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== Special Moves == | == Special Moves == | ||
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| Psycho Shot || {{ {{hcf}} + P}} | | Psycho Shot || {{ {{hcf}} + P}} | ||
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| Psycho Blast || {{ {{hcb}} + P}} | | Psycho Blast || {{ {{hcb}} + P}} | ||
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| Head Stomp || {{ D (charge) {{u}} + K , P}} | | Head Stomp || {{D}} (charge) {{u}} + K , P}} | ||
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| Demon Reverse || {{ D (charge) | | Demon Reverse || {{D}} (charge) {{u}} + P , P}} | ||
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| Teleport || {{ {{dp}} + P P or K K}} | | Teleport || {{ {{dp}} + P P or K K}} | ||
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== Super Moves == | == Super Moves == | ||
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| Psycho Crusher (also in air) || {{ {{qcf}} + P P}} | | Psycho Crusher (also in air) || {{ {{qcf}} + P P}} |
Revision as of 03:15, 28 December 2020
M. Bison is the ruler of Shadaloo. He uses his Phycho Power to defeat his opponents.
Moves List
Normal Moves
Special Moves
Psycho Shot | {{ ![]() |
Scissor Press (also in air) | {{ ![]() |
Psycho Blast | {{ ![]() |
Head Stomp | ![]() ![]() |
Demon Reverse | ![]() ![]() |
Teleport | {{ ![]() |
Fly | {{ ![]() |
Super Moves
Psycho Crusher (also in air) | {{ ![]() |
Knee Press Nightmare | {{ ![]() |
The Basics
Advanced Strategy
Combos/Infinites
Beginner
1) S.LP , S.HK XX Scissor Kick
2) C.LK , S.HK XX Psycho Crusher
3) Psycho Ball, Psycho Crusher
4) HP-Psycho Ball, Twin Bison Knee Press Nightmare
5) J.LK , J.MP XX Psycho Crusher
Intermediate
1) J.HK , D.S.LP , S.HP SJ SJ.LK , SJ.MK , SJ.HK
2) Psycho Ball, D.S.HP SJ SJ.LP , SJ.MK XX Psycho Crusher
3) F.LK , F.MK , F.HK XX Psycho Crusher
4) J.LK , J.HK , J.HK XX Scissor Kick
5) J.LK , J.HP , D.S.LP , S.HP SJ SJ.HP XX Scissor Kick
6) Throw enemy into the corner, S.LK , S.HP SJ SJ.LP, SJ.LK , SJ.MK XX Psycho Crusher
7) J.LK , J.HK , D.C.LK , C.MK, S.LP , S.HK XX Psycho Crusher
8) Get enemy in corner. F.LK , F.MK , F.HK XX Psycho Crusher , C.LK (OTG) , S.HP SJ SJ.LP, SJ.LK , SJ.MP XX Psycho Crusher
Expert
1) Get enemy in the corner. J.LK , J.HK , D.S.LK , C.HK XX HP-Psycho Shot, S.LK , S.HP SJ SJ.LK , SJ.MP XX Psycho Crusher, SJ.LK XX Psycho Crusher
**Note: After the first Psycho Crusher ends, wait until the enemy falls slightly and then SJ.LK them before they fall too far.
2) Have enemy in the corner and start from about 3/4 a screen away. HP-Psycho Ball, D.J.LK , J.HK , D.C.LK , C.MK, S.LP , C.HK XX HP-Psycho Shot, S.LK , S.MK XX Psycho Crusher
**Note: Delay the Psycho Crusher at the end for just HALF a second to ensure you get more hits out of the Psycho Crusher. Otherwise, it'll hit about 2 times or so.
3) Get enemy in corner. Start from about 3/4 of a screen away. HP-Psycho Ball, D.J.LK , J.HP , D.S.LK , C.MK, S.LP , C.HK XX HP-Psycho Shot (OTG), S.LK , S.HP SJ SJ.LP, SJ.LK , SJ.MP XX Psycho Crusher, SJ.LK XX Psycho Crusher
**Note: Let the C.HK slide AS FAR AS POSSIBLE before canceling it into the Psycho Shot, otherwise the S.HP launch will miss. But if you cancel it too late, the Psycho Shot will miss the enemy on the ground!!! The key lies ALL in the distance of the slide...