[SF6] M. Bison Countermeasures Guide [Win Just by Reading]
Categories:
Basic Info
- Active-frame Overhead leads to combo
- 6HP
- Defensive Options
- No OD invincible
- Has 10F Startup anti-air invincible normal: 2HP
- 236236K has 10F Startup, no Projectile invincible
- 214214K has 26F Startup, Projectile invincible
- 236236P has 10F Startup
- Moves that are plus on Block
- HP: +1F on Block
- 4HK: +1F
- [2]8K→P
- +4~
- [2]8K→K→P: +3~
- [2]8K→KK→K: +5~
Neutral (Awareness Priority)
- Place neutral jumps occasionally
- You need to apply risk to Double Knee and heavy attacks
- Keep neutral jumps in mind
- Forward jump occasionally
- M. Bison is a character whose main anti-air is normals. On offense, cross-ups and empty jumps are effective.
- Focus on Low Block
- Getting hit by 2MK leads to mine attachment, and in the worst case, losing 3 mixups can end the round
- Dedicate more awareness to Blocking 2MK than usual
- Understand and use Quick Rise vs Back Rise correctly
- In the M. Bison matchup, it’s especially important not to let him get free Oki
- There are combo enders where Quick Rise prevents walk Shimmy, so learn them all
- Keep projectile meaties as an option
- M. Bison’s only Projectile invincible move is SA3
- Projectile characters can safely build Drive Gauge Advantage by meaty-ing with projectiles
- Research it and use projectile meaties more
- Keep safejump meaties as an option
- All of M. Bison’s SAs have 10F or more Startup
- Every character can safely meaty with 5F jab, so keep this option handy
- When mine is attached, consider Drive Reversal
- When mine is attached, Blocking specials causes the mine to explode with massive Advantage
- After explosion, Blocking moves like HK creates a gauge gap that puts you at severe Disadvantage
- In these situations, Drive Reversal on mine explosion is very important
Mine
214P attaches a bomb to your character. Getting hit by a strike causes the mine to explode, increasing combo damage. Also, while mine is active, Blocking specials causes the mine to explode and guarantees offense continuation.
- [Psycho Mine attached] [4]6LP
- M. Bison +6 on Block
- [Psycho Mine attached] [4]6MP
- M. Bison +6 on Block
- [Psycho Mine attached] [4]6HP
- M. Bison +5 on Block
- [Psycho Mine attached] [4]6PP
- M. Bison +10 on Block
- [Psycho Mine attached] 214LP
- M. Bison +6 on Block
- [Psycho Mine attached] 214MP
- M. Bison +6 on Block
- [Psycho Mine attached] 214HP
- M. Bison +6 on Block
- [Psycho Mine attached] 214PP
- M. Bison -3 on Block
Recommended Counter
- If you Block it
- 4HK serves as a mash punish, so Blocking leads to getting your gauge drained
- Use Drive Reversal
- If you read a committed cancel
- Drive Impact is guaranteed, so if you read the commit, go for it
- Especially after landing a single throw, etc.
214P
Powerful Oki begins, but understand what kind of Oki it is.
- 214LP
- M. Bison is -14F on Block
- 214MP
- M. Bison is -15F on Block
- 214HP
- M. Bison is -15F on Block
Recommended Counter
- On 214MP & 214LP Hit
- +20~21F on Hit
- Quick Rise
- 4HK is meaty
- Throw is not meaty
- Back Rise
- Neither throw nor strike is meaty
- Even trying to meaty MP leaves 8F or more gap
Take Quick Rise and mash with a long-range medium attack.
- On 214HP Hit
- +31F on Hit
- Quick Rise
- Walk Shimmy becomes impossible when M. Bison uses Rush
- Back Rise
- Throw and 4HK are meaty
Caution
- After 214LP and 214MP Hit
- If fastest mash is read
- M. Bison may go for 236K Punish Counter
- If fastest mash is read
- After 214LP and 214MP Hit
- If they punish with 236K
- Place a neutral jump
- If they punish with 236K
- After 214HP Hit
- Against Quick Rise
- M. Bison can Shimmy with Rush→2LP or LK
- Recovery confirmation is hard, so this basically means giving up Oki
- M. Bison can Shimmy with Rush→2LP or LK
- Against Quick Rise
236K
- 236LK
- M. Bison is -5F on Block, Punish
- 236MK
- M. Bison is -5F on Block, Punish
- 236HK
- M. Bison is -4F on Block
- 236HK
- M. Bison is on Block
Recommended Counter
- Neutral
- Mix in neutral jumps occasionally.
- Especially after throw tech, Double Knee Press tends to hit at max range, so many M. Bison players will throw it out.
- On Block
- Each strength has different Punish, so remember the frame data on Block
- 236LK and 236MK are -5F Punish, so take them properly
[2]8K
M. Bison’s aerial assault move. Branches into the following followups:
- [2]8K→K
- [2]8K→K→P
- [2]8K→P
Recommended Counter
Anti-air invincible specials are not recommended
- It’s simply too difficult
Anti-air with jump attacks is recommended
- Even if you lose the air exchange, there’s no big downside
[2]8K→K→P
- On Block, cross-up back jump attack gives a low-risk knockdown
- Characters with air throws should air throw
- Even without followup, M. Bison has no way to punish back jump
- On Block, cross-up back jump attack gives a low-risk knockdown
[4]6P
M. Bison’s rush-down move. Used as combo ender and projectile pass-through.
- [4]6LP
- M. Bison is -20F on Block
- [4]6MP
- M. Bison is -20F on Block
- [4]6HP
- M. Bison is -23F on Block
- [4]6PP
- M. Bison is -3F on Block
Recommended Counter
- On [4]6LP Hit & [4]6MP Hit
- M. Bison +24F Advantage
- Forward step +5F
- Regardless of recovery direction, strong Oki begins, so take Quick Rise to keep screen position
- Walk Shimmy possible
- Large characters cannot be walk Shimmied
On [4]6HP Hit
- M. Bison +14F Advantage
- Back Rise gives no Oki
- If Rush is used, invincible reversal is guaranteed
On [4]6PP Hit
- M. Bison +35F Advantage
- Walk throw is meaty
Cancel Drive Rush → 2LP Mixup
M. Bison’s fundamental cancel Rush string.
Response to each option after Blocking Rush 2LP:
- 4HK
- Light mash wins / jump escapes
- MP
- Light mash wins / jump escapes
- 2MP
- Light mash trades. After trading, some characters can’t combo due to distance
- Rashid, Kimberly, Akuma, Blanka, etc.
- Light mash trades. After trading, some characters can’t combo due to distance
- 2LK→LP
- Mash loses
- Throw
- Mash loses
Recommended Counter
- Back jump
- 2MP and 2LK→LP will Hit, but it’s not significant damage.
- MP and Evil Knee can be escaped via air Hit
The following video has the following recorded:
- Rush→2LP→4HK
- Rush→2LP→MP
- For some characters, fastest mash (4F standing light) is effective
- Rashid, Kimberly, Akuma, Blanka, etc.
- Even trading, it doesn’t combo
- Check your character’s 4F move properties
The following video has 4HK and MP recorded:
- Rush→2LP→4HK
- Rush→2LP→MP
- Rush→2LP→2MP
3HK
Difficult to Block on reaction, but after Blocking: No matter how active the frame, it’s always 14F or more Punish. Take proper return.
Recommended Counter
- On Block, take maximum return starting with a heavy attack
4HK
M. Bison is +1F on Block. Used in Oki.
Recommended Counter
- On Block
- Don’t use risky reversals
- It’s not a strong +1 frame situation
- Using throw or invincible here doesn’t match risk-reward
- If you’d press throw, press a light instead
- Don’t use risky reversals
- After Rush→4HK Block
- Delayed Parry
- 4HK may be used as a mash punish, so press Parry at the timing you’d Block the basic strike option 4HK. This avoids Punish Counter throw while also aiming for Just Parry
- Delayed Parry
The following video has the following recorded:
- Throw→Rush 4HK→4HK
- Throw→Rush 4HK→throw
It’s very difficult, but it’s fine to delay generously at first.
Target Combo
M. Bison’s target combo is a Low/Overhead mixup. Cannot be Fuzzy Blocked, so play the mixup.
- MP→6HP
- M. Bison is -3F outside throw range on Block
- MP→2HK
- M. Bison is -3F outside throw range on Block
Recommended Counter
On Block, M. Bison is -3F outside throw range. Let’s organize your options after Blocking.
- Walk throw
- If you choose walk throw, you need to walk longer (roughly 10F walk then throw feels best).
- Short walk→throw whiff easily gets Punish Countered, so walk properly
- 2MK
- Wins if M. Bison is watching for walk throw
- Heavy attack
- Some M. Bison players will walk back Fuzzy jab here, so committing to a heavy meaty is viable
After Forward Throw
M. Bison is +21F.
Recommended Counter
- Quick Rise
- Throw is meaty when Rush is used
- Walk Shimmy is impossible when Rush is used
- Back Rise
- Throw no longer connects as meaty
- 4HK is meaty when Rush is used
Recommended counter:
- Back Rise → Fuzzy Parry → Drive Reversal input
- Since throw isn’t meaty, many M. Bison players default to 4HK meaty
- Take Back Rise to avoid 4HK active-frame Block, then Parry→Drive Reversal
- Quick Rise with active-frame Block allows Drive Reversal to be Blocked
- Ideally, confirm standing Block then choose Drive Reversal.
The following video shows Fuzzy Parry into Drive Reversal after confirming 4HK.
After Back Throw
M. Bison is +18F.
- No Oki without Drive Rush.
Recommended Counter
In midscreen, Quick Rise is safe.
- Distance increases, no Oki
On Quick Rise, if Rush is seen, 8F or faster invincible reversal is guaranteed