From: cl330@cleveland.Freenet.Edu (Lewis Lee)
Newsgroups: alt.games.sf2
Subject: Bison vs. Ken/Ryu
Date: 21 Nov 1992 09:59:13 GMT
Organization: Case Western Reserve University, Cleveland, Ohio (USA)
NNTP-Posting-Host: hela.ins.cwru.edu


I have not been looking in the SF2 news for the past week, it is interesting 
to note the intense debate over who is better: Ken/Ryu or Bison.  As I had 
said before, I pick Bison to win in the ideal situation where there is 
master vs. master.  The major weaknesses Bison have is that his hang 
time is too long.  This makes Bison vulnerable in the air against dragon 
punches.  It also makes escaping from the fireball, DP trap difficult.  
Aside from this, he has a some good moves: 
	1) Cheesepedo 
	2) Scissor kick combo
	3) Head stomp, throw
	4) Long range standing kicks.  
From personal experience, the cheesepedo is not very effective against 
Ken/Ryu players because they can easily dragon punch out of it.  Besides, 
most of the time, there is a fireball is coming anyway.  
	I find the standing kicks to be very useful in preventing Ken/Ryu 
from doing fireballs.  As a matter of fact, I think this is the only way that 
can prevent Ken/Ryu from cornering Bison with fireballs.  To use his kicks 
effectively, Bison must vary the kicking pattern a lot and remain at a good 
distance.  If Ken/Ryu tries to dragon punched BisonUs legs, try some short 
standing kicks or fake with a punch.  If they miss a DP, kick or go in and 
throw.  Remember, leave them guessing and Bison will have the upper hand 
in this situation because he initiates the attack.  
	If Ken/Ryu is down, Bison can do a head stomp on them when they get 
up and then throw by landing behind their back.  This is works well 
because it is difficult to determine which side Bison is coming from, a 
trick similar to the neck kick of Ken/Ryu.  Even dragon punches will miss.  
One may want to mix the throw up with a hand spear if one finds Ken/Ryu 
is trying jump kick out.
 
Scissor kick combo: forward scissor kick, low jab, low forward, repeat.
                       or : any scissor kick, low forward, standing forward, repeat
	If Bison ever get a scissor kick going, he can follow through with the 
above combo.  One may want to wait for a second if one finds Ken/Ryu 
trying to dragon punch.   After the DP is done, Bison can follow through 
with the combo again.  If one finds Ken/Ryu mostly blocking, one can 
either walk in and throw or repeat the combo(takes two lines of life).   
Once into this trap, it is very difficult to get out with little damage.   
However, most good Ken/Ryu players will try to avoid this unfavorable 
situation. 
 	To get out of the fireball in the corner trap, try jumping directly up 
and then follow by a standing kick.  If Ken/Ryu is very close so that Bison 
cannot jump, try trading hits to push him away.   If Ken/Ryu is far away,  
do not ever flip forward over the fireballs(Bison will get dragon punched), 
just  walk up and jump directly up.  The purpose is to stay at good 
distance away so that Bison can kick Ken/Ryu and they can not sweep or 
DP Bison.   If Ken/Ryu ever jumps in to do a jumping fierce or jumping 
kick,  simply walk back and standing roundhouse. 

	So you see, there are other things about Bison besides Cheesepedo 
and trapping in the corner by fireballs.  I quote RIn the hands of a master,  
Bison will beat anybody.S

Against Zangeif: I do not think Zangeif can win against Bison if the 
standing kicks are effectively used.  Yes, Zangeif can lariat the standing 
round house, but as I said before, Zangeif will be in an unfavorable 
situation because he has to guess which kick Bison will use next.  Once the 
lariat is going, Bison can just slide-in sweep.   If Zangeif can not get in, 
how can he win? 

More on Bison:  Someone in a post once ask why when he did a head stomp 
move, sometimes Bison just jumps to the other side and lands, skipping 
the head stomp altogether.  I had told him something about pushing the 
joystick up while in the air will sometimes cause it to happen.  Guess 
what, I was wrong.  The real cause of this weird move depends on what the 
other player is doing when Bison is in the air.  If the other player does 
some kind of movement, like crouching or sliding, while Bison is halfway 
in the air, it will cause Bison to skip the head stomp.   

Special Ending for SF2CE: I donUt know if you guys knew about this, but 
there is special ending for SF2CE.  All you need to do is not to loose any 
rounds.  You may use any character.  After you finish the game, the ending 
for each character will come up.  When thatUs finish, the game will display 
the special ending.  It puts out some music and shows the creater(s) of 
each character in a cartoon portrait while the character is doing a move to 
break a barrel or a box.  The animations are pretty cool.  Should check it 
out if you havenUt seen it.  

Later, ICE
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