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M.Bison

ベガ

M.Bison — Counter-Guide

Key Info

  • Has an overhead with combo: 6HP
  • Defense
    • No OD invincible
    • Anti-air invincible normal: 2HP, startup 10F
    • 236236K: startup 10F, no projectile invincibility
    • 214214K: startup 26F, projectile invincible
    • 236236P: startup 10F
  • Moves with frame advantage on block
    • HP: +1F on block
    • 4HK: +1F
    • [2]8K → P (Devil Reverse / Somersault Skull Diver)
      • +4F or more
    • [2]8K → K → P (Somersault Skull Diver)
      • +3F or more
    • [2]8K → KK → K (OD Head Press)
      • +5F or more

Neutral Play (Mindset)

  • Throw in neutral jumps regularly
    • You must put risk on Double Knee Press and heavy attacks
    • Make a conscious habit of placing neutral jumps at appropriate intervals
  • Forward jump regularly
    • Bison's main anti-air is normal attack-based, so crossup and whiff-bait jumps are effective on offense
  • Focus on crouching guard for low hits
    • If you get hit by 2MK, he can attach a Psycho Mine and, in the worst case, lose the round after only being read three times
    • Be more conscious of guarding 2MK than you usually would
  • Understand in-place and back-roll recovery and use them appropriately
    • In the Bison matchup it is especially important not to make his oki (wakeup pressure) easy
    • Choosing in-place recovery can remove Bison's walking shimmy in certain combo enders — learn all of them
  • Keep projectile pressure as an option
    • Bison has only SA3 with projectile invincibility
    • If you play a projectile character, overlapping projectiles lets you steadily build Drive Gauge advantage
    • Look up your character's projectile timing and use it often
  • Keep safe jump (詐欺飛び) as an option
    • All of Bison's Super Arts have slow startup of 10F or more
    • Every character can safely overlap a 5F jab (crouching LP) on wakeup, so keep this as an option at key moments
  • Use Drive Reversal when a Psycho Mine is attached
    • When a Psycho Mine is attached, guarding any special causes the mine to explode, giving Bison a huge advantage
    • After the explosion, blocking a move like 4HK widens the Drive Gauge gap and puts you at a severe disadvantage in the subsequent neutral
    • In this situation, Drive Reversaling when the mine explodes is crucial

214P / Backfist Combo

214P plants a bomb on your character. If a strike hits during this state, the mine explodes and increases Bison's combo damage. During the mine state, guarding any of his specials causes the mine to explode and confirms continued pressure.

Psycho Crusher Attack (mine explosion):

  • [when Psycho Mine is embedded][4]6LP
    • On block: Bison is +6F
  • [when Psycho Mine is embedded][4]6MP
    • On block: Bison is +6F
  • [when Psycho Mine is embedded][4]6HP
    • On block: Bison is +5F
  • [when Psycho Mine is embedded][4]6PP
    • On block: Bison is +10F

Backfist Combo (mine explosion):

  • [when Psycho Mine is embedded]214LP
    • On block: Bison is +9F
  • [when Psycho Mine is embedded]214MP
    • On block: Bison is +9F
  • [when Psycho Mine is embedded]214HP
    • On block: Bison is +9F
  • [when Psycho Mine is embedded]214PP
    • On block: Bison is -3F

Recommended Counter

  • If you end up blocking
    • 4HK acts as an anti-mash option, so guarding lets him keep chipping your gauge
    • Use Drive Reversal
  • If you read his raw follow-up
    • Drive Impact (DI) is confirmed, so you can press DI when you read the commit

Backfist Combo

Understanding the oki (wakeup pressure) that follows a hit is crucial.

  • 214LP
    • On block: Bison is -14F
  • 214MP
    • On block: Bison is -15F
  • 214HP
    • On block: Bison is -15F

Recommended Counter

  • On 214MP and 214LP hit
    • Hit advantage: ~20–21F
    • In-place recovery
      • 4HK overlaps
      • Throw does not overlap
    • Back-roll recovery
      • Neither throw nor strike overlaps
      • Even trying to overlap MP leaves more than 8F of gap

Take in-place recovery and mash with a medium attack with good range.

  • On 214HP hit
    • Hit advantage: 31F
    • In-place recovery
      • Walking shimmy is not possible when Bison uses rush
    • Back-roll recovery
      • Both throw and 4HK overlap

Warning

  • After 214LP and 214MP hit
    • If your fastest mash is read
      • Bison may attempt a panic counter with 236K
  • After 214LP and 214MP hit
    • If punished with 236K
      • Use a neutral jump to escape
  • After 214HP hit
    • On in-place recovery
      • Bison can shimmy with rush → 2LP or LK
        • Recovery confirmation is hard so this is usually a commitment — essentially gives up oki

Double Knee Press

Normal version:

  • 236LK
    • On block: Bison is -5F
    • Punish combo with a 5F move
  • 236MK
    • On block: Bison is -5F
    • Punish combo with a 5F move
  • 236HK
    • On block: Bison is -4F
    • Punish combo with a 4F move

OD version:

  • 236KK
    • On block: Bison is -15F
    • Land a heavy punish combo

Recommended Counter

  • In neutral
    • Mix in neutral jumps at appropriate intervals
    • In particular, after a throw tech, Double Knee Press often hits at tip range, so many Bison players will place it — stay alert
  • After guarding
    • The punish combo differs by strength, so memorize the frame data for each
    • 236LK and 236MK are -5F — make sure to take the 5F punish

Shadow Rise

Bison's aerial surprise attack. Branches into the following:

  • [2]8K → K (Head Press)
    • [2]8K → K → P (Somersault Skull Diver)
  • [2]8K → P (Devil Reverse)

Recommended Counter

  • Avoid using an invincible anti-air special — it is simply too difficult

  • Intercepting with a jump attack is recommended

    • Even if the jump attack loses, the downside is minimal
  • [2]8K → K → P (Somersault Skull Diver)

    • After blocking, a crossup back-jump attack scores a low-risk knockdown
      • Characters with air throw can use that instead
    • Even without a follow-up, Bison has no way to punish a back-jump

Psycho Crusher Attack

Bison's dash-through special. Used to end combos and for projectile invincibility.

Normal version:

  • [4]6LP
    • On block: Bison is -20F
    • Land a heavy punish combo
  • [4]6MP
    • On block: Bison is -20F
    • Land a heavy punish combo
  • [4]6HP
    • On block: Bison is -23F
    • Land a heavy punish combo

OD version:

  • [4]6PP
    • On block: Bison is -3F
    • Slight disadvantage. No punish combo.

When Psycho Mine is embedded (214P has hit, mine is on opponent):

  • [when Psycho Mine is embedded][4]6LP
    • On block: Bison is +6F
  • [when Psycho Mine is embedded][4]6MP
    • On block: Bison is +6F
  • [when Psycho Mine is embedded][4]6HP
    • On block: Bison is +5F
  • [when Psycho Mine is embedded][4]6PP
    • On block: Bison is +10F

Recommended Counter

The normal version without Psycho Mine is -20 to -23F — land a max punish combo. OD version (-3F) has no punish combo, so watching and waiting is safe. Guarding while the mine is attached gives Bison +5 to +10F — if the mine is on you, use Drive Reversal to interrupt.

Recommended Counter

  • On [4]6LP and [4]6MP hit
    • Bison is +24F
    • Forward step: +5F
      • Recovery direction does not matter — strong oki (wakeup pressure) begins regardless, so take in-place recovery to avoid giving up corner position
    • Walking shimmy possible
      • Walking shimmy is not possible against large characters
  • On [4]6HP hit

    • Bison is +14F
    • Back-roll recovery removes his oki (wakeup pressure)
    • Using rush confirms an invincible reversal
  • On [4]6PP hit

    • Bison is +35F
    • Walking throw overlaps

Cancel Rush → 2LP Mix-up

Bison's core cancel rush string.

Break down responses to each option after rush 2LP on block.

  • 4HK
    • Beat with light attack mash / escape with jump
  • MP
    • Beat with light attack mash / escape with jump
  • 2MP
    • Light attack mash trades — after the trade, some characters have no combo
      • Rashid, Kimberly, Akuma, Blanka, etc.
  • 2LK → LP
    • Mash loses
  • Throw
    • Mash loses

Recommended Counter

  • Back jump
    • 2MP and 2LK → LP will hit but the damage is minimal
    • MP and Evil Knee (4HK) can be escaped by eating the hit mid-air

The following are recorded in the video below:

  • Rush → 2LP → 4HK
  • Rush → 2LP → MP
  • For some characters, fastest mash (4F standing light) is effective
    • Rashid, Kimberly, Akuma, Blanka, etc.
    • Even on trade, it does not convert into a combo
      • Look up your 4F light move's performance

The following video records 4HK and MP:

  • Rush → 2LP → 4HK
  • Rush → 2LP → MP
  • Rush → 2LP → 2MP

Hover Kick

Difficult to see in time and guard, but if you do guard, regardless of the active frames used, it is always at least -14F. Make sure you earn proper return damage.

Recommended Counter

  • On block, start with a heavy attack for maximum return damage

Evil Knee

On block: Bison is +1F. Used in oki (wakeup pressure).

Recommended Counter

  • After blocking
    • Do not take high-risk reversal options
      • +1F is not a particularly strong advantage
      • Using a throw or invincible here makes the risk vs reward unfavorable
      • If you want to press a button, try a light attack mash instead
  • After rush → 4HK on block
    • Delayed parry
      • 4HK sometimes acts as an anti-mash move, so pressing parry at the timing you would guard the follow-up 4HK lets you dodge panic counter throws while also setting up perfect parry

The following are recorded in the video below:

  • Throw → rush 4HK → 4HK
  • Throw → rush 4HK → throw

Very difficult, but you can afford to be slow at first.

MP→HP / Shadow Hammer, MP→2HK

Bison's target combo creates a mix-up between low and overhead. Fuzzy is not possible — you must read the mix-up.

  • MP → 6HP
    • On block: Bison is -3F, outside throw range
  • MP → 2HK
    • On block: Bison is -3F, outside throw range

Recommended Counter

After guarding, Bison is -3F and outside throw range. Organize your options after guarding.

  • Walking throw
    • If choosing a walking throw, you need to walk for a relatively long time (about 10F of walking before throwing feels right)
    • Walking short → throw whiff → panic counter is easy to get caught in, so walk far enough
  • 2MK
    • Wins if Bison is watching for the walking throw
  • Heavy attack
    • If Bison is wary of the walking throw and fuzzy-jabs backward, going for a confident heavy attack can also work

Forward Throw

Bison side: +21F advantage.

Recommended Counter

  • In-place recovery
    • Throw overlaps when rush is used
    • Shimmy is not possible when rush is used
  • Back-roll recovery
    • Throw no longer overlaps
    • 4HK overlaps when rush is used

Recommended counter:

  • Back-roll recovery → fuzzy parry → buffer Drive Reversal
    • Throw does not overlap, so many Bison players habitually use 4HK overlay
    • Back-roll recovery prevents 4HK from hitting via active frames, then parry → Drive Reversal is the response
      • If you use in-place recovery and get hit by the active frames, Drive Reversal will be guarded
    • Ideally, confirm on a standing hitbox before choosing Drive Reversal.

The following video shows fuzzy parry into 4HK confirmation then Drive Reversal:

Back Throw

Bison side: +18F advantage.

  • Without Drive Rush, oki (wakeup pressure) is not possible.

Recommended Counter

  • In the midscreen, in-place recovery is stable.

    • Distance increases so there is no oki
  • On in-place recovery, if you see a rush, an 8F-or-less invincible is confirmed.