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M. Bison Ultra Street Fighter 4 Moves, Combos, Strategy Guide

Guide last updated on
June 2, 2014 at 9:11 p.m. PDT


M. Bison Ultra Street Fighter 4 Character Guide


Character Overview
M.Bison is a space control character with powerful pokes and fast walk speed. The dictator also has some of the most powerful corner pressure in the game with scissor kick and poke lockdown. Bison also has some of the best defensive options in the game with five different invincible reversals.

Bison isn't without his problems though. He has a lot of trouble dealing damage in almost every situation except a point blank punish. His Ultras can't assist him well in a match and he doesn't have a consistent anti-air option. Bison's jump is also extremely floaty, making him very easy to anti-air.

Strengths
+ Can kick you to death.
+ Deadly corner lockdown.
+ Safe chip damage game.
+ Quick backward and forward dash.
+ Multiple invincible defensive options.
+ Crossups on the ground and in the air.
+ An amazing throw game with tick setups.

Weaknesses
- Jump is floaty which forces him to approach on the ground.
- Anti-air game at mid range or closer is very bad.
- Mixup game is weak.
- Low damage offense.
- No combos into untechable knockdown.

Notable Normal Moves and Unique Attacks
  or
Far Standing Medium or Hard Kick
Bison's standing Medium Kick is his best mid range poke to challenge opponents safely on the ground. It's hard to punish when spaced at max range and if the opponent tries to jump over it you can recovery quickly enough in time to neutral jump and counter them. It's also hard to whiff punish, so you can throw it out there to challenge space.

Standing Hard Kick is a signature move for Bison in terms of space control. It's also one of his few anti-air attacks, though it has very little priority against aerial opponents. While it doesn't have any real hitbox priority, the speed and coverage of the move make it a very good attack to challenge players trying to either dash into your space or sneak in with a command normal.


Slide
The Slide is ridiculously unsafe on block, but it's one of Bison's few untechable knockdown options. If you notice that a player is walking around a lot and not pausing to crouch block then you can use this move as a surprise attack. This isn't recommended though.

One great feature of this sliding sweep is that you can FADC it to make it safe or to go into a mixup. This is a rather expensive way to get in the opponent's face, so make sure you don't have other options first.

  
Hell Attack
Hell Attack is one of several aerial moves in the game that juggles the opponent into a knockdown. It also has a ton of priority air-to-air meaning that you'll be able to beat opponents in a lot of aerial confrontations.

This is a two-part attack, and if you choose to land only one punch then you can juggle with special or normal moves on the ground. Popular followups include standing Hard Punch and Hard Psycho Crusher.

If you land both punches, you can only land moves with juggle ability such as EX Psycho Crusher, EX Scissor Kicks and both of your Ultra Combos. The process is thus simple; if you don't have Ultra stocked, it's best to go for only one punch, but if you do, go for two.


Jumping Medium Kick
Bison's crossup attack is one of the most ambiguous in the game. Since Bison has a floaty jump and easy combos from his Light Attacks this crossup is even more dangerous.

Jumping Hard Punch
Bison's best direct jump-in. Has the capability to beat anti-airs and also makes it so that he can attack with a jumping attack more quickly (since he angles himself downward).

Crouching Hard Punch
Bison's only true anti-air attack, and it's very slow to the point where you'll want to use it sparingly and only against chars with weak jump-ins.

Crouching Light Kick
Bison's crouching Light Kick is legendary for its annoyance factor. It's a three-frame move with considerable range which makes it great during crouch throw teching. It also doesn't push Bison very far from the opponent, making it ideal for throw ticks as well.
Special Moves
or
Double Knee Press (Scissor Kicks)
Damage
Light
90
Medium
110
Hard
130
EX
140

Properties

Bison's signature scissor kicks are the core of his offense. The scissor kicks serve the dictator well in combos, building meter or just doing general chip damage. Each version has certain uses.

The Light Scissor Kicks are the most important one for Bison. This move is completely safe on block at all times. It's also very fast, making it near-impossible to react against. While it doesn't do much damage, it's perfect for safely pushing people towards the corner.

The Medium and Hard Scissor Kicks are unsafe on block to the point where they can be easily punished, so they're almost exclusively used in combos. However if you strike with only the second hit of the move (where Bison hits the opponent with his toe) the pushback will make it much harder to punish. This requires very good spacing though.

Ultimately you'll want to be mixing up Light Scissor Kicks with your standing Hard Kick, standing Medium Kick and dash forward -> throw. The Light Scissor Kick should be a fear factor in your opponent's mind so make sure that each time you use it that it is unpredictable.

All versions of the Scissor Kicks are very bad at anti-airing, making them vulnerable to neutral jumps. Also the low invincibility of each Scissor Kick takes a very long time to become active, so you have to space and time each kick correctly out of the range of all attacks.

EX Version: EX Scissor Kicks have a big amount of invincibility to attacks, projectiles and throws at the start of the move. This makes it a strong anti-projectile option because the range is so far. Most opponents won't throw projectiles when they see you have a charge, but it's still a good move to threaten with.

You should only use this move as a reversal if you are sure it's going to whiff out of the range of an opponent's attack. This move is incredibly unsafe on block and the invincibility doesn't overlap the attacking frames of the move.

or
Psycho Crusher (Torpedo)
Damage
Light
120
Medium
130
Hard
140
EX
150

Properties

Bison's purple flaming torpedo sadly doesn't have much use in grounded offense. All versions are extremely unsafe on block. Even if you space it so that you strike with the very end of the Light version, it's possible to get punished by fast moves. Also, Scissor Kicks tend to leave you in a more favorable knockdown position in combos.

Don't give up on this move entirely though. The Psycho Crusher can cross up opponents with the tail end of the move, making it useful to apply after knockdowns. Even if the opponent blocks the Psycho Crusher crossup correctly, it can be very difficult to punish.

Another use of this move is ambiguous attacks in the corner. If you use a Psycho Crusher over a knocked down opponent and have Bison fly into the corner, he will instantly recover next to the opponent and it will be very difficult to see which side he is on. This is a really dangerous technique that's even more powerful with EX since Bison recovers faster.

Despite the fact that Bison covers himself in purple electric flames to use this move, it has almost no anti-air priority.

EX Version: EX Psycho Crusher is a strong wakeup option for Bison due to its large startup invincibility window. Unlike EX Scissor Kicks this move goes through the opponent on block.

You want to make sure the beginning of this move is blocked by the opponent so that the blockstun allows you to escape.

You should really only use this move as a reversal against characters without strong horizontal reversals as well. Anyone who can cover ground quickly with a special move or Ultra will be able to punish EX Psycho Crusher.

This attack is classified as a two-hit projectile attack which makes it another anti-projectile option. What is interesting about this property is that should you contact an EX projectile with this move, the collision of hits will take away Bison's ability to strike the opponent with EX Psycho Crusher.

or then or
Head Press & Somersault Skull Diver (Head Stomp and Body Splash)
Damage
Head Stomp
120
EX Head Stomp
180
Splash
120
EX Splash
160

Properties

Bison's headstomp tracks the opponent for an attack that must be blocked high. You'll want to be careful with this move. It's not hard at all to counter with a jumping attack and the tracking ability of the move is weak, making it likely to whiff against players walking backwards.

After Bison attacks with this move, you can control Bison's drop path with the joystick. This is important because on hit or block you'll want to put distance between you and the opponent since Bison has noticeable ground recovery on this move and the opponent recovers before you land.

By pressing punch after the headstomp hits or is blocked, you can initiate a Splash attack. This option is really unsafe to things like Focus Attacks or invincible reversals, so it's a better idea to try and escape instead.

You'll generally want to avoid the normal version of this move and its followup entirely because you can get better chip, positioning and safe options from your Scissor Kicks and pokes.

EX Version: EX Headstomp has a bunch of new qualities that the normal headstomps don't have. The first is that it travels through the air faster, has better tracking at mid range and does a lot more damage (along with chip damage). It also has some startup invincibility.

Don't try to use this move as a reversal though. It's extremely slow and easy to avoid at close range by simply walking away. You can use it to defeat late crossups because the startup invincibility will rush through jumping attacks, but this is super risky.

The best time to use this move is to chip opponents who have their backs to the wall. The speed of the move and the improved angle make it almost impossible to avoid chip since they can't walk or jump away to dodge or counterattack the move.

The EX Splash like its normal counterpart should be avoided. It's very easy to avoid this move with a Focus Attack -> Backdash before the second hit lands, and then you'll be down an EX bar and you'll have given your opponent more Revenge meter.

or then or
Devil's Reverse
Damage
Regular
110
EX
160

Properties

Bison's famous Devil's Reverse move has a couple of interesting uses since you can control Bison's arc with the joystick once he sticks out his hand. Unfortunately, you really don't want to attack with this move. The massive and obvious startup in the air when Bison flips over makes it very easy to counter with a Focus Attack.

The best use for this move is to build EX meter. Whiffing it while holding back to fall away from the opponent is a great way to build emergency EX bars that makes Bison so dangerous. Be wary of how close to the corner you are shoving yourself during this strategy. Also, watch out for horizontal Ultras that cover a lot of space.

You can actually whiff this move without pressing any buttons after Bison leaps. This is great for surprise attacks since the animation and noise of the move make it sound the same as a Headstomp. You also recover almost instantly on the ground if you whiff this move, perfect for throws or crouching Light Kicks. Don't abuse this strategy though.

EX Version: EX Devil's Reverse has a good amount of startup invincibility as Bison leaves the ground. Since you can steer Bison's trajectory away from the opponent after you flip away you can use it to escape from the opponent.

However this reversal suffers from the same problem that EX Psycho Crusher does; strong horizontal attacks with speed and invincibility can catch the recovery of this move very easily. Also since this reversal isn't technically an attack it can be option selected on startup by shoryukens and the like. It's best to only use this as a reversal against characters without strong ground options.

The two-hit EX followup to Devil's Reverse suffers from the same problem that the two-hit EX Splash does in that a Focus Attack -> Backdash from the opponent can avoid the second hit of this move. It's best not to use it unless the opponent is in the corner and can't avoid the chip of the move.

or or
Teleport

Despite the complex-looking inputs, Bison's teleport is actually fairly easy to utilize. Follow this chart carefully.
  • Punches, Forward DP: Behind the opponent.
  • Punches, Backwards DP: 3/4 screen away from the opponent.
  • Kicks, Forward DP: In front of the opponent.
  • Kicks, Reverse DP: Full-screen away from the opponent.
In matches you'll only really want to be using the fourth option as a reversal to escape. All teleports have the same amount of recovery and the Teleport is fully invincible on startup.

An opponent who predicts your Teleport will be able to punish it, even if they are playing a slow character. It's best not to be too predictable about using it on wakeup.

Super and Ultra Moves

Super — Knee Press Nightmare
Damage
Super
340

Properties: None

Bison's Super is completely invulnerable on startup and invincible to projectiles after startup, making it a deadly projectile counter if you have charge. Light version has the fastest startup but the least amount of range.

It's also easy to cancel into from either the Scissor Kick or a crouching Hard Punch as a punish attack.

Unfortunately, Bison needs EX for a lot of options both defensively and offensively, so you'll probably never use this Super except to show off.


Ultra 1 — Nightmare Booster
Damage
Ultra 1
492

Properties: None

Bison's more damaging Ultra option. It has a lot of startup and the only way to combo into it is after a Focus Attack or a Hell Attack. Due to the massive amount of invincibility covering the move and that it can re-ground aerial opponents you can use this move as an anti-air though you have to do it on prediction, not reaction.

Nightmare Booster also does a ton of chip damage, so if your opponent is on their last legs with no invincible counters left you can use this to finish them off.


Ultra 2 — Psycho Punisher
Damage
Ultra 2
450

Properties:

This Ultra is completely invulnerable on startup and invulnerable to projectiles only during its descent. This makes it a nice projectile counter, but the only problem is that most players don't throw fireballs when you have a charge. Psycho Punisher must also be blocked high.

You can control the drop point of the move using the joystick. This means that you can cross up the opponent with this move or move closer to punish projectile throwers. The range of the Ultra is massive, much larger than it looks.

You can pull off some really ambiguous crossups with this Ultra. Even after something as simple as a forwards throw sets up the opponent into a guessing game where they aren't sure which side the Ultra will land on. This is a risky gamble to go for since this Ultra is unsafe on block and invincible reversals will avoid it, but it's still a nice trick to turn the tide against characters with bad wakeup games.

You can combo into this Ultra the same way as you do with Ultra 1 with less damage as a result.

Combos
Important Note: Not every possible combo is listed here. Instead, you'll find the most common and helpful combos that you should know. There are many variations to these as well.

cr.LK, cr.LK, Link cr.LK xx LK Scissor Kick
5 Hits
119 Damage
Bison's crouch tech combo. Safe on block and useful to know.


cr.LP, cr.LP, Link cr.LK xx MK Scissor Kick
5 Hits
153 Damage
This combo is much easier to hit confirm, allowing you to go for a stronger scissor kick.


j.MK, cr.LP, st.LP, Link cr.MK xx HK Scissor Kick
6 Hits
248 Damage
Bison's best post cross-up hit confirm combo.


j.HP, st.HP xx HP Psycho Crusher
3 Hits
322 Damage
Bison's easiest and strongest meterless jump-in combo.


st.LK, st.LK Link st.HK
3 Hits
148 Damage
Bison's standing Light Kick is a great tech trap. Combine that with his fast walk speed and this easy combo and you have another element to your throw mixup game.


cr.MP xx HK Scissor Kick
2 Hits
112 Damage
Bison's best mid-range reach and punish combo.


j.MP x2, Nightmare Booster
8 Hits
426 Damage
Bison's only real way to combo into his Ultras. This same combo works for Ultra 2 for less damage.
Bison General Strategy
Bison has such amazing control of ground space that he almost never needs to jump unless he is going for a crossup after a knockdown. His standing Medium Kick, Light Scissor Kick, fast dash and quick Light Attacks allow him to stay grounded and control space well.

Ultimately you should have ultimate patience when fighting opponents as they will try to force you to drop your charge constantly. You must be ready to keep them out of close range and to stop their jumps with your own neutral jump. Once you've convinced them to stay on the ground, it's time to apply your throw and chip game.

Since Bison doesn't have an overhead, a command throw or a short jump he will have to rely very heavily on his throw game. Bison has exceptional throw range and this should not be forgotten. He also has some of the best Light normals to use for tick throwing.

While you won't get amazing amounts of damage for playing Bison's gameplan, you will gain space domination and some of the most slippery defensive options the game has to offer.

Other Resources and Credit
You can find more information about playing Bison on the Central Character Discussion Thread on the EventHubs.com forums
Contributions to this guide by Nyoronoru.


Comments

WheelChairNinja said on March 25, 2010 at 5 p.m.

I cant do Bison's Ultra, he keeps teleporting everytime i try it; anyone have any advice?

#1
MB56 said on March 26, 2010 at 7:52 a.m.

Do u use d-pad, stick on controller or fightstick? If you dont have joystick u should use stick on controller. if u already do n still have trouble, go to training mode and put on input display n see where u went wrong with ur execution.

#2
WheelChairNinja said on March 26, 2010 at 6:54 p.m.

ok thanks

#3
Johnry said on March 29, 2010 at 8:51 a.m.

@ WheelChairNinja

Haha. I remember this situation from about a 1 year and a half ago at the arcades.
The reason you are teleporting is because you're pressing the three punches too early and the system reads it as " <- -> <- PPP"
My tip would be to delay the PPP input by about half a second and then reduce that delay and then get a feel for when you should press. There should be a noticeable (but small) gap between the -> and the PPP input.
And btw, I am currently on keyboard which helps ... possibly

#4
Johnry said on March 31, 2010 at 8:46 a.m.

Just wanted to show everyone Bison's most amazing option select: http://www.youtube.com/watch?v=6c0zzt... The set up starts at 1:35. This is the only time I've seen it on youtube and it is damn impressive.

Can anyone explain the sequence of button inputs?

#5
DoomRenegade88 said on March 31, 2010 at 10:45 p.m.

it would be nice to see some vs specs against some of bison's main weaknesses. that and i didn't realize it took only two seconds to pull off the charge. i usually held it for 3-4, ill apply it into my run with bison since i just started using him today. any other moves i should be using to incorporate with combos?

#6
sweatypalm said on April 17, 2010 at 9:23 a.m.

@DoomRenegade88

Why are you posting this in the M.Bison section? This is a section meant to help people who play this character not people who play against him.

#7
ajyou003 said on May 2, 2010 at 1:01 p.m.

@sweatypalm

You misunderstood his post. He's starting to pick up M.Bison and is looking for characters who give Bison tough match-ups and how to work around them.

@DoomRenegade88

You'll find that upper-tier characters like Ryu and Rufus can give you some headaches.

Ryu is just a well rounded character with good priority and the ability to bust out some crazy combos with Ultra 1. If you can corner Ryu you can put a lot of pressure on but watch out for EX Hurricane Kick. A good corner trap can lead into a Nightmare Booster which will usually seal the deal.

Rufus can also be a very challenging match-up because of his high stamina combined with really good moves like Snake Strike, Messiah Kick, and a killer ultra. Don't be afraid to teleport retreat if things get sticky and you want to reset. Keep the pressure up with pokes and Double Knees and mix in some grabs.

Those are just two examples of match-ups I would consider difficult but other may have more advice.

#8
BisonShouldHaveHadoukens said on May 4, 2010 at 4:42 a.m.

Why is that someone like Chun Li, who is already better than Bison got improved and Bison got nerfed. Yes I know his psycho crusher has been improved - and it helps. But why was his standing hard kick nerfed, that was his only decent anti air, and it still works but it doesn't have as much priority with it.

#9
Fujisawa_Loser said on May 4, 2010 at 2:23 p.m.

Quick question. It says that you can link the two medium punches into a psycho crusher or a Nightmare booster. Can anyone elaborate how this works? I just started using Bison not too long ago and I really can't seem to figure out how to do this exactly.

#10
MB56 said on May 5, 2010 at 4:36 a.m.

@326 Bison didnt get nerfed really. Everyone had damage reductions, so really, HK only got nerfed by at most 10 dmg. But both psycho crusher versions have damage increase, priority, the tail, cross up ability and the ex goes through projectiles. And Bison's new ultra is pretty darn good as it helps with the projectile chars. and it has an easier execution.

@327 It's 2 jumping medium punches. An anti air when you're in the air too. If you hit them with the jumping medium punches you can combo into the EX crusher or nightmare booster.

#11
Fujisawa_Loser said on May 5, 2010 at 6 p.m.

@328
Now when you're doing the jumping medium punches should you already be charging on the way up? I can never really seem to do that when I'm jumping in the air. I don't think I'm charging it long enough or if I should be jumping toward my opponent or away from them to charge it. I'm assuming this is best done when you're playing with the arcade stick?

#12
rob7979 said on May 6, 2010 at 4:23 a.m.

328 Yes, you need to be charging as soon as you leave the ground.

I found the best way to master this combo is to first master jumpbing double medium punch into ex psycho crusher as the final input is easier. Once you are getting this down consistently then try the medium punches into ultra 1 or 2.

Hope this helps....always good to have more dictators around.

#13
BisonShouldHaveHadoukens said on May 6, 2010 at 3:06 p.m.

@MB56

I know everyone has had damage reduction, well not everyone but the people who needed it. But have you not noticed the priorty of standing hard kick has been reduced?

I do love his second ultra, and at first I was complaining about the lack of damage but realised why - cos of how good it is.

#14
Fujisawa_Loser said on May 6, 2010 at 7:04 p.m.

his second ultra is really Delicious!

#15
MB56 said on May 7, 2010 at 3:16 a.m.

@331 yea i guess it did loose some priority...the reason why they nerfed it might be because it was a little too good and was overused? im not sure anyways

#16
supershinbison said on May 28, 2010 at 5:40 a.m.

bisons h kick just got dmg nerf. as for its functionality it's the same. online play can hamper the AA properties on it cuz of slight input drops due to lag. if anyone is having a hard time linking crouch m kick then i suggest these combos: clp, clp, clp, clk then lk scissors or clp, slp, slp, clk then scissors. these work just as well just wont deal as much dmg but the clk isn't a link after the clp or slp it's a chain and easy to combo with. i recommend learning the cmk link though but the clk in its place works fine.

#17
Johnry said on May 29, 2010 at 2:55 a.m.

Agreeing with #334, if you find it hard to combo with c.MK then j.MK->c.LP->c.LP->c.LK->M scissors is a very tidy, easy to use combo that you should put into your arsenal. (I prefer one less c.LP as it allows for slightly further spacing).
However c.MK does over 3 times more damage than c.LK so it is highly desirable to use in a combo especially from a normal jump in (ie not a cross-up where spacing issues come into play). Furthermore c.LK can only link to L and M scissors whereas c.MK can lead to the H version.
A minor point that some may like to incorporate is using s.LK (dmg=30) as opposed to c.LK (dmg=20) before ending a combo with scissors

#18
supershinbison said on May 29, 2010 at 7:29 a.m.

yeah 3 clps is hard especially after jump in but any combo you use that cmk to link you can just use clk. you just wont push as much dmg. one of my fav combos tbh is jump hp, cmp, cmk and cancel into h scissors or pc. it deals nice dmg i think it does about 300 or more. actually because the pc deals more dmg it is worth the time and practice to learn and master the cmk link. ending combos with pc pushes more dmg.

#19
Swift426 said on June 8, 2010 at 2 p.m.

Hey all u bison users, how's it going?
-I came here cause I just wanted to get some tips on Bison's worst match up, Guile. My Bison is really solid and I rarely have trouble against most characters, but Guile is a different story, especially is SSF4. He can spam SB like no tomorrow, air grab me or any other of his AA if I ever try to jump in, and since Bison doesn't have a normal overhead, it's really hard to get in and do some dmg. The only times I have won against Guile are the times I FA his SB and I had to grab him multiple times, this is much harder to do against good guile players because they can tech the throws. Plus Bison's 2nd Ultra is much harder to land because of how fast SB recovers, unlike Hadoukens.

- I also want to contribute to the bison players out there, so I would like to share a good solid move bison can do to punish players when he is not charged. While most bison's grab while they are not charged to punish, I learned that cr.MP P-linked to st.HK does more dmg and it's pretty easy to do if u practice. Also some simple ultra 2 setups, if an opponent ever uses a move while he/she is in the air, immediately do U2, for ex. Akuma air Hadouken, Ibuki Knife throw, they will always hit guaranteed.

#20
supershinbison said on June 9, 2010 at 3:08 a.m.

@swift426
yeah tbh guile period is an extremely hard match up 4 bison:( imo being grounded is key and yes u will take dmg getting in. your goal is to get into mk and hk range and use your pokes to pressure guile and try not to jump a lot but if u have to use jump hp its harder to anti air and should trade with most of guiles anti air. trick to beating guile is to stay within the mk and hk poking range and hide charge inputs for lk scissors pressure but don't go for that pattern too much make sure to mix throws in this strategy will push guile into a wall so long as u mix up well and dont get predictable . in this match u need to use every mix up trick u have ie pokes, scissors pressure, throws and all of your normal bison tricks. hope this helps u in some way. guile is tough but remember most of your pokes beat all of his so do what it takes to get into poking range and pressure him. the guile player will get desperate to get out and use that against him.

#21
supershinbison said on June 9, 2010 at 3:24 a.m.

i also know of a couple reset tricks with bison if u want to use. first is jump mp with only the 1st part of the attack. it can be used in a combo with normals so here's one i like. jump mp with only the 1st hit land crouch mp cancel into h psycho crusher. the pc will be a cross up and the crouch mp resets them so they only get a split sec to react. the other reset trick i like is this and it involves the 1st hit of the jump mp. jump mp then dash in for crouch mk then dash forward which puts you on the other side of the opponent and depending on the spacing of the crouch mk u wont go on the other side so this can confuse the opponent on how to block or react. u can pretty much set up combos after that reset or throw set ups anything u can think of. hope this helps anyone out trying to add a different element to their bison game.

#22
Swift426 said on June 9, 2010 at 10:31 a.m.

@ Supershinbison, thanks for the info, I didn't know Bison had a reset game. One question though, if the opponent blocks the first jump mp, do u still continue with the cr. mp into PC or do u just block after that. Plus since it's a reset,what if the opponent blocks after they are hit with the jump mp?

#23
Johnry said on June 9, 2010 at 11:41 a.m.

@ Swift426
What supershinbison is referring to is a j.MP that hits a JUMPING opponent i.e. they can't block. He then gives two ways of 'juggling' as soon as you land, after which come the cross-up/reset.
Concerning the vs. Guile matchup, once you get in close to Guile, you must try and stay close and apply pressure.
When you jump in, you have to judge the distance. If you are far, you should do j.HK which will beat airthrows. If you are close you should do j.HP (which will most likely be blocked) and then you should follow up with (as said) block string pressure mixed with throws

#24
burningdojo said on June 9, 2010 at 12:11 p.m.

"
• Jumping Hard Kick, Crouching Medium Kick •
Yep, just those two moves. Does good damage.
"

Jumping Hard Kick, Crouching Medium Punch does more damage.

#25
Swift426 said on June 9, 2010 at 2:16 p.m.

@Johnry, Ok I get it, it's part 1 of the hell attack, when you get them in the air. I usually do a cr. HP, does good dmg, but I'll try those out.

#26
supershinbison said on June 11, 2010 at 6:13 a.m.

okay guys sorry about that last reset i wrote it down wrong. jump mp dash then crouch mk then dash in to follow up with either a new combo or throw set up. don't use this too much just a nice mix up once in awhile to throw the opponent off.

#27
Kyozaki said on June 17, 2010 at 7:48 p.m.

Hi guys, how does dictator punish opponents who repeatedly jump away and do flying kicks? I've found a LOT of Shotos frustrate me with this nonsense online, as the headpress mostly falls short and then they counter.

Also what's best for guys that cross up a lot?

Funnily enough I do better against rush players than those that play cheap.

Cheers

K'+

#28
MB56 said on June 18, 2010 at 12:34 a.m.

follow them and corner them. Then they will have no where to jump backwards, so you can anti air their jumps

#29
Kyozaki said on June 18, 2010 at 7:45 a.m.

Cheers MB56, I'll try that later tonight.

Other than standing Fierce Kick, what other anti-airs does he have?

Cheers

K'+

#30
Bibuki said on June 23, 2010 at 7:17 a.m.

c.hp is pretty decent and messes shoto's timing on their attempt to stuff your s.hk with their godly jumping hk.

close s.hp can stuff crossups but I don't know about its reliability. someone did it to me that's how I know :(

I often find myself jump hk at airborne opponents. I should do j.mp x1, then catch them with s.hk or s.hp but I forget about it most of the time.

I also forget about teleport away, or dash forward. anyway I'm pretty new to Dictator.

But now with Platinum Robot Bison I'm automatically gonna rape everything. I don't allow him to lose.

#31
Johnry said on June 24, 2010 at 3:46 p.m.

@ Bibuki

I agree with you about the c.HP being useful... and so do the Japanese apparently according to a website I was reading today.
They also said that since Bison's throw is more powerful in super (140) than in vanilla (130) (something that a LOT of websites in english fail to say) it is worth looking into more throwing options.

Nothing wrong with j.HK. It's a solid air-to-air and has more range than j.MP.

Best to teleport out of most (but not all) cross-up situations

#32
MB56 said on June 28, 2010 at 11:17 p.m.

C.HP is good to use against jump ins, but the bad thing about it is it's slow start up and recovery. I almost always use it against Ryu, Sagat and Dudley because of their high priority jump ins. And I also use C.HP to jumping spammers since they get predictable and HK may trade sometimes. All other times i use HK because it is quick and has plenty of range.

Johnry: When do you not teleport out of cross up situations? and also, is EX Crusher and EX devil reverse good alternatives to teleport?

#33
Kyozaki said on June 30, 2010 at 3:33 a.m.

One Tip I can give is the Devil's reverse is amazing for baiting Ultras. So many times I'll leap towards an opponent using it, then as soon as they ultra, I hit HP for the fist dive and back away. They miss, I land, they're open. Doesn't work on Rufus U2 as he moves forward and sucks you in. I may try moving towards with it to cross up.

Cheers guys. In fact thanks to everyone who's posted on here. Reading these tips have improved my Bison game several fold. I now poke a lot with S.MK and pressure people into corners and keep them there with S.HK. I'll try the C.HP as an anti air later tonight.

Bison IS the last boss
http://www.youtube.com/watch?v=5yBcEU...

K'+

#34
Kyozaki said on June 30, 2010 at 3:35 a.m.

I couldn't help but clap at the end of that vid. I've never thought of using the EX PC that way.

K'+

#35
Johnry said on June 30, 2010 at 3:46 a.m.

The main situations when teleporting is a bad idea are against Ryu (and therefore also Ken and possibly Dan?! but I haven't confirmed this) and against Zangief.
When Ryu crosses up and Bison teleports, Ryu can do a heavy tatsumaki and it will hit Bison as he is 'phasing in'. Ryu generally does a c.LK -> H.tatsumaki which may be an option select; I am not familiar with the mechanics of this but I prefer to avoid this entirely and instead of teleport just do regular blocking whilst being wary about tick throws (v.common).
When Zangief crosses up and Bison teleports, Zangief can do a green glove which closes the distance and then a spinning pile driver (or an ultra) as Bison is 'phasing in'. Best escape is EX devil reverse upwards and get the hell away from Zangief.
I would however say that the only Ryus and Zangiefs who have caught me in these traps were HIGH LEVEL but it's still worth any Bison player knowing the possible dangers.

EX Crusher.... I don't really use for cross-ups. Unless it auto-corrects which is generally not the case, it is a waste of EX meter. I only use it for non-cross-up jump ins.

EX devil reverse...Good to get away from Zangief and also Dhalsim on yoga fire/ultra -> cross-up. Also when the opponent is crossing you up in the corner, a devil reverse can force itself between the opponent and the edge of the screen and is very difficult to shoryuken etc.... Best to use when you can win by chip damage.

My one caveat is that I am still not 100% comfortable with SSF4 mechanics. These strats definitely work in SF4 however.

#36
MB56 said on June 30, 2010 at 4:12 a.m.

@ Johnry ohh yeah i know what you mean, it's happened with me when i was versing zangief and your right, it's the high level players only that do these.

When against zangief i almost always use EX devil reverse to escape when im knocked down, because it's horrible when he starts his mix up.

I'd just like to add: for people who like to focus attack/absorb your body splash or devil reverse, use the EX version to catch them as they're two hits. Worked many times for me lol but dont always use it because most of the time its a waste of EX.

#37
Coconutpete said on June 30, 2010 at 7:18 a.m.

Bison is the only char where I don't suck at ^^

I don't know what it is, maybe his moves and mobility + strength are perfect for ssf4 noobs :D

#38
Johnry said on July 9, 2010 at 3:56 a.m.

@MB56
Can't believe I'm posting again so quickly but regarding your strat against people who like to FA your body splash/DR... You can also fake a body splash, land BEHIND (important) the opponent and then just throw.
Also when you are about a half screen away do an empty EX DR -> throw. EVERYONE assumes it's a EX headstomp and gets ready to block. (NOT AGAINST CHUN-LI THOUGH!!)
... this is yet another strat in my attempts to introduce Bison's new and improved throw into my game.

#39
MB56 said on July 10, 2010 at 5:26 a.m.

Johnry: yea true, these are good options

#40
Shaunbake said on July 17, 2010 at 10:46 p.m.

Bison is a power house in every way except his ultras in my opinion. His normals have great priority and strength, he moves fast ans him specials and EX's are buffed up. But the fact of the matter is that you cannot combo his ultras unless you double air punch correct?? No FADC's??? Most matches I look at against a ryu or Rufus Bison will be winning the match until FADC into ultra. Anyone know another route to combo his ultras???

#41
Johnry said on July 19, 2010 at 12:08 a.m.

@ Shaunbake

The only set up combos are:

FA -> ultra
j.MP -> ultra
j.MP -> j. MP -> ultra
j.MP -> land -> j.MP -> j. MP -> ultra

That is it!

#42
Shaunbake said on July 19, 2010 at 7:09 p.m.

I thought so. @Johnry. Bearly any good anti-airs. No set-ups for Ultra. The only thing i like is that he's not super popular. It might be time to jump ship. preciate.

#43
Doppler said on July 22, 2010 at 8:26 p.m.

hes not popular?? I see too much bisons, now I see why tehy put bison as a top tier, hes very powerfull and hes moves are very very safe, need to nerf those saves moves

#44
lynx_vega said on July 27, 2010 at 7:24 p.m.

yeah bison is a pussy safe

#45
Katrinaj94 said on July 30, 2010 at 9:35 a.m.

Bison Is kool He is the only charge character I Like! XD
And I like His second ultra ;)

#46
throughsilence said on August 4, 2010 at 8 a.m.

I keep seeing a bunch of old SF4 recordings for m.bison...but there's like nothing new, anyone have links of updated m.bison gameplay to learn from?

#47
Johnry said on August 5, 2010 at 1:55 a.m.

Unlike some other characters, Bison hasn't changed much since SF4. The main differences are U2 which can't be comboed into other than with a hell attack and PC which has had its hit box increased.
So... Bison's SSF4 gameplay is virtually identical to that in SF4 with the difference of using PC more than SK in punishment situations and wake-up cross-ups.
The old school recordings are just as valuable as they always were!
Therefore... this is still one of the best videos to learn combos from IMO: http://www.youtube.com/watch?v=BghlJw...

#48
BareFeetRyu said on August 10, 2010 at 2:02 a.m.

Received great tips posted on this sites.

The match up against Guile is tough. I am testing this silent Bison tactics against a turtle Guile: Hold down back and do nothing but anticipating from full screen. Going turtle against Guile doesn't make sense?

The key point is that SB is low on chip damage and moves slowly across the screen. Bison can punish him with one correct guess of the next SB; and upon scoring a knockdown, Bison can apply pressure and chip much more rapidly than Guile. I think 1 Ex Head stomp does equal chip to 5 lp SB chips. If you thrown him, he would need how many SB to make up the lost?

The more sonic booms he throws, the more predictable he becomes. If he spent time on fake outs, he has less time to throw more Sbs, which caps his chip damage potentials. Guile sitting on a small lead with little time left does not feel comfortable against Bison. The table can turn so quickly to Bison's advantage and so slowly to Guile's.

No need to block SBs all the way to the end of the game: there are other options near the end. This makes Guile more frustrating if he does not hold a commanding lead.

In summary, Bison holds the advantage at damage, chip, and escaping tools, speed, and range. Guile only have 2 special moves so he is weak on chip damage.

#49
Johnry said on August 17, 2010 at 4:18 a.m.

@Barefeetryu

I think you are the first person to suggest a match can be in a character's favour due to chip damage output!!
Since your post was around a week ago, I imagine you have found this strategy to be completely flawed and if not I will gladly play you with Guile and show you the problems with this strat.
For example, the most glaring error in judgement is that you will be able to react to sonic booms and punish with HS. With Guile's mega fast SB recovery time, it is likely he will be able to just pluck you out of the air with an air throw half way through your HS attempt.

#50
Shadaloo said on September 9, 2010 at 6:51 p.m.

If any1 would like to play 1 of the best mbison players online on psn, send a friend request to Salik01. He has about 5800PP and about 11800BP FROM UK.
Im sure online players know him well. He has been around for while.
And ive played him myself. Ive beaten him only once with dudley but only just.

He is very strong with bison, and can pull of difficult advanceds combo's. I think his only weakness is against very defensive players who frustrate him easily lol. That said i think ne1 who wants to test out their bison against this guy is defo up for challenge.

#51
Ryu_Apprentice said on September 10, 2010 at 4:10 a.m.


if you care to know how to do a dash ultra1 with bison then here is the clip

http://www.youtube.com/watch?v=8-o9q9...

#52
maniacman said on September 27, 2010 at 8:54 a.m.

I need to keep my eye on spacing a bit more... there's probably been a thousand fights where I could have ex Scissor Kicked through a fireball to scare the hell out of them and give me some room to breath. Gonna try it out next time I get to some matches against FB characters

#53
Dark_Fantom said on October 17, 2010 at 6:41 p.m.

OP character by far. See him more than ryu online now. Nobody cares if you're good with Bison cause an 8 year old can be good with him.

#54
BareFeetRyu said on October 19, 2010 at 7:05 p.m.

@Johnry #367

Actually, the strategy is to antispate the next sb, do devil reverse/ex head stomp one or two frames before the opponent throws the sonic boom.

This only works in a narrow windows where the opponent is performing the next sonic boom and can't react to your sudden strike. With the devil reverse, you may also be able to react to the counter reaction and try to escape the punishment.

Well, how to predict the next sonic boom? I am suggesting prediction accuracy depends on frequency to throw the sb. Force the opponent to throw more sonics more often to increase your accuracy.

#55
Cuban said on October 20, 2010 at 6:36 p.m.

This thread is delicious!

#56
remy1337 said on October 24, 2010 at 3:03 p.m.

His name is not "BISON" its "BIBSON" hehe....

#57
TheMasterPlayer said on November 18, 2010 at 11:15 a.m.

A lot of players here seem to talk the talk, but can you walk the talk?

Test out your Bison against mine. My PSN gamertag is EPATHA.

Waiting to duel against worthy opponents!

#58
InsertCoins25 said on December 24, 2010 at 9:50 a.m.

Completed all his trials today. Maybe it's a sign I should switch mains since he's the only character I managed to finish all the trials with.

#59
MB56 said on January 3, 2011 at 9:44 p.m.

376
its because m.bison's trials are the easiest

#60
Johnry said on February 4, 2011 at 7:57 a.m.

Further to my post @ 359 I have two more combo setups for Ultra 1.

FA (on airborne opponent) -> j.mp x2 -> U1 (I should have put this in earlier since people have known about this for ages).

The second combo setup I have not seen ANYONE use either while playing online or on youtube - so I'm claiming it as the Johnry set-up :P jokes.... although the opportunities for this set-up are damn limited. I've figured out a few characters against whom it will work but I'll let you guys think about it for yourselves.

Corner only: jb.HK (easier) or jb.HP (harder) -> U1

#61
Johnry said on March 16, 2011 at 4:52 a.m.

Interesting mix-up of the day:

Back throw -> Empty DR (landing on opposite side) -> s.HP

Too early - HP whiffs
Too late - you get thrown
But very few people block the right way if it connects and you might even get a counter hit if you're lucky :D

#62
Patrick said on March 16, 2011 at 5:19 a.m.

lol to all the people saying M. Bison is so easy to use. Yes he is easy to use and pretty easy to win with against beginners, but once you start playing against experienced players who know how to exploit his weaknesses (can't deal with wake up pressure without EX, can't handle zoning from full screen without EX or Ultra 2, etc...) then his matchups become alot more tactical and it takes skill to win with Bison (just like it takes skill to win with ANY character). Just because you don't know how to deal with moves like headstomp, or scissor kick, doesn't mean they can't be dealt with. It just means its a free win for us until you figure it out.

#63
InsertCoins25 said on May 30, 2011 at 4:56 p.m.

I've switched to main'ing Bison and I must say I'm beating higher level oppenents now. His ground game is awesome. Scissor kicks destroy opponents. L MK, Scissor kick is brutal. His throw damage is good and he moves forward so quick. Throw then follow with another throw often surprises people.

I've been using Ultra 1. You can catch people in the air with it when timed right. Wish there were more options to combo into it as jump MP MP doesn't happen much for me.

#64
ShinobiWolf said on August 1, 2011 at 12:53 a.m.

Bison is ridiculous and he needs to be nerfed. His LK scissor kick is completely safe and spammable? WHAT? Has Capcom lost their minds? What are you supposed to do against a Bison who just spams this all day over and over? Can't focus attack, it's two hits. Can't stuff it, nothing works. Can't poke your way out, he'll stuff your pokes. Every Bison I've fought online abuses his strengths and just turtles in the corner. Totally ridiculous character, should be heavily nerfed or removed completely from the roster.

#65
v505bx said on August 1, 2011 at 8:05 p.m.

Lolz # 382 That's the power of Dicator!!! More Buffs More combos that leads to infinte Light Scissor Kicks and Defintely more chip damage on the Scissor Kicks! Tremeble in fear! YES! YES! Ha Ha Ha Ha Ha Ha!

#66
sumomonkeyman said on September 13, 2011 at 3:03 a.m.

#382 its funny when scrubs like you who are too lazy to learn weaknesses in chars. and who barely play ssf4 and had 3 incidentals with bisons on line start crying a char is op. theres many many many many ways to stop a lk scissoring spammer. try jumping straight up and kicking the whiffed lk scissors. timing is a skil youll have to learn though sweetums. bisons barely B tier in AE. he does not need reed roo ree rerfd child. take your child povs elsewhere.

#67
EVOBiohazard said on October 25, 2011 at 2:50 a.m.

@382, I find your comment hilarious, because you know nothing about Bison. He should not be nerfed any more than he already is! He takes a lot of effort to play and has many weaknesses that put him down.

#68
bisonoob said on July 2, 2012 at 5:34 p.m.

hey im having a hard time pulling off clk clk clk scissor with pad and stick. i can do clp clp clk scissor no problem. i cant seem to even chain the clk with one another for some reason. any tip?

#69
getchaman said on July 2, 2012 at 9:20 p.m.

I had trouble with it too but its not a chain its a link. You can rapid fire clp but not clk. For me the timing is the same as the timing when u link clp to clk in the clpX2 Scissor kick combo. More than likely ur hitting clkX3 too fast. If im not mistaken its a 2 frame link. So slow it down and ull c its a pretty easy link.

#70
bisonoob said on July 23, 2012 at 1:39 a.m.

i just got whooped by a honda sumo smash spammer. i tried to focus attack but my timing need work. any tip on how to punish this spammer?

#71
MuayThaiBushinryu said on August 14, 2012 at 10:24 a.m.

Bait and block the sumo smash, then punish it. Rinse, Repeat.

#72
naganewbie said on August 31, 2012 at 5:53 p.m.

Why is my input for ultra 1 and 2 the same? Is this some sort of glitch?

#73
RezSlacker said on February 17, 2013 at 11:34 a.m.

My Comment is so far down, no one will see it DX

If some one does see my comment, I mainly use M.Bisons Ultras as counter attacks, Works best against someone landing a jump or against sliding attacks, also M.Bisons Nightmare Booster can overpower other Ultras, if hit at the right time

Example: Nightmare Booster overpowers Pycho Punisher
https://www.youtube.com/watch?v=U6my_...

#74
EnyceFrost said on May 9, 2013 at 4:26 p.m.

true

#75
VictorX1 said on September 13, 2013 at 11:50 p.m.

His weakness list is a total lie and reversed. According to me, Dictator is Broken Tier/Top Tier. He is superior to everyone which includes Seth.

#76
darthvenom said on December 7, 2013 at 11:06 a.m.

I thought Psycho Punisher was a double roll, not a charge...

#77
Jokerme said on July 30, 2014 at 9:12 a.m.

Still no damage in any situations except raw ultra, no good mixup options, no way to turn around health disadvantage, all day every day punishable teleport, no gameplay option other than always poke/always run away without doing any real damage, weaker corner pressure due to delayed wake up/red focus/-1 scissors.

High damage characters are bad for Bison (Evil Ryu, Yun, Viper etc.)
Grapplers are bad for Bison (Zangief and T.Hawk)
Mix-up heavy characters are bad for Bison (Cammy, Akuma, Rufus etc.)
Strong zoning characters are very bad for Bison (Guile, Rose, Dhalsim)

Bison has no easy win matchups (except Dan and Hakan), but has lots of deadly ones (Guile, Yun, Akuma, Rufus, Cammy etc.)

In short, he is good for beating online scrubs who can't deal with zoning and bad for everything else.

#78


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