"Psycho Crushaa!!" - Bison pulls his arm back, and thrusts it forward with a travelling fireball of psycho energy. This fireball is very small in comparison with all the other projectiles in the game, but it still has it's uses. It's unique because of the trajectory; instead of travelling straight forward like other fireballs, it travels at an angle depending on the punch pressed. Jab starts high, and finishes straight on, and Fierce starts low and finishes at a high angle. Use these to pin an opponent down and for confusion purposes.
- Bison grabs his cape as he releases a ball of slow-travelling energy. After a time, it explodes into three circular spheres of energy, trapping the enemy for multiple hits. The upside to this attack is that Bison has an attack that fills the screen and you can add more damage. The downside is that if a successful attack is landed on him, the fireball will fade out, causing no damage at all. When you use this, be aware of the distance you have to avoid attacks. You can also use this for pressure games or crossups, just don't let Bison take damage while the Field is active. Jab creates a quick and close explosion, while Fierce's Field travels half a screen before detonating. For extra protection, set this up during an assist to make sure it will connect, as fast characters can easily knock him out of it.
- Bison does a full body flipping kick, at the opponent. This attack hits around high/medium level, and ends low. It's a great attack to counter lower hits and sweeps, as well as a great way to get Bison across the screen quickly. If it's blocked, however, the opponent has more than enough time to retaliate. Short kick makes Bison flip at a close range, while Roundhouse makes him flip about a half screen distance. Try to use it at the end of a ground combo for maximum effectiveness. Whatever you do, don't throw it out randomly.
- A staple from his first appearance, Bison jumps at the opponent, feet first. If he connects with their head, he does a quick stomp, followed by a flip before he lands. This attack is very quick, and it will always home in on the opponent. One of the drawbacks is that Bison will stomp where the opponent was last standing, so if the opponent keeps moving, this attack won't be effective. Also, the flip he does afterward makes him extremely vulnerable to counterattacks, so it's best that you only use this attack occasionally. The air version works like the ground version.
- You can follow this attack with a Skull Dive, by pressing any punch after the stomp connects, and directing him back towards the opponent. This definitely helps his recovery, as the Skull Dive takes the place of the lagging flip at the end. Another advantage is that if the stomp is blocked, the Dive will protect him from retaliation.
- Similar to the Head Stomp, Bison leaps at the enemy, flips, and plunges fist first toward the opponent's head. You must press punch again when you are in contact range for Bison to finish this attack, otherwise, he will just leap over their heads harmlessly. Again, like the Head Stomp, use this attack wisely, not recklessly. This is one of Bison's best cross-up attacks, but be careful not to overuse it or the opponent will get wise.
- As it says, M.Bsion has flight capabilities. Use this move to avoid attacks, to move quickly across the screen, or just to annoy from above. Any counterattack will knock you out of this, since you have no block in this state. Also, you can get out of this by doing the command again, or wait for a few game seconds, and Bison will fall out of it on his own. Be careful using this against beamers and fast characters.
- Being a super-powered dictator, Bison also has the ability to teleport. When he does, he assumes a win pose, as he disappears. When he reappears, four images will appear of Bison, creating confusion until the real one finishes the animation. Then all the illusions disappear and Bison can attack once again. Jab makes him appear in the upper left of the screen, Short on the lower left, Fierce on the upper right, and Roundhouse on the lower left. Use this to gain the upper hand on a slow opponent or to escape when necessary. This move is also very helpful when avoiding some supers and triple team attacks. Be careful, because you can become predictable when you use this too often!
--- N/A - Bison has no command attacks, however, his crouching Roundhouse produces a slide attack. Be cautious when using this, as it can be blocked and countered.
Throw #1: F (or B) + Fierce Punch - Bison grabs the opponent by the collar, twists them around 360 degrees, then tosses them over his shoulder.
Throw #2: (air) F (or B) + Fierce Punch - Bison grabs the opponent by the side, and uses a body throw to throw them to the ground below.
Launcher: Crouching Fierce or DF + Fierce
Snapback: Standing Roundhouse. It's best used at the end of a combo.
---Start by blocking opponent's attack/then quickly perform command
---Utilized by first character to counter opp. w/2nd or 3rd character's attack
---B, BD, D + A1 or A2 depending on char. order
---Uses 1 Hyper Combo Bar
VC Alpha--- Psycho Shot (Fierce version)
VC Beta---- Psycho Field (Fierce version)
VC Gamma--- Scissor Kick (Roundhouse version)
Read Across as such:
X---Y---A1 (X=Jab Y=Fierce A1=Assist 1)
A---B---A2 (A=Short B=Roundhouse A2=Assist 2)
X-- Red Suit//Silver Guards//Pine Green Cape
Y-- Brick Red Suit//Dull Silver Guards//Moss Green Cape
A1-- Black Suit//Silver Guards//Cornflower Cape
A-- Blue Suit//Silver Guards//Pine Green Cape//Pale Complexion
B-- White Suit//Light Metallic Emerald Guards//Tea Green Cape//Pale Complexion
A2-- Black Suit//Gold Guards//Brown Cape//Dark Complexion
- Like the special attack, the Psycho Shot travels low, and arcs high at the end. When you use this, make note of its trajectory and where the opponent is. The best use is for a distance attack or for a surprise up close.
- This Psycho Field is like the attack, in that Bison is vulnerable while he launches this, so be sure to cover him. When it explodes, you can use this assist to stop ground assaults, start combos, and to finish combos. This is probably his best assist attack.
- This assist travels fast, but it has some recovery time if blocked, just like the special attack it's based on. Use this to cross-up an opponent, within a combo, or to end a combo for its best use. You can also use it to stop advancing opponents.
M.BISON'S TEAM HYPER COMBOS:
- The super depends on which assist you picked. The overall effectiveness will depend on who your teammates and their assists happen to be.
- Bison rushes forward like a living projectile, and he'll hold the opponent in place for the other teammates' attacks momentarily. Fireballs and beams may cancel him out, so get up close and personal when you use the triple team.
- See Alpha.
- This super starts high, and ends low, so make sure that your teammates' supers will hold the opponent in place for all the hits. It's a good super in team situations, as long as you keep up the pressure. Beams will cancel this out, so get as close as you can if he's the one that leads the assault.
- A familiar super for all those who are Street Fighter players from way back, Bison yells "Psycho Crusher!!!", as the Psycho energy envlopes him, transforming him into a full body missile. He launches himself at the opponent, hitting multiple times, and causing the opponent's body to erupt in blue flame. A great super, especially if you're concerned with missing the other two. It's highly comboable on the ground and in the air, and does some decent damage. Keep in mind that it causes Bison to travel across the screen to the other side, whether blocked or unblocked. If it is blocked, the opponent has ample time to counterattack Bison, because he's still facing the opposite direction. Also, you can be knocked out of this if the opponent hits you at the right moment, so be cautious.
- Similar to the Scissor Kick, Bison creates several images of himself, which perform the Scissor Kick multiple times, ending with a slide attack. As before, this starts around high/medium range, and ends low, so make sure the opponent is grounded when you activate it, otherwise they'll jump over it, and give you an attack from behind. The best way to use this is to finish a ground combo, preferably with standing roundhouse, then add the super. A fireball can stop this, so be careful of projectile happy opponents. The chip damage from this is pitiful, so make sure the hits count!
- Bison's newest super has him charging a super sphere of Psycho energy and blasting it toward the opponent. If it connects, it explodes into a Field attack bigger than the normal Psycho Field, hitting multiple times. If they block, they'll still receive ample block damage. This can be avoided, by jumping or superjumping at the right time. If that happens, the super doesn't go off, and Bison stands, taunting for a moment, vulnerable. If you use this, make sure it will hit the opponent. Try to use it at the end of their jump, or after a missed move for the best results. You can also use an assist or even a Psycho Field to help trap the opponent. Throwing it out randomly will surely get you killed.
- It's all about evasion, strategy, and overpowering the opponent when you play as Bison. Use his Psycho Field attacks to set up high damage combos and supers, as well as assists. When the pressure's high, use his Dive, Stomp, Flight, and Teleport for evasive manuevers. Try to learn about all his strengths and weaknesses, and how long an attack takes to finish. The best part of playing Bison though, is his power. One combo from Bison takes off quite a bit of health, and with his stick and move tactics, you can finish off just about anyone.
- Unfortunately, Bison's attacks have lag, so you'll have to be crafty. Never pull any attack out randomly. Keep calm and strategize, and try not to repeat yourself when attacking. Use combos and assists to set up his supers; don't rush in with them blindly, or he may be a sitting duck. Remember not to become too predictable, and you'll eventually have an unstoppable force to use against your enemies.
***Khaotika!
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