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{{SSFIVAEHeader}} | |||
{{SSFIVCharacterHeader|M. Bison|MBison| | |||
As the leader of the organization known as Shadaloo, M. Bison has had a hand in just about illegal industry the world has ever known. M. Bison's strength comes from his mastery of "Psycho Power" and that has allowed him to become one of the deadliest warriors on the planet. Not only that, but he is nearly immortal, being able to transfer his soul to new bodies. He has thus far managed to escape death twice: once, after defeat at the hands of Rose, and again when defeated by Ryu and Ken. M. Bison is now using the S.I.N. corporation to fund his "Living Incubator" program that will ensure he will never be without a suitable host ever again. | |||
| | |||
Bison's playstyle focuses on one simple facet - space control. The Dictator is an absolute monster when it comes to limiting his opponents' movements, thanks to his excellent pokes and footsies such as Crouching Short/Forward and all of his standing kicks, his surprising pressure with his Scissor Kicks which are easy to hit-confirm off of the aforementioned Crouching kicks, and his overall element of surprise with his Head Stomp-Devil's Reverse mind games. With this much offensive potential, however, Bison has little in terms of defense. His only reliable reversals are relatively unsafe, especially when predicted, and once he gets knocked down and crossed up he loses his charge, which is absolutely necessary for him. Your goal with Bison will be to bully your adversaries with pokes and pressure, and whittle away at them slowly but steadily, breaking their mental guard through frustration and conditioning.}} | |||
== | === Players to Watch === | ||
Dogura, Shungoku Neurosis | |||
== | == Moves == | ||
=== | ==== Unique Attacks ==== | ||
{{SSFIVMoveListHeader}} | |||
{{SSFIVMoveListRow | Hell Attack | (during angled jump) {{mp}} {{---}} {{mp}} | {{high}} }} | |||
{{MoveListFooter}} | |||
=== | ==== Throws ==== | ||
{{SSFIVMoveListHeader}} | |||
{{SSFIVMoveListRow | Deadly Throw | {{f}} or {{n}} + {{lp}} + {{lk}} | {{throw}} }} | |||
{{SSFIVMoveListRow | Death Tower | {{b}} + {{lp}} + {{lk}} | {{throw}} }} | |||
{{MoveListFooter}} | |||
=== | ==== Special Moves ==== | ||
{{SSFIVMoveListHeader}} | |||
{{SSFIVMoveListRow | Psycho Crusher | {{b}} (charge) {{f}} + {{p}} | {{ex}} {{armorbreak}} }} | |||
{{SSFIVMoveListRow | Double Knee Press | {{b}} (charge) {{f}} + {{k}} | {{ex}} }} | |||
{{SSFIVMoveListRow | Head Press | {{d}} (charge) {{u}} + {{k}} | After Head Press connects, use {{f}} or {{b}} to change flight in air; {{high}} {{ex}} }} | |||
{{SSFIVMoveListRow | Somersault Skull Diver | {{p}} | Perform after Head Press; {{high}} {{ex}} }} | |||
{{SSFIVMoveListRow | Devil Reverse | {{d}} (charge) {{u}} + {{p}} {{---}} {{p}} | {{high}} {{ex}} }} | |||
{{SSFIVMoveListRow | Bison Warp | {{dp}} or {{rdp}} + {{3p}} or {{3k}} | {{dp}} + {{3p}} will appear next to opponent in back. {{dp}} + {{3k}} will appear next to opponent in front. At midscreen, {{rdp}} versions are identical and will go backwards as far as the screen allows. If opponent is in corner, {{rdp}} + {{3k}} goes back full-screen and {{rdp}} + {{3p}} goes back half-screen.; }} | |||
{{MoveListFooter}} | |||
==Combos== | ==== Super Combo ==== | ||
{{SSFIVMoveListHeader}} | |||
{{SSFIVMoveListRow | Knee Press Nightmare | {{b}} (charge) {{f}} {{b}} {{f}} + {{k}} | }} | |||
{{MoveListFooter}} | |||
==== Ultra Combos ==== | |||
{{SSFIVMoveListHeader}} | |||
{{SSFIVMoveListRow | Nightmare Booster | {{b}} (charge) {{f}} {{b}} {{f}} + {{3k}} | }} | |||
{{SSFIVMoveListRow | Psycho Punisher | {{b}} (charge) {{f}} {{b}} {{f}} + {{3p}} | Hold {{f}} or {{b}} to guide after performing; {{armorbreak}} }} | |||
{{MoveListFooter}} | |||
== AE ver. 2012 Changes == | |||
''Double Knee Press'' | |||
Changed light/medium/heavy stun from 50 + 50 (100 total) to 100 + 50 (150 total). | |||
Lengthened hit stun by 1F on first hit for all versions, giving the attacker a possible +5F advantage when completing the fastest possible Double Knee Press→EX Focus→Dash. | |||
''Near Standing Heavy Kick'' | |||
Far Standing Heavy Kick | |||
Changed shallow hit damage from 80 to 90. | |||
== AE Changes == | |||
* LK Scissor Kick pushes you further from your opponent on block. | |||
* LK, MK, and HK Scissor Kicks do 50+50 (100 total) stun, down from 100+50 (150 total). | |||
* Standing HK now does 80 damage on the far hitbox, and 110 damage on the close hitbox. | |||
* Crouching LK hurtbox has been extended forward. | |||
* Super is projectile invincible during its active frames. | |||
* Ultra 2 is now a charge motion but more damaging (increased to 450). Is more vulnerable on block (-23 in AE vs -16 in Super). | |||
==The Basics== | |||
== Combos == | |||
=== Bread and Butters === | |||
* j.HP, cls.HP, Hard Psycho Crusher or Scissor Kick | |||
* c.LKx3 xx LK/MK Scissor Kick (can combo up to 4 c.LK depending on character and spacing) | |||
* c.LP cls.LP s.LK, c.MK xx Scissor Kick / Psycho Crusher | |||
=== Hit Confirm Combos === | |||
* c.LK/MK/MP, Scissor Kick or Psycho Crusher (MK and MP only) | |||
=== Dizzy / Focus Crumple Combos === | |||
* See Bread and Butters section | |||
=== FADC Combos === | |||
* Any Scissor Kick can, on hit, be FADC'd into c.LKx3 xx LK/MK Scissor. Note that this is not the most efficient use of meter as the damage is strongly scaled. It is more useful in situations where position is critical, i.e. you are trying to push your opponent into the corner. | |||
=== Advanced Combos === | |||
* cls.HP, c.LK xx LK/MK Scissor Kick | |||
* cls.HP, s.LK, s.MK/s.RH | |||
* c.LK, s.LK, c.MK xx Scissor Kick / Psycho Crusher | |||
* c.MP, c.MK xx Scissor Kick / Psycho Crusher | |||
=== Combos Into Supers === | |||
* Any combo into Scissor Kick can be canceled into Super. | |||
=== Combos Into Ultras === | |||
* Hell Attack, Ultra 1 or 2 (Ultra 2 requires very specific timing and spacing on Hell Attack due to motion change) | |||
* Focus Attack Lv. 2 or 3, Ultra 1 or 2 | |||
==Strategy== | ==Strategy== | ||
For choice of Ultra, it is dependent on the matchup. If your opponent has a good wakeup game or a good aerial game, use Nightmare Booster, as it can be used to punish many jump ins by itself or after a Hell Attack. Because Nightmare Booster has relatively few startup frames, it is also the easier of the two to combo into after a Hell Attack, as you can time it relatively far into the opponent's fall and it will still connect. For characters with bad wakeup games or very slow fireballs, such as Cody and Rose, use Psycho Punisher. Psycho Punisher not only has projectile invincibility throughout the majority of the move, but it can be steered farther by holding the D-Pad or Stick forward, allowing Bison to move in from full screen in the blink of an eye. Psycho Punisher can also be used after a knockdown for ambiguous cross-ups. | |||
==Matchups== | ==Matchups== | ||
==Frame Data== | ==Frame Data== | ||
{| | {| cellspacing="0" width="100%" style="border: 1px solid #999; background: #F2F2F2;" | ||
|- | |- | ||
! | | ! | | ||
Line 54: | Line 136: | ||
! align="center" | Notes | ! align="center" | Notes | ||
|- | |- | ||
| |Close | | |Close [[File:Jab.gif]] | ||
| align="center" |HL | | align="center" |HL | ||
| align="center" |30 | | align="center" |30 | ||
Line 68: | Line 150: | ||
| | | | | | ||
|- | |- | ||
| |Close | | |Close [[File:Strong.gif]] | ||
| align="center" |HL | | align="center" |HL | ||
| align="center" |90 | | align="center" |90 | ||
Line 82: | Line 164: | ||
| | | | | | ||
|- | |- | ||
| |Close | | |Close [[File:Fierce.gif]] | ||
| align="center" |HL | | align="center" |HL | ||
| align="center" |100 | | align="center" |100 | ||
Line 93: | Line 175: | ||
| align="center" |-1 | | align="center" |-1 | ||
| align="center" |+4 | | align="center" |+4 | ||
| align="center" | | | align="center" |Forces stand | ||
| | | | | | ||
|- | |- | ||
| |Close | | |Close [[File:Short.gif]] | ||
| align="center" |HL | | align="center" |HL | ||
| align="center" |30 | | align="center" |30 | ||
Line 110: | Line 192: | ||
| | | | | | ||
|- | |- | ||
| |Close | | |Close [[File:Forward.gif]] | ||
| align="center" |HL | | align="center" |HL | ||
| align="center" |90 | | align="center" |90 | ||
Line 124: | Line 206: | ||
| | | | | | ||
|- | |- | ||
| |Close | | |Close [[File:Roundhouse.gif]] | ||
| align="center" |HL | | align="center" |HL | ||
| align="center" |110 | | align="center" |110 | ||
Line 135: | Line 217: | ||
| align="center" |-1 | | align="center" |-1 | ||
| align="center" |+3 | | align="center" |+3 | ||
| align="center" | | | align="center" |90 Damage at foot | ||
| | | | | | ||
|- | |- | ||
| |Far | | |Far [[File:Jab.gif]] | ||
| align="center" |HL | | align="center" |HL | ||
| align="center" |20 | | align="center" |20 | ||
Line 152: | Line 234: | ||
| | | | | | ||
|- | |- | ||
| |Far | | |Far [[File:Strong.gif]] | ||
| align="center" |HL | | align="center" |HL | ||
| align="center" |90 | | align="center" |90 | ||
Line 166: | Line 248: | ||
| | | | | | ||
|- | |- | ||
| |Far | | |Far [[File:Fierce.gif]] | ||
| align="center" |HL | | align="center" |HL | ||
| align="center" |120 | | align="center" |120 | ||
Line 180: | Line 262: | ||
| | | | | | ||
|- | |- | ||
| |Far | | |Far [[File:Short.gif]] | ||
| align="center" |HL | | align="center" |HL | ||
| align="center" |30 | | align="center" |30 | ||
Line 194: | Line 276: | ||
| | | | | | ||
|- | |- | ||
| |Far | | |Far [[File:Forward.gif]] | ||
| align="center" |HL | | align="center" |HL | ||
| align="center" |70 | | align="center" |70 | ||
Line 208: | Line 290: | ||
| | | | | | ||
|- | |- | ||
| |Far | | |Far [[File:Roundhouse.gif]] | ||
| align="center" |HL | | align="center" |HL | ||
| align="center" |110 | | align="center" |110 | ||
Line 219: | Line 301: | ||
| align="center" |-1 | | align="center" |-1 | ||
| align="center" |+3 | | align="center" |+3 | ||
| align="center" | | | align="center" |90 Damage at foot | ||
| | | | | | ||
|- | |- | ||
| |crouch | | |crouch [[File:Jab.gif]] | ||
| align="center" |HL | | align="center" |HL | ||
| align="center" |30 | | align="center" |30 | ||
Line 236: | Line 318: | ||
| | | | | | ||
|- | |- | ||
| |crouch | | |crouch [[File:Strong.gif]] | ||
| align="center" |HL | | align="center" |HL | ||
| align="center" |80 | | align="center" |80 | ||
Line 250: | Line 332: | ||
| | | | | | ||
|- | |- | ||
| |crouch | | |crouch [[File:Fierce.gif]] | ||
| align="center" |HL | | align="center" |HL | ||
| align="center" |110 | | align="center" |110 | ||
Line 261: | Line 343: | ||
| align="center" |-7 | | align="center" |-7 | ||
| align="center" |-2 | | align="center" |-2 | ||
| align="center" | | | align="center" |Forces stand | ||
| | | | | | ||
|- | |- | ||
| |crouch | | |crouch [[File:Short.gif]] | ||
| align="center" |L | | align="center" |L | ||
| align="center" |20 | | align="center" |20 | ||
Line 278: | Line 360: | ||
| | | | | | ||
|- | |- | ||
| |crouch | | |crouch [[File:Forward.gif]] | ||
| align="center" |L | | align="center" |L | ||
| align="center" |65 | | align="center" |65 | ||
Line 292: | Line 374: | ||
| | | | | | ||
|- | |- | ||
| |crouch | | |crouch [[File:Roundhouse.gif]] | ||
| align="center" |L | | align="center" |L | ||
| align="center" |100 | | align="center" |100 | ||
Line 303: | Line 385: | ||
| align="center" |-10 | | align="center" |-10 | ||
| align="center" |- | | align="center" |- | ||
| align="center" | | | align="center" |Untechable knockdown | ||
| | | | | | ||
|- | |- | ||
| |Jump up | | |Jump up [[File:Jab.gif]] | ||
| align="center" |H | | align="center" |H | ||
| align="center" |50 | | align="center" |50 | ||
Line 320: | Line 402: | ||
| | | | | | ||
|- | |- | ||
| |Jump up | | |Jump up [[File:Strong.gif]] | ||
| align="center" |H | | align="center" |H | ||
| align="center" |90 | | align="center" |90 | ||
Line 334: | Line 416: | ||
| | | | | | ||
|- | |- | ||
| |Jump up | | |Jump up [[File:Fierce.gif]] | ||
| align="center" |H | | align="center" |H | ||
| align="center" |110 | | align="center" |110 | ||
Line 348: | Line 430: | ||
| | | | | | ||
|- | |- | ||
| |Jump up | | |Jump up [[File:Short.gif]] | ||
| align="center" |H | | align="center" |H | ||
| align="center" |40 | | align="center" |40 | ||
Line 362: | Line 444: | ||
| | | | | | ||
|- | |- | ||
| |Jump up | | |Jump up [[File:Forward.gif]] | ||
| align="center" |H | | align="center" |H | ||
| align="center" |80 | | align="center" |80 | ||
Line 376: | Line 458: | ||
| | | | | | ||
|- | |- | ||
| |Jump up | | |Jump up [[File:Roundhouse.gif]] | ||
| align="center" |H | | align="center" |H | ||
| align="center" |100 | | align="center" |100 | ||
Line 390: | Line 472: | ||
| | | | | | ||
|- | |- | ||
| |Jump forward | | |Jump forward [[File:Jab.gif]] | ||
| align="center" |H | | align="center" |H | ||
| align="center" |50 | | align="center" |50 | ||
Line 404: | Line 486: | ||
| | | | | | ||
|- | |- | ||
| |Jump forward | | |Jump forward [[File:Strong.gif]] | ||
| align="center" |H | | align="center" |H | ||
| align="center" |50 | | align="center" |50 | ||
Line 415: | Line 497: | ||
| align="center" |- | | align="center" |- | ||
| align="center" |- | | align="center" |- | ||
| align="center" | | | align="center" |Floats opponent | ||
| | | | | | ||
|- | |- | ||
| |Jump forward | | |Jump forward [[File:Fierce.gif]] | ||
| align="center" |H | | align="center" |H | ||
| align="center" |110 | | align="center" |110 | ||
Line 432: | Line 514: | ||
| | | | | | ||
|- | |- | ||
| |Jump forward | | |Jump forward [[File:Short.gif]] | ||
| align="center" |H | | align="center" |H | ||
| align="center" |40 | | align="center" |40 | ||
Line 446: | Line 528: | ||
| | | | | | ||
|- | |- | ||
| |Jump forward | | |Jump forward [[File:Forward.gif]] | ||
| align="center" |H | | align="center" |H | ||
| align="center" |70 | | align="center" |70 | ||
Line 460: | Line 542: | ||
| | | | | | ||
|- | |- | ||
| |Jump forward | | |Jump forward [[File:Roundhouse.gif]] | ||
| align="center" |H | | align="center" |H | ||
| align="center" |100 | | align="center" |100 | ||
Line 474: | Line 556: | ||
| | | | | | ||
|- | |- | ||
| |Jump | | |Jump [[File:Strong.gif]](during Jump [[File:Strong.gif]]) | ||
| align="center" |H | | align="center" |H | ||
| align="center" |30 | | align="center" |30 | ||
Line 485: | Line 567: | ||
| align="center" |- | | align="center" |- | ||
| align="center" |- | | align="center" |- | ||
| align="center" | | | align="center" |Can juggle | ||
| | | | | | ||
|- | |- | ||
Line 494: | Line 576: | ||
| align="center" |20 | | align="center" |20 | ||
| align="center" |- | | align="center" |- | ||
| align="center" | | | align="center" |10+12 | ||
| align="center" |2 | | align="center" |2 | ||
| align="center" |34 | | align="center" |34 | ||
Line 502: | Line 584: | ||
| | | | | | ||
|- | |- | ||
| |Focus | | |Focus Attack LVL 2 | ||
| align="center" |HL | | align="center" |HL | ||
| align="center" |90 | | align="center" |90 | ||
Line 508: | Line 590: | ||
| align="center" |40 | | align="center" |40 | ||
| align="center" |- | | align="center" |- | ||
| align="center" | | | align="center" |18+12 | ||
| align="center" |2 | | align="center" |2 | ||
| align="center" |34 | | align="center" |34 | ||
Line 516: | Line 598: | ||
| | | | | | ||
|- | |- | ||
| |Focus | | |Focus Attack LVL 3 | ||
| align="center" |- | | align="center" |- | ||
| align="center" |150 | | align="center" |150 | ||
Line 541: | Line 623: | ||
| align="center" |- | | align="center" |- | ||
| align="center" |- | | align="center" |- | ||
| align="center" | | | align="center" |Untechable knockdown | ||
| | | | | | ||
|- | |- | ||
| |Back | | |Back Throw | ||
| align="center" |0.95 | | align="center" |0.95 | ||
| align="center" |140 | | align="center" |140 | ||
Line 555: | Line 637: | ||
| align="center" |- | | align="center" |- | ||
| align="center" |- | | align="center" |- | ||
| align="center" | | | align="center" |Untechable knockdown | ||
| | | | | | ||
|- | |- | ||
| |Psycho Crusher | | |Psycho Crusher [[File:Jab.gif]] | ||
| align="center" |HL | | align="center" |HL | ||
| align="center" |120*100 | | align="center" |120*100 | ||
Line 569: | Line 651: | ||
| align="center" |-8 | | align="center" |-8 | ||
| align="center" |- | | align="center" |- | ||
| align="center" | | | align="center" |37~48f cannot be thrown, 15f~ airborne, 14~36f can pass through opponent, armor break, 100 damage below waist, charge 55f | ||
| | | | | | ||
|- | |- | ||
| |Psycho Crusher | | |Psycho Crusher [[File:Strong.gif]] | ||
| align="center" |HL | | align="center" |HL | ||
| align="center" |130*100 | | align="center" |130*100 | ||
Line 583: | Line 665: | ||
| align="center" |-14 | | align="center" |-14 | ||
| align="center" |- | | align="center" |- | ||
| align="center" | | | align="center" |41~52f cannot be thrown, 16f~ airborne, 14~40f can pass through opponent, armor break, 100 damage below waist, charge 55f | ||
| | | | | | ||
|- | |- | ||
| |Psycho Crusher | | |Psycho Crusher [[File:Fierce.gif]] | ||
| align="center" |HL | | align="center" |HL | ||
| align="center" |140*100 | | align="center" |140*100 | ||
Line 597: | Line 679: | ||
| align="center" |-17 | | align="center" |-17 | ||
| align="center" |- | | align="center" |- | ||
| align="center" | | | align="center" |47~58f cannot be thrown, 16f~ airborne, 14~46f can pass through opponent, armor break, 100 damage below waist, charge 55f | ||
| | | | | | ||
|- | |- | ||
| |Psycho Crusher EX | | |Psycho Crusher [[File:EX.gif]] | ||
| align="center" |HL | | align="center" |HL | ||
| align="center" |75*75 | | align="center" |75*75 | ||
Line 611: | Line 693: | ||
| align="center" |-16 | | align="center" |-16 | ||
| align="center" |- | | align="center" |- | ||
| align="center" | | | align="center" |1~13f Invincible, 37~48f cannot be thrown, 15f~ airborne, 14~36f forward body immune to projectiles, passes through opponent, armor break, can juggle, projectile hitbox, charge 55f | ||
| | | | | | ||
|- | |- | ||
| |Scissor Kick | | |Scissor Kick [[File:Short.gif]] | ||
| align="center" |HL | | align="center" |HL | ||
| align="center" |60*30 | | align="center" |60*30 | ||
| align="center" | | | align="center" |100*50 | ||
| align="center" |20/16*16 | | align="center" |20/16*16 | ||
| align="center" |su | | align="center" |su*- | ||
| align="center" |10 | | align="center" |10 | ||
| align="center" |2(1)4 | | align="center" |2(1)4 | ||
Line 625: | Line 707: | ||
| align="center" |0 | | align="center" |0 | ||
| align="center" |- | | align="center" |- | ||
| align="center" | | | align="center" |5~14f cannot be thrown, 12~16f airborne, knocks down on [1st air hit] or on [2nd hit], charge 55f | ||
| | | | | | ||
|- | |- | ||
| |Scissor Kick | | |Scissor Kick [[File:Forward.gif]] | ||
| align="center" |HL | | align="center" |HL | ||
| align="center" |60*50 | | align="center" |60*50 | ||
| align="center" | | | align="center" |100*50 | ||
| align="center" |20/16*16 | | align="center" |20/16*16 | ||
| align="center" |su | | align="center" |su*- | ||
| align="center" |13 | | align="center" |13 | ||
| align="center" |2(1)4 | | align="center" |2(1)4 | ||
Line 639: | Line 721: | ||
| align="center" |-5 | | align="center" |-5 | ||
| align="center" |- | | align="center" |- | ||
| align="center" | | | align="center" |7~17f cannot be thrown, 15~19f airborne, knocks down on [1st air hit] or on [2nd hit], charge 55f | ||
| | | | | | ||
|- | |- | ||
| |Scissor Kick | | |Scissor Kick [[File:Roundhouse.gif]] | ||
| align="center" |HL | | align="center" |HL | ||
| align="center" |70*60 | | align="center" |70*60 | ||
| align="center" | | | align="center" |100*50 | ||
| align="center" |20/16*16 | | align="center" |20/16*16 | ||
| align="center" |su | | align="center" |su*- | ||
| align="center" |16 | | align="center" |16 | ||
| align="center" |2(1)4 | | align="center" |2(1)4 | ||
Line 653: | Line 735: | ||
| align="center" |-8 | | align="center" |-8 | ||
| align="center" |- | | align="center" |- | ||
| align="center" | | | align="center" |9~20f cannot be thrown, 18~22f airborne, knocks down on [1st air hit] or on [2nd hit], charge 55f | ||
| | | | | | ||
|- | |- | ||
| |Scissor Kick EX | | |Scissor Kick [[File:EX.gif]] | ||
| align="center" |HL | | align="center" |HL | ||
| align="center" |70*70 | | align="center" |70*70 | ||
| align="center" |100*50 | | align="center" |100*50 | ||
| align="center" |-250/0 | | align="center" |-250/0 | ||
| align="center" |su | | align="center" |su*- | ||
| align="center" |13 | | align="center" |13 | ||
| align="center" |2(1)4 | | align="center" |2(1)4 | ||
Line 667: | Line 749: | ||
| align="center" |-8 | | align="center" |-8 | ||
| align="center" |- | | align="center" |- | ||
| align="center" | | | align="center" |1~12f Invincible, 13~17f cannot be thrown, 15~19f airborne, knocks down on [1st air hit] or on [2nd hit], can juggle, charge 55f | ||
| | | | | | ||
|- | |- | ||
Line 678: | Line 760: | ||
| align="center" |22 | | align="center" |22 | ||
| align="center" |Until ground | | align="center" |Until ground | ||
| align="center" |16 | | align="center" |After landing 16 | ||
| align="center" |- | | align="center" |- | ||
| align="center" |- | | align="center" |- | ||
| align="center" | | | align="center" |1f~ airborne, listed startup is when opponent is point blank, startup is distant dependent, tracks opponent on startup, charge 55f | ||
| | | | | | ||
|- | |- | ||
| |Headstomp EX | | |Headstomp [[File:EX.gif]] | ||
| align="center" |H | | align="center" |H | ||
| align="center" |180 | | align="center" |180 | ||
Line 692: | Line 774: | ||
| align="center" |22 | | align="center" |22 | ||
| align="center" |Until ground | | align="center" |Until ground | ||
| align="center" |16 | | align="center" |After landing 16 | ||
| align="center" |- | | align="center" |- | ||
| align="center" |- | | align="center" |- | ||
| align="center" | | | align="center" |1f~end of startup Invincible, 1f~ airborne, Untechable knockdown on [Ground hit], knockdown on [air hit], listed startup is when opponent is point blank, startup is distant dependent, tracks opponent on startup, charge 55f | ||
| | | | | | ||
|- | |- | ||
| |Headstomp | | |Headstomp Bounce | ||
| align="center" |- | | align="center" |- | ||
| align="center" |- | | align="center" |- | ||
Line 706: | Line 788: | ||
| align="center" |- | | align="center" |- | ||
| align="center" |- | | align="center" |- | ||
| align="center" |4 | | align="center" |After landing 4 | ||
| align="center" |- | | align="center" |- | ||
| align="center" |- | | align="center" |- | ||
| align="center" | | | align="center" |Performed after headstomp or EX headstomp on block, 18f~ followup attack can be performed | ||
| | | | | | ||
|- | |- | ||
| | | | |Skulldiver | ||
| align="center" |H | | align="center" |H | ||
| align="center" |120 | | align="center" |120 | ||
Line 720: | Line 802: | ||
| align="center" |35+7 | | align="center" |35+7 | ||
| align="center" |3 | | align="center" |3 | ||
| align="center" |13 | | align="center" |After landing 13 | ||
| align="center" |+10 | | align="center" |+10 | ||
| align="center" |+13 | | align="center" |+13 | ||
| align="center" | | | align="center" |Listed frame advantage is for skull diver performed as low to the ground as possible | ||
| | | | | | ||
|- | |- | ||
| | | | |[[File:EX.gif]] Skulldiver | ||
| align="center" |H | | align="center" |H | ||
| align="center" |80*80 | | align="center" |80*80 | ||
Line 734: | Line 816: | ||
| align="center" |35+7 | | align="center" |35+7 | ||
| align="center" |3 | | align="center" |3 | ||
| align="center" |13 | | align="center" |After landing 13 | ||
| align="center" |+10 | | align="center" |+10 | ||
| align="center" |+13 | | align="center" |+13 | ||
| align="center" | | | align="center" |Can juggle, Listed frame advantage is for skull diver performed as low to the ground as possible | ||
| | | | | | ||
|- | |- | ||
| |Devil Reverse | | |Empty Devil Reverse | ||
| align="center" |- | | align="center" |- | ||
| align="center" |- | | align="center" |- | ||
Line 748: | Line 830: | ||
| align="center" |- | | align="center" |- | ||
| align="center" |- | | align="center" |- | ||
| align="center" |48 | | align="center" |Total 48 | ||
| align="center" |- | | align="center" |- | ||
| align="center" |- | | align="center" |- | ||
| align="center" | | | align="center" |EX Invincible 1~13f, 1~44f airborne , tracks opponent on startup, 14~38f can cancel into Devil Reverse attack, charge 55f | ||
| | | | | | ||
|- | |- | ||
Line 762: | Line 844: | ||
| align="center" |13+34 | | align="center" |13+34 | ||
| align="center" |Until ground | | align="center" |Until ground | ||
| align="center" |16 | | align="center" |After landing 16 | ||
| align="center" |- | | align="center" |- | ||
| align="center" |- | | align="center" |- | ||
Line 768: | Line 850: | ||
| | | | | | ||
|- | |- | ||
| |Devil Reverse EX | | |Devil Reverse [[File:EX.gif]] | ||
| align="center" |H | | align="center" |H | ||
| align="center" |80*80 | | align="center" |80*80 | ||
Line 776: | Line 858: | ||
| align="center" |13+34 | | align="center" |13+34 | ||
| align="center" |Until ground | | align="center" |Until ground | ||
| align="center" |16 | | align="center" |After landing 16 | ||
| align="center" |- | | align="center" |- | ||
| align="center" |- | | align="center" |- | ||
| align="center" | | | align="center" |Can juggle | ||
| | | | | | ||
|- | |- | ||
Line 790: | Line 872: | ||
| align="center" |- | | align="center" |- | ||
| align="center" |- | | align="center" |- | ||
| align="center" |42 | | align="center" |Total 42 | ||
| align="center" |- | | align="center" |- | ||
| align="center" |- | | align="center" |- | ||
| align="center" | | | align="center" |1~29f Invincible, teleport complete on 12f | ||
| | | | | | ||
|- | |- | ||
| |Super Combo | | |Super Combo [[File:Short.gif]] | ||
| align="center" |HLx4*L | | align="center" |HLx4*L | ||
| align="center" |60x4*100 | | align="center" |60x4*100 | ||
Line 807: | Line 889: | ||
| align="center" |-27 | | align="center" |-27 | ||
| align="center" |- | | align="center" |- | ||
| align="center" | | | align="center" |1~7f Invincible, 9f~end of active frames immune to projectiles, 34~60f can pass through opponent, untechable knockdown on [1st-4th air hit] or [5th hit], can juggle, charge 55f | ||
| | | | | | ||
|- | |- | ||
| |Super Combo | | |Super Combo [[File:Forward.gif]] | ||
| align="center" |HLx4*L | | align="center" |HLx4*L | ||
| align="center" |60x4*100 | | align="center" |60x4*100 | ||
Line 821: | Line 903: | ||
| align="center" |-27 | | align="center" |-27 | ||
| align="center" |- | | align="center" |- | ||
| align="center" | | | align="center" |1~9f Invincible, 11f~end of active frames immune to projectiles, 39~65f can pass through opponent, untechable knockdown on [1st-4th air hit] or [5th hit], can juggle, charge 55f | ||
| | | | | | ||
|- | |- | ||
| |Super Combo | | |Super Combo [[File:Roundhouse.gif]] | ||
| align="center" |HLx4*L | | align="center" |HLx4*L | ||
| align="center" |60x4*100 | | align="center" |60x4*100 | ||
Line 835: | Line 917: | ||
| align="center" |-27 | | align="center" |-27 | ||
| align="center" |- | | align="center" |- | ||
| align="center" | | | align="center" |1~11f Invincible, 13f~end of active frames immune to projectiles, 44~70f can pass through opponent, untechable knockdown on [1st-4th air hit] or [5th hit], can juggle, charge 55f | ||
| | | | | | ||
|- | |- | ||
Line 849: | Line 931: | ||
| align="center" |-35 | | align="center" |-35 | ||
| align="center" |- | | align="center" |- | ||
| align="center" | | | align="center" |1~15f Invincible, 47f~ airborne, 61~114f can pass through opponent, untechable knockdown, hit 1-5 leads to animation | ||
| | | | | | ||
|- | |- | ||
Line 860: | Line 942: | ||
| align="center" |0+22 | | align="center" |0+22 | ||
| align="center" |2 | | align="center" |2 | ||
| align="center" |42 | | align="center" |After landing 42 | ||
| align="center" |-23 | | align="center" |-23 | ||
| align="center" |- | | align="center" |- | ||
| align="center" | | | align="center" |1~2f Invincible, 1f~ airborne, 3~23f immune to projectiles, untechable knockdown, armor breaking, can control movement with joystick | ||
| | | | | | ||
|- | |- | ||
Line 895: | Line 977: | ||
=====Notes | =====Notes===== | ||
[[Category:Super Street Fighter IV AE]] | |||
[[Category:M. Bison]] |
Latest revision as of 02:40, 28 December 2020


M. Bison
As the leader of the organization known as Shadaloo, M. Bison has had a hand in just about illegal industry the world has ever known. M. Bison's strength comes from his mastery of "Psycho Power" and that has allowed him to become one of the deadliest warriors on the planet. Not only that, but he is nearly immortal, being able to transfer his soul to new bodies. He has thus far managed to escape death twice: once, after defeat at the hands of Rose, and again when defeated by Ryu and Ken. M. Bison is now using the S.I.N. corporation to fund his "Living Incubator" program that will ensure he will never be without a suitable host ever again.
In a nutshell
Bison's playstyle focuses on one simple facet - space control. The Dictator is an absolute monster when it comes to limiting his opponents' movements, thanks to his excellent pokes and footsies such as Crouching Short/Forward and all of his standing kicks, his surprising pressure with his Scissor Kicks which are easy to hit-confirm off of the aforementioned Crouching kicks, and his overall element of surprise with his Head Stomp-Devil's Reverse mind games. With this much offensive potential, however, Bison has little in terms of defense. His only reliable reversals are relatively unsafe, especially when predicted, and once he gets knocked down and crossed up he loses his charge, which is absolutely necessary for him. Your goal with Bison will be to bully your adversaries with pokes and pressure, and whittle away at them slowly but steadily, breaking their mental guard through frustration and conditioning.
Players to Watch
Dogura, Shungoku Neurosis
Moves
Unique Attacks




Throws









Special Moves







































Super Combo





Ultra Combos













AE ver. 2012 Changes
Double Knee Press
Changed light/medium/heavy stun from 50 + 50 (100 total) to 100 + 50 (150 total). Lengthened hit stun by 1F on first hit for all versions, giving the attacker a possible +5F advantage when completing the fastest possible Double Knee Press→EX Focus→Dash.
Near Standing Heavy Kick
Far Standing Heavy Kick Changed shallow hit damage from 80 to 90.
AE Changes
- LK Scissor Kick pushes you further from your opponent on block.
- LK, MK, and HK Scissor Kicks do 50+50 (100 total) stun, down from 100+50 (150 total).
- Standing HK now does 80 damage on the far hitbox, and 110 damage on the close hitbox.
- Crouching LK hurtbox has been extended forward.
- Super is projectile invincible during its active frames.
- Ultra 2 is now a charge motion but more damaging (increased to 450). Is more vulnerable on block (-23 in AE vs -16 in Super).
The Basics
Combos
Bread and Butters
- j.HP, cls.HP, Hard Psycho Crusher or Scissor Kick
- c.LKx3 xx LK/MK Scissor Kick (can combo up to 4 c.LK depending on character and spacing)
- c.LP cls.LP s.LK, c.MK xx Scissor Kick / Psycho Crusher
Hit Confirm Combos
- c.LK/MK/MP, Scissor Kick or Psycho Crusher (MK and MP only)
Dizzy / Focus Crumple Combos
- See Bread and Butters section
FADC Combos
- Any Scissor Kick can, on hit, be FADC'd into c.LKx3 xx LK/MK Scissor. Note that this is not the most efficient use of meter as the damage is strongly scaled. It is more useful in situations where position is critical, i.e. you are trying to push your opponent into the corner.
Advanced Combos
- cls.HP, c.LK xx LK/MK Scissor Kick
- cls.HP, s.LK, s.MK/s.RH
- c.LK, s.LK, c.MK xx Scissor Kick / Psycho Crusher
- c.MP, c.MK xx Scissor Kick / Psycho Crusher
Combos Into Supers
- Any combo into Scissor Kick can be canceled into Super.
Combos Into Ultras
- Hell Attack, Ultra 1 or 2 (Ultra 2 requires very specific timing and spacing on Hell Attack due to motion change)
- Focus Attack Lv. 2 or 3, Ultra 1 or 2
Strategy
For choice of Ultra, it is dependent on the matchup. If your opponent has a good wakeup game or a good aerial game, use Nightmare Booster, as it can be used to punish many jump ins by itself or after a Hell Attack. Because Nightmare Booster has relatively few startup frames, it is also the easier of the two to combo into after a Hell Attack, as you can time it relatively far into the opponent's fall and it will still connect. For characters with bad wakeup games or very slow fireballs, such as Cody and Rose, use Psycho Punisher. Psycho Punisher not only has projectile invincibility throughout the majority of the move, but it can be steered farther by holding the D-Pad or Stick forward, allowing Bison to move in from full screen in the blink of an eye. Psycho Punisher can also be used after a knockdown for ambiguous cross-ups.
Matchups
Frame Data