FIGHTER GUIDE IORI'S STRATEGY

M. BISON
ベガ

Use this hub to reach practical combos, move data, matchup notes, frame data, and Iori's published videos for M. BISON.

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M. BISONM. BISON character artwork
Home›Fighter Guides›M. BISON›Matchup Guide
MATCHUP GUIDE

M. BISON Matchup Guide

Review published matchup material and practical punish checks.

MATCHUP OVERVIEW

Keep the mine state in every pressure test

A Psycho Mine changes what follows Bison’s special attacks. Testing Psycho Crusher without a mine does not explain the detonation sequence that beat you. Keep resource state, attack version, and spacing together when deciding whether to interrupt, keep guarding, or wait for recovery.

What to watch for

Backfist puts the next exchange in motion

The setplay guide uses heavy Backfist into a corner dash and timed back heavy kick, with strike, throw, or shimmy afterward. Notice both the mine and the prepared approach.

Detonation changes the continuation

The data separates mine-dependent Backfist and Psycho Crusher entries; the combo notes also include Devil Reverse detonations. Do not end a recording before the detonation if it was part of the match sequence.

How to deal with common situations

Double Knee Press stops short

The Japanese counter note suggests standing just outside its reach and punishing the miss. Establish that boundary against the actual strength. A button aimed at an expected whiff can be hit if Bison starts closer.

A Drive Rush follows heavy Backfist

The recorded options include a low, standing medium punch, overhead, throw, and a stopped rush into shimmy. The mine does not make those branches identical. Identify the attack that caught your movement or guard.

Distance-specific responses

Outside the knee approach

Choose a repeatable marker for Double Knee Press reach. Mix waiting for a miss with a tested approach rather than backing away on a fixed rhythm.

At a mined contact

Watch the explosion as part of the sequence. Look up the mine-specific row before applying a punish learned from a clean training dummy.

At the corner wake-up

The back-heavy-kick setup deliberately changes contact timing. Include the preceding dash in your test and avoid declaring it your turn from a neutral-normal result.

Common mistakes

  • Testing Psycho Crusher with the mine state removed.
  • Swinging at an anticipated knee whiff before seeing it miss.
  • Throw-teching every Drive Rush after Backfist.

Training mode practice steps

Use your own character as the defender. Turn on the frame meter and input history so you can distinguish a real answer from a mistimed recording.

  1. Find the knee whiff boundary

    Record one Double Knee Press strength from two starting distances. Test a punish after the miss, then add a wait slot. Confirm that your response is tied to the whiff rather than the recording rhythm.

  2. Reproduce the mine route

    Apply the mine using the combo-page route before recording the troublesome special. Keep the detonation and next attack. Compare the same special without the mine to see exactly which part invalidates your earlier response.

Uses Bison’s Japanese spacing counter note, heavy-Backfist setups, and mine-specific move and combo entries. Older Double Knee Press frame numbers are deliberately not copied into this explanation. For current numerical values, use the linked Frame Data page and confirm important situations in Training Mode.

TRAINING CHECK

Start with spacing and guaranteed punishes

Use the published frame data below as a shortlist, then confirm range, pushback, follow-ups, and active-frame timing in Training Mode before treating a punish as guaranteed.

FRAME CHECK

Moves to test after blocking

MoveOn BlockTraining check
SA3 Unlimited Psycho Crusher-46Test a punish that reaches at the recorded spacing.
CA Unlimited Psycho Crusher-46Test a punish that reaches at the recorded spacing.
SA1 Knee Press Nightmare-41Test a punish that reaches at the recorded spacing.
Head Press-39~-33Test a punish that reaches at the recorded spacing.
SA2 Psycho Punisher-34Test a punish that reaches at the recorded spacing.
OD Backfist Combo-25Test a punish that reaches at the recorded spacing.
H Psycho Crusher Attack-23Test a punish that reaches at the recorded spacing.
L Psycho Crusher Attack-20Test a punish that reaches at the recorded spacing.
M Psycho Crusher Attack-20Test a punish that reaches at the recorded spacing.
Hover Kick-15Test a punish that reaches at the recorded spacing.

The numerical shortlist uses the same official-reference frame dataset as the Japanese guide. Character-specific editorial notes are not machine-invented.

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