CKTAOWYomabuddy

Bipson

Dec 3rd, 2014
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  1. Bipson
  2. Preferred ultras: U2 against Ryu, Rose, Sagat (slow fireball characters)
  3. Entry level difficulty: 3/10 unless you're new to charge characters in which case 4/10
  4. Advanced difficulty: 6/10
  5.  
  6. [The difficulty should compare against the hardest execution characters in the game, such as gen or viper.
  7. Advanced difficulty should always be equal to or higher than entry level difficulty since advanced employs all entry level gameplay.
  8. This should guide people into what they're getting into]
  9.  
  10.  
  11. Anti airs:
  12. st.HK (do it decently early and it will win against more jump ins)
  13. cr.HP (when they're almost directly above you)
  14. j.MP, MP (slightly outside of st.HP's anti air range)
  15. EX Headstomp (if done when they jump/ slightly after they jump, will beat all jumps and will track to them from full screen)
  16. st.LK (vs divekicks, but if you're fast you can st.HK them on reaction/prediction)
  17. cl.HP works sometimes vs Vega jumps
  18.  
  19. Anti focus:
  20. LK Scissors inside max range (at ideal poking range)
  21. Psycho crusher is dedicated focus break, use EX for reliability
  22. Walk up throw for closer focus attempts for safe jump possibilities
  23.  
  24.  
  25. Anti fireball:
  26. EX Scissors is fireball invincible
  27. EX Psycho Crusher absorbs fireballs (rarely works unless done when/before they fireball)
  28. Headstomp works if you do it right when they fireball
  29.  
  30.  
  31. Reversals/Invincibility:
  32. EX Psycho Crusher is his best reversal, 14 frames start up but invincible from 1 to 13 so meaty setups like Yun palm and Sim flame beat it, but very few characters can reliably punish it on block, and some need range setups to do so. If they can't punish it then spam it on wake up.
  33. Teleport was nerfed but can be used in some situations once in a blue moon because people don't expect it. Can be used to avoid meaty normal setups designed to beat EX PC.
  34. EX Devil's Reverse is airborne on the first frame, good to avoid meaty normals and get air reset. Can be used to avoid meaty normal setups designed to beat EX PC.
  35.  
  36.  
  37. Punishing combos
  38. Absolute max damage (eg whiffed DPs)- cl.HP st.LK st.MP XX HK Scissors (two 1 frame links) (does not work on Decapre or Poison) (no pre charge required)
  39. Far punish - st.MP XX HK Scissors if you have charge, sometimes st.MK is the only option (eg Fuerte Qbomb)
  40. Quick punishes - cr.LK (up to 4 if you don't have enough charge) XX MK scissors 3f punish, cr.MK XX HK scissors
  41. All the scissors mentioned above can be red focus canceled into any ultra but least scaling and more reward is gained from cancelling one normal into one special RFC ultra eg: cl.HP HK scissors RFC U1 is max damage punish if you have 3 bars
  42.  
  43. Confirm combos
  44. Bread and butter - cr.LK cr.LK cr.LK XX MK Scissors (all cr.LK's are 2f links, can be RFC'd)
  45. Bread and butter 2 - cr.LP cl.LP st.LK st.MP/cr.MK XX HK Scissors (followup after st.LK dependent on the character; st.LK cr.MK is 2f link while st.LK st.MP is 1f link, list here http://forums.shoryuken.com/discussion/comment/10016021/#Comment_10016021 )
  46. Max damage confirm - cr.LP cl.LP cr.MP st.MP XX HK Scissors (who it works on: http://forums.shoryuken.com/discussion/comment/9817632/#Comment_9817632 )
  47. Max damage from cr.LK - cr.LK st.LK st.MP XX HK scissors (2 1f links, works on everyone)
  48.  
  49. Note: All Scissor Kicks can be FADC'd into cr.LP.
  50.  
  51. Important Juggles
  52. j.MP MP, Psycho Crusher
  53. j.MP MP, Ultra (U1 is really easy off any j.MP connect, U2 is really tricky and requires specific delays dependent on the timing of the j.MP hit)
  54.  
  55.  
  56. Corner only
  57. NA
  58.  
  59.  
  60. Ultra setups
  61. Scissor Kick RFC Ultra
  62. Dhalsim jump back HP punish - PC, U1
  63. Akuma air fireball punish - EX PC, U1
  64. Cross up U2 on characters that do not have meterless reversals, eg Cody, Rose (can't remember setups ATM)
  65.  
  66.  
  67. Footsies/Gameplan
  68. Bison's gameplan is to control space around him. He does so with his excellent set of normals, and a great special move in LK Scissor Kicks. One and a half training squares away is his optimal range - both hits of his LK Scissors hit, st.MK hits, st.HK will anti air (dependent on the matchup, might need to walk back slightly before doing HK), j.MP will anti air, st.MP (XX LK Scissors or if you're confident, HK Scissors) will whiff punish many normals people use to hit LK Scissors, cr.MK will get counter hits often due to it having 4f active window. Controlling this bubble leads to most of Bison's damage, which unfortunately is fairly low, so when you coax the opponent into blocking, walking forward and annoying the opponent with cr.LK (3f normal with really good range) into tick throws is how he builds his standard throw vs frame trap offense. Beating opponents who neutral jump can range from walking up and HK'ing them out of the air, to regular HS (success very variable), to EX HS, depending on the risk you want to take.
  69. Bison's all about corner pressure. Putting them in the corner is his #1 priority above all else. He does this by hitting the opponent with Scissor Kicks and their amazing corner push, throwing them (his throw has amazing corner push), and using the fact that people walk back from his optimal range of one and a half training squares away to the range where only hit of LK Scissors will hit and focus there, to walk forward and effectively let the opponent put themselves in the corner. Once they're in the corner, they cannot walk back from LK Scissors and they have to deal with the chip that is very safe and in USF4 was buffed so it hurts more. If they try to jump away from an LK Scissors you can use the same counters mentioned. The corner pressure he can build up is not scary, but annoying, and depending on the opponent's mental fortitude or lack of thereof, can lead a lot of damage (eg post LK Scissors Yun throws out st.MP to stuff another Scissor Kick, you read that, wait and whiff punish with st.MP XX HK Scissors RFC U1). Most people who understand the matchup will tend to block after a blocked Scissor Kick due to the spacing being in the Dic's favour, so you can gain quite a lot of chip on people using LK Scissors over and over.
  70. Also depending on the matchup (eg not against grapplers, definitely against Dhalsim) you might want to use frame traps mixed with throws, which is a more damaging mixup but also more risky. cl.HP is his most damaging frame trap tool, with cl.HP st.LK st.MP XX HK Scissors leading to over 300 damage on counter hit without meter (adding the RFC U1 bumps it up to 450+ range, which is really good from an easily confirmable counter hit tool even with the high meter requirement). This opens up his throw game.
  71.  
  72. Mixups:
  73. No real 50/50's
  74. cr.LK cl.HP (people tech throws late as they don't want to eat cr.LK cr.LK)
  75. cr.LP cl.LP walk up cl.HP
  76.  
  77. Notes:
  78. LK Scissors now being -1 makes absolutely no difference to his game, except against grapplers if you space it badly. So... don't space it badly against grapplers and this 'nerf' won't even hurt.
  79. LK Scissors has a weird ability to jut blow up crouch techs with lights, even though I've been cr.MK'd and swept out of it at various parts of the animation.
  80. Bison has the best smile and the best frown in the entire game bar none.
  81.  
  82. Pros:
  83. Dogura (Japan)
  84. Shungoku Neurorsis (Japan)
  85. Happy Medicine (USA)
  86. EMP Hiro (USA)
  87. Tampa Bison (USA) (probably best Bipson in US)
  88. Gagapa (France)
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