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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. | 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 | 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 == | == Moves == | ||
Line 11: | Line 14: | ||
{{SSFIVMoveListHeader}} | {{SSFIVMoveListHeader}} | ||
{{SSFIVMoveListRow | Hell Attack | (during angled jump) mp --- mp | high }} | {{SSFIVMoveListRow | Hell Attack | (during angled jump) {{mp}} {{---}} {{mp}} | {{high}} }} | ||
{{MoveListFooter}} | {{MoveListFooter}} | ||
Line 17: | Line 20: | ||
{{SSFIVMoveListHeader}} | {{SSFIVMoveListHeader}} | ||
{{SSFIVMoveListRow | Deadly Throw | f or n + lp + lk | throw }} | {{SSFIVMoveListRow | Deadly Throw | {{f}} or {{n}} + {{lp}} + {{lk}} | {{throw}} }} | ||
{{SSFIVMoveListRow | Death Tower | b + lp + lk | throw }} | {{SSFIVMoveListRow | Death Tower | {{b}} + {{lp}} + {{lk}} | {{throw}} }} | ||
{{MoveListFooter}} | {{MoveListFooter}} | ||
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{{SSFIVMoveListHeader}} | {{SSFIVMoveListHeader}} | ||
{{SSFIVMoveListRow | Psycho Crusher | b (charge) f + p | ex armorbreak }} | {{SSFIVMoveListRow | Psycho Crusher | {{b}} (charge) {{f}} + {{p}} | {{ex}} {{armorbreak}} }} | ||
{{SSFIVMoveListRow | Double Knee Press | b (charge) f + k | ex }} | {{SSFIVMoveListRow | Double Knee Press | {{b}} (charge) {{f}} + {{k}} | {{ex}} }} | ||
{{SSFIVMoveListRow | Head Press | d (charge) u + | {{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 | Somersault Skull Diver | {{p}} | Perform after Head Press; {{high}} {{ex}} }} | ||
{{SSFIVMoveListRow | Devil Reverse | d (charge) u + p --- p | 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.; }} | {{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}} | {{MoveListFooter}} | ||
==== Super Combo ==== | ==== Super Combo ==== | ||
{{SSFIVMoveListHeader}} | {{SSFIVMoveListHeader}} | ||
{{SSFIVMoveListRow | Knee Press Nightmare | b (charge) f b f + k | }} | {{SSFIVMoveListRow | Knee Press Nightmare | {{b}} (charge) {{f}} {{b}} {{f}} + {{k}} | }} | ||
{{MoveListFooter}} | {{MoveListFooter}} | ||
==== Ultra Combos ==== | ==== Ultra Combos ==== | ||
{{SSFIVMoveListHeader}} | {{SSFIVMoveListHeader}} | ||
{{SSFIVMoveListRow | Nightmare Booster | b (charge) f b f + 3k | }} | {{SSFIVMoveListRow | Nightmare Booster | {{b}} (charge) {{f}} {{b}} {{f}} + {{3k}} | }} | ||
{{SSFIVMoveListRow | Psycho Punisher | b (charge) f b f + | {{SSFIVMoveListRow | Psycho Punisher | {{b}} (charge) {{f}} {{b}} {{f}} + {{3p}} | Hold {{f}} or {{b}} to guide after performing; {{armorbreak}} }} | ||
{{MoveListFooter}} | {{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 == | == AE Changes == | ||
==The Basics== | * 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 == | == Combos == | ||
=== Bread and Butters === | === 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.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 | * c.LP cls.LP s.LK, c.MK xx Scissor Kick / Psycho Crusher | ||
=== Hit Confirm Combos === | === Hit Confirm Combos === | ||
* | * c.LK/MK/MP, Scissor Kick or Psycho Crusher (MK and MP only) | ||
=== Dizzy / Focus Crumple Combos === | === Dizzy / Focus Crumple Combos === | ||
* | * See Bread and Butters section | ||
=== FADC Combos === | === FADC Combos === | ||
Line 75: | Line 98: | ||
=== Combos Into Ultras === | === 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== | ||
Line 192: | Line 217: | ||
| align="center" |-1 | | align="center" |-1 | ||
| align="center" |+3 | | align="center" |+3 | ||
| align="center" | | | align="center" |90 Damage at foot | ||
| | | | | | ||
|- | |- | ||
Line 276: | Line 301: | ||
| align="center" |-1 | | align="center" |-1 | ||
| align="center" |+3 | | align="center" |+3 | ||
| align="center" | | | align="center" |90 Damage at foot | ||
| | | | | | ||
|- | |- | ||
Line 359: | Line 384: | ||
| align="center" |16 | | align="center" |16 | ||
| align="center" |-10 | | align="center" |-10 | ||
| align="center" | | | align="center" |- | ||
| align="center" |Untechable knockdown | | align="center" |Untechable knockdown | ||
| | | | | | ||
Line 471: | Line 496: | ||
| align="center" |- | | align="center" |- | ||
| align="center" |- | | align="center" |- | ||
| align="center" | | | align="center" |- | ||
| align="center" |Floats opponent | | align="center" |Floats opponent | ||
| | | | | | ||
Line 541: | Line 566: | ||
| align="center" |- | | align="center" |- | ||
| align="center" |- | | align="center" |- | ||
| align="center" | | | align="center" |- | ||
| align="center" |Can juggle | | align="center" |Can juggle | ||
| | | | | | ||
Line 551: | 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 559: | Line 584: | ||
| | | | | | ||
|- | |- | ||
| |Focus | | |Focus Attack LVL 2 | ||
| align="center" |HL | | align="center" |HL | ||
| align="center" |90 | | align="center" |90 | ||
Line 565: | 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 | ||
| align="center" |-14 | | align="center" |-14 | ||
| align="center" | | | align="center" |- | ||
| align="center" | | | align="center" | | ||
| | | | | | ||
|- | |- | ||
| |Focus | | |Focus Attack LVL 3 | ||
| align="center" |- | | align="center" |- | ||
| align="center" |150 | | align="center" |150 | ||
Line 582: | Line 607: | ||
| align="center" |2 | | align="center" |2 | ||
| align="center" |34 | | align="center" |34 | ||
| align="center" | | | align="center" |- | ||
| align="center" | | | align="center" |- | ||
| align="center" | | | align="center" | | ||
| | | | | | ||
Line 597: | Line 622: | ||
| align="center" |20 | | align="center" |20 | ||
| align="center" |- | | align="center" |- | ||
| align="center" | | | align="center" |- | ||
| align="center" |Untechable knockdown | | align="center" |Untechable knockdown | ||
| | | | | | ||
|- | |- | ||
| |Back | | |Back Throw | ||
| align="center" |0.95 | | align="center" |0.95 | ||
| align="center" |140 | | align="center" |140 | ||
Line 611: | Line 636: | ||
| align="center" |20 | | align="center" |20 | ||
| align="center" |- | | align="center" |- | ||
| align="center" | | | align="center" |- | ||
| align="center" |Untechable knockdown | | align="center" |Untechable knockdown | ||
| | | | | | ||
Line 625: | Line 650: | ||
| align="center" |12+6 | | align="center" |12+6 | ||
| align="center" |-8 | | align="center" |-8 | ||
| 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 | | align="center" |37~48f cannot be thrown, 15f~ airborne, 14~36f can pass through opponent, armor break, 100 damage below waist, charge 55f | ||
| | | | | | ||
Line 639: | Line 664: | ||
| align="center" |12+10 | | align="center" |12+10 | ||
| align="center" |-14 | | align="center" |-14 | ||
| 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 | | align="center" |41~52f cannot be thrown, 16f~ airborne, 14~40f can pass through opponent, armor break, 100 damage below waist, charge 55f | ||
| | | | | | ||
Line 653: | Line 678: | ||
| align="center" |12+10 | | align="center" |12+10 | ||
| align="center" |-17 | | align="center" |-17 | ||
| 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 | | align="center" |47~58f cannot be thrown, 16f~ airborne, 14~46f can pass through opponent, armor break, 100 damage below waist, charge 55f | ||
| | | | | | ||
Line 667: | Line 692: | ||
| align="center" |12+6 | | align="center" |12+6 | ||
| align="center" |-16 | | align="center" |-16 | ||
| 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 | | 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 | ||
| | | | | | ||
Line 674: | Line 699: | ||
| 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 | ||
| align="center" |17 | | align="center" |17 | ||
| align="center" |0 | | align="center" |0 | ||
| 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 | | align="center" |5~14f cannot be thrown, 12~16f airborne, knocks down on [1st air hit] or on [2nd hit], charge 55f | ||
| | | | | | ||
Line 688: | Line 713: | ||
| 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 | ||
| align="center" |22 | | align="center" |22 | ||
| align="center" |-5 | | align="center" |-5 | ||
| 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 | | align="center" |7~17f cannot be thrown, 15~19f airborne, knocks down on [1st air hit] or on [2nd hit], charge 55f | ||
| | | | | | ||
Line 702: | Line 727: | ||
| 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 | ||
| align="center" |25 | | align="center" |25 | ||
| align="center" |-8 | | align="center" |-8 | ||
| 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 | | align="center" |9~20f cannot be thrown, 18~22f airborne, knocks down on [1st air hit] or on [2nd hit], charge 55f | ||
| | | | | | ||
Line 718: | Line 743: | ||
| 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 | ||
| align="center" |25 | | align="center" |25 | ||
| align="center" |-8 | | align="center" |-8 | ||
| 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 | | 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 751: | Line 776: | ||
| align="center" |After landing 16 | | align="center" |After landing 16 | ||
| 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 | | 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 | ||
| | | | | | ||
Line 821: | Line 846: | ||
| align="center" |After landing 16 | | align="center" |After landing 16 | ||
| align="center" |- | | align="center" |- | ||
| align="center" | | | align="center" |- | ||
| align="center" | | | align="center" | | ||
| | | | | | ||
Line 835: | Line 860: | ||
| align="center" |After landing 16 | | align="center" |After landing 16 | ||
| align="center" |- | | align="center" |- | ||
| align="center" | | | align="center" |- | ||
| align="center" |Can juggle | | align="center" |Can juggle | ||
| | | | | | ||
Line 863: | Line 888: | ||
| align="center" |30 | | align="center" |30 | ||
| align="center" |-27 | | align="center" |-27 | ||
| 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 | | 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 | ||
| | | | | | ||
Line 877: | Line 902: | ||
| align="center" |30 | | align="center" |30 | ||
| align="center" |-27 | | align="center" |-27 | ||
| 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 | | 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 | ||
| | | | | | ||
Line 891: | Line 916: | ||
| align="center" |30 | | align="center" |30 | ||
| align="center" |-27 | | align="center" |-27 | ||
| 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 | | 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 905: | Line 930: | ||
| align="center" |30+18 | | align="center" |30+18 | ||
| align="center" |-35 | | align="center" |-35 | ||
| 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 | | align="center" |1~15f Invincible, 47f~ airborne, 61~114f can pass through opponent, untechable knockdown, hit 1-5 leads to animation | ||
| | | | | | ||
Line 919: | Line 944: | ||
| align="center" |After landing 42 | | align="center" |After landing 42 | ||
| align="center" |-23 | | align="center" |-23 | ||
| 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 | | align="center" |1~2f Invincible, 1f~ airborne, 3~23f immune to projectiles, untechable knockdown, armor breaking, can control movement with joystick | ||
| | | | | | ||
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=====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