-breaker1:
St. :punch-hard: , cr. :kick-light: xx MK Scissor Kicks
Damage: 208 Stun: 370

Yet another hit confirm combo, forces stand
:line-breaker1: :line-breaker1: :line-breaker1:
Cr. :punch-light: St. :punch-light: Cr. :kick-medium: xx HK Scissor Kicks
Damage: 203 Stun: 285

The standing LP can make people try to tech a throw. Mix up the tick throw and the combo.

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Last edited by Scrubs_and_Ninjas on Mon Jun 18, 2012 12:54 pm, edited 11 times in total.
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Strategy Part 1

Postby Scrubs_and_Ninjas » Tue Aug 09, 2011 11:05 pm

I'm just gonna assume you know these terms to make information faster to get to.

Tick Throws
Bison's fast normals and fast walk speed make him a great tick thrower. Best tick throw is probably cr. :kick-light: throw

Reset List
Focus Attack, cr. MP, Psycho Crusher
Focus Attack, cr. MK, Devil Reverse, throw
Focus Attack, cr. MK, Devil Reverse, cr. MK, Scissor Kicks
Jump HP, dash, cr. LK x3, Scissor Kicks
Jump HP, delay, dash, cr. Lk x3, Scissor Kicks
Jump MP, cr. MP, Psycho Crusher
Cr. LK x3, Jump MK, Cr. LK x3, Scissor Kicks

Block String List
Cr. LP, st. LP, cr. LK xx LK Scissor Kicks
Cr. LP, st. LK, st. LK xx LK Scissor Kicks
Cr. LP, cr. LP, cr. LK xx LK Scissor Kicks

Frame Trap List
st. :kick-light: , st. :kick-light: - 1 frame window
cr. :punch-light: , cr. :kick-light: - 1 frame window
cl. :punch-light: , st. :kick-hard: - 2 frame window
cr. :punch-light: , cr. :kick-medium: - 3 frame window
cr. :punch-light: , st. :kick-medium: - 4 frame window
cr. :kick-light: , cr. :kick-medium: - 4 frame window
cr. :punch-light: , cl. :punch-hard: - 6 frame window
cr. :kick-light: , cl. :punch-hard: - 7 frame window

Option Selects

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Last edited by Scrubs_and_Ninjas on Tue Jun 19, 2012 7:10 pm, edited 15 times in total.
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Strategy Part 2

Postby Scrubs_and_Ninjas » Tue Aug 09, 2011 11:05 pm

Defensive Notes
Bison is not known for his defense. Still, there are some things you can do:

• Reverse DP Teleport is the best teleport for Bison. Be careful w/ option selects.
• Keep your distance with your pokes. Walk back and forth to avoid getting stuck in the corner.

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How to NOT play Bison

Postby Scrubs_and_Ninjas » Tue Aug 09, 2011 11:06 pm

Here I’ll post common mistakes by new Bison players

• Don’t use Ultra 2 as an ambiguous crossup. It’s very easy to block, and it wastes your ultra
• Don’t use St. HK as a go to anti-air. Learn to use Cr. HP and his aerial normals for the right situation.
• Don’t use wake up EX Psycho Crusher after a knockdown. People have learned how to counter it.
• You have more pokes the St. MK and St. HK. Learn how to use them all,
• Down Back will not make you invincible. Move around.
• Don’t spam Headstomp. It can be avoided by dashing.
• Bison can easily be option selected. Sometimes it’s better to just block on wakeup. Don't dismiss teleport and back dash, though.

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Placeholder

Postby Scrubs_and_Ninjas » Tue Aug 09, 2011 11:06 pm

Matchups will be getting their own thread. I'll put something else here eventually.

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Videos

Postby Scrubs_and_Ninjas » Tue Aug 09, 2011 11:07 pm

Don't worry. This section won't be as ugly when I'm done

http://sf4tube.com Pretty much anything you want visually is here.

Djb13 Dictator Tutorial

Top Bison Gameplay YogaFlame24 puts up top gameplay for each character. I did the search for you.

Isy9983 Matches

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Re: Scrubs_and_Ninjas's SSF4 Guide for M. Bison

Postby chaosmage » Thu Aug 11, 2011 10:29 pm

I feel there's a few points you should clarify:

1.
He's tied for the fastest character in the game. Because of this, he has a great zoning game


This makes it sound like his foot-speed is the only reason Bison can zone characters out. You need to mention his fast, safe moves with good range(cr.lk, st.mk, st.hk, lk knee press, etc.)

2. You fail to mention that Bison has inconsistent anti-airs, most of them are either slow, weak, or prone to trading. You should also mention that he lacks an overhead in the weaknesses section.

3. You should probably note which normal's are special cancelable. Even just putting (sc) next to the normal will help. Noting which ones hit low should also help.

4. You should note that cr.hk can be fadc'd to make it a relatively safe, though meter intensive, poke,

5. You should note that PC can only cross up on the opponents wake up.

6. Scissor Kicks should probably be labeled as Double Knee Press, it's official name. Same with Head Press and Somersault Skull Diver.

7. You should probably mention the uses of both ultra's, though I'm sure you were planning on adding that later.
----------------------------------------------


On another note, if you'd like I can try and write up some information on match-ups for you.
SSF4: Balrog, Cammy
SF3 - OE: Akuma
UMVC3: Trish-B/Taskmaster-A/Amaterasu-B
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