Neutral
TO-DO
Offense
Frame Traps
TO-DO
Okizeme and Mixups
After Backfist Combo, Bison can use an immediate Psycho Crusher to gain frame advantage on block. This is susceptible to Perfect Parry as well as any reversals with full or anti-air invincibility. It can also lose to Drive Impact if you use the wrong strength. In order to stay safe from DI, use these routes:
- LP Backfist, LP Crusher
- MP Backfist, LP Crusher
- HP Backfist, MP Crusher
Be aware that the first two routes into LP Crusher oki can be backdashed midscreen by most of the cast. If there is any notable pushback before Backfist Combo (e.g. 2LK, 2LP, 5LK > LP Backfist or 5MP, 2MP > MP Backfist), then these two routes whiff on everyone's backdash (except Marisa after LP Backfist, LP Crusher). If the opponent demonstrates that they are willing to backdash in this oki scenario, it may be worth using HP Crusher despite the risk of DI.
Knockdown Advantage: All scenarios assume that opponent will Back Rise midscreen when possible, unless otherwise stated.
Knockdown | KD Adv. | Oki/Notes |
---|---|---|
Forward Throw | +21 | ? |
Back Throw | +? | ? |
Drive Impact (No Crumple) |
+35 | ? |
Drive Reversal | +23 | ? |
2HK | HKD +? HKD +? (CH/PC) KD +? (Juggle) |
? |
SA1 | ? | ? |
SA2 | ? | ? |
SA3/CA | ? | ? |
vs. Burnout
TO-DO
Drive Rush
When canceling a normal into Drive Rush on block and following it up with another normal, there may be an interruptible gap in the blockstring. The following table lists these blockstring gaps when performed at the fastest possible timing.
Gap Value | Meaning |
---|---|
0 | True Blockstring (no gap) if input with fastest button timing; can still lose to Drive Reversal |
1 to 4 | Small blockstring gap; opponent can interrupt with an invincible reversal; a 4f gap can trade with 4f normal attack |
5+ | Large blockstring gap; opponent can interrupt without an invincible attack |
5LK/2LP | 5LP/2LK | 2MP | 5MP/2MK | 5MK/2HP/4HK | 2HK | 5HK | 3HK | 5HP | 6HP | |
---|---|---|---|---|---|---|---|---|---|---|
5LP~DRC | 5 | 6 | 7 | 9 | 11 | 12 | 14 | 16 | 20 | 23 |
5MP~DRC | 0 | 0 | 0 | 0 | 2 | 3 | 5 | 7 | 11 | 14 |
5LK~DRC | 3 | 4 | 5 | 7 | 9 | 10 | 12 | 14 | 18 | 21 |
2LP~DRC | 5 | 6 | 7 | 9 | 11 | 12 | 14 | 16 | 20 | 23 |
2MP~DRC | 0 | 0 | 0 | 2 | 4 | 5 | 7 | 9 | 13 | 16 |
2HP~DRC | 0 | 0 | 0 | 0 | 2 | 3 | 5 | 7 | 11 | 14 |
2MK~DRC | 0 | 1 | 2 | 4 | 6 | 7 | 9 | 11 | 15 | 18 |
4HK~DRC | 0 | 0 | 0 | 0 | 0 | 0 | 1 | 3 | 7 | 10 |
The following table lists the general BnB combo routes when canceling a button into Drive Rush on hit.
Starter | Hit Adv. | Combo Route |
---|---|---|
5LP~DRC | +5 | 5LP/2LP ... |
5LK~DRC | ||
2LP~DRC | ||
2MK~DRC | +8 | ? |
2MP~DRC | +12 | ? |
5MP~DRC | +14 | ? |
4HK~DRC | +15 | ? |
2HP~DRC | +17 | ? |
Defense
Reversals
- SA1 (236236K) - Strike/Throw invincible with great range. The slow startup allows many characters to safely meaty with a light normal, and it loses to meaty projectiles.
- SA3/CA (236236P) - Fully invincible, making it Bison's most consistent reversal. Like SA1, the slow startup can allow opponents to pressure with a safe meaty light normal.
Anti-Airs
- 2HP - Somewhat slow, but has a very consistent vertical hitbox. Causes a knockdown if the opponent hits a button during their jump.
- 5HK - Decent hitbox for ranged jump-ins, but slow and hard to use. Grants a much stronger juggle follow-up if it lands as a Punish Counter.
- j.MP~j.MP - A very strong air-to-air sequence that can be delayed for better advantage, guaranteeing a juggle after landing.
- Psycho Crusher Attack ([4]6P) - Slow startup and requires charge, but gives great damage and allows a cancel into SA3. Great at punishing opponents who can stop their jump momentum like Cammy or Kimberly. The OD version is the most consistent overall for its speed, range, and safety if the opponent manages to land and block.
Anti-Projectile
- Psycho Crusher Attack ([4]6P) - Meterless versions can clash with projectiles before continuing on to hit the opponent, but in practice this is difficult to use. The OD version will pass straight through fireballs and move more quickly, making it a more viable reaction counter. Even if you are too late, OD Psycho Crusher is safe on block, making it a low-risk option.
- Devil Reverse ([2]8K~P) - If you are already jumping with Shadow Rise, holding forward during Devil Reverse may allow you to punish a fireball on reaction.
- SA2 (214214K) - Relatively slow, but allows Bison to reach any spot on the screen with full invincibility. With good reactions, you can shut down the opponent's projectile game entirely.
Fighting vs. M.Bison
TO-DO