Introduction
As his plans for global domination further strengthens, Bison wonders how much longer his current physical body can withstand Psycho Power. To remedy this, he sets plans to search for a new body to host with the aid of his Psycho Drive.
|
Pros |
Cons |
- Fast walk speed
- Incredibly mobile and difficult to pin down or keep cornered, making him a great hit and run character
- Devil reverse is very versatile for everything from meter build to positioning
- Teleport is near instant and invincible on frame 1
- Jump arc is fast with high priority jump-ins
- s. MK is a great footsie tool
- Slide is safe from max range
- Good anti-air with s. FP
- Great air grab due to his long jump arc
- Fireball has slow recovery but has a decent hitbox and can be used to set up traps
- Good reward off crouch cancel juggles
- Recent developments have given him much better V-ISM options
- Level 3 psycho crusher is one of the best anti-air supers in the game
- Level 1 and 2 kick supers are completely safe on block
- Bounces weirdly during juggles, which can mess up people's VCs without adequate practice
- Unique A-ISM alpha counter that teleports him behind the opponent
|
- Jump arc is fast but also moves further than normal, which can sometimes be a disadvantage, given that he has no cross-up
- Lacks reliable BnBs without meter
- Very fat hurtbox. Susceptible to jab pressure and standing combos.
- Scissor kick is incredibly unsafe on block unless done from max range
- Scissor kick will not combo against crouching opponents in most situations
- Head stomp is heavily punishable on hit by some characters
- Being hit out of devil reverse/stomp puts him in a juggle state
- A-ISM alpha counter can occasionally bug out and not move him anywhere
|
Moves List
Normal Moves
Ground Normals
Damage |
5 |
|
Stun |
2
|
Chain Cancel |
No
|
Special Cancel |
Yes
|
Super Cancel |
Yes
|
Meter on whiff/hit |
0/1
|
Frame Count |
4/4/11
|
Block Stun |
-1
|
Hit Stun/Counter Hit |
+0/+5
|
Damage |
12 |
|
Stun |
4
|
Chain Cancel |
No
|
Special Cancel |
Yes
|
Super Cancel |
Yes
|
Meter on whiff/hit |
1/A3/XV4
|
Frame Count |
7/4/11
|
Block Stun |
+4
|
Hit Stun/Counter Hit |
+5/+9
|
Damage |
11 |
|
Stun |
4
|
Chain Cancel |
No
|
Special Cancel |
No
|
Super Cancel |
Yes
|
Meter on whiff/hit |
1/A3/XV4
|
Frame Count |
9/4/15
|
Block Stun |
+0
|
Hit Stun/Counter Hit |
+1/+5
|
Damage |
18/17 |
|
Stun |
8
|
Chain Cancel |
No
|
Special Cancel |
No
|
Super Cancel |
No
|
Meter on whiff/hit |
1/A4/XV6
|
Frame Count |
8/6/21
|
Block Stun |
-4
|
Hit Stun/Counter Hit |
-3/Launch
|
Damage |
16 |
|
Stun |
8
|
Chain Cancel |
No
|
Special Cancel |
No
|
Super Cancel |
No
|
Meter on whiff/hit |
1/A4/XV6
|
Frame Count |
7/6/23
|
Block Stun |
-6
|
Hit Stun/Counter Hit |
-5/Launch
|
- Close/Far Standing Short:
Damage |
5 |
|
Stun |
2
|
Chain Cancel |
No
|
Special Cancel |
Yes
|
Super Cancel |
Yes
|
Meter on whiff/hit |
0/1
|
Frame Count |
3/4/11
|
Block Stun |
-1
|
Hit Stun/Counter Hit |
+0/+5
|
Damage |
11 |
|
Stun |
4
|
Chain Cancel |
No
|
Special Cancel |
No
|
Super Cancel |
No
|
Meter on whiff/hit |
1/A3/XV4
|
Frame Count |
8/4/13
|
Block Stun |
+2
|
Hit Stun/Counter Hit |
+3/+7
|
Damage |
10 |
|
Stun |
4
|
Chain Cancel |
No
|
Special Cancel |
No
|
Super Cancel |
No
|
Meter on whiff/hit |
1/A3/XV4
|
Frame Count |
7/4/19
|
Block Stun |
-4
|
Hit Stun/Counter Hit |
-3/+1
|
- Close Standing Roundhouse:
Damage |
10+5 |
|
Stun |
4x2
|
Chain Cancel |
No
|
Special Cancel |
Yes
|
Super Cancel |
Yes
|
Meter on whiff/hit |
1/A1x2/XV3x2
|
Frame Count |
5/3/1/2/19
|
Block Stun |
+2
|
Hit Stun/Counter Hit |
+3/Launch
|
Only the first hit can be cancelled.
Damage |
18 |
|
Stun |
8
|
Chain Cancel |
No
|
Special Cancel |
No
|
Super Cancel |
No
|
Meter on whiff/hit |
1/A4/XV6
|
Frame Count |
11/2/30
|
Block Stun |
-9
|
Hit Stun/Counter Hit |
-8/Launch
|
Damage |
5 |
|
Stun |
2
|
Chain Cancel |
No
|
Special Cancel |
Yes
|
Super Cancel |
Yes
|
Meter on whiff/hit |
0/1
|
Frame Count |
4/4/8
|
Block Stun |
+2
|
Hit Stun/Counter Hit |
+3/+8
|
Damage |
11 |
|
Stun |
4
|
Chain Cancel |
No
|
Special Cancel |
Yes
|
Super Cancel |
Yes
|
Meter on whiff/hit |
1/A3/XV4
|
Frame Count |
5/5/13
|
Block Stun |
+1
|
Hit Stun/Counter Hit |
+2/+6
|
Damage |
15 |
|
Stun |
8
|
Chain Cancel |
No
|
Special Cancel |
No
|
Super Cancel |
No
|
Meter on whiff/hit |
1/A4/XV6
|
Frame Count |
11/1/26
|
Block Stun |
-4
|
Hit Stun/Counter Hit |
-3/Launch
|
Damage |
4 |
|
Stun |
2
|
Chain Cancel |
No
|
Special Cancel |
Yes
|
Super Cancel |
Yes
|
Meter on whiff/hit |
0/1
|
Frame Count |
5/4/8
|
Block Stun |
+2
|
Hit Stun/Counter Hit |
+3/+8
|
Damage |
10 |
|
Stun |
4
|
Chain Cancel |
No
|
Special Cancel |
Yes
|
Super Cancel |
Yes
|
Meter on whiff/hit |
1/A3/XV4
|
Frame Count |
6/6/12
|
Block Stun |
+1
|
Hit Stun/Counter Hit |
+2/+6
|
Damage |
16 |
|
Stun |
8
|
Chain Cancel |
No
|
Special Cancel |
No
|
Super Cancel |
No
|
Meter on whiff/hit |
1/A4/XV6
|
Frame Count |
10/25/23
|
Block Stun |
-25
|
Hit Stun/Counter Hit |
Knockdown/Launch
|
Air Normals
Damage |
6 |
|
Stun |
2
|
Chain Cancel |
No
|
Special Cancel |
No
|
Super Cancel |
No
|
Meter on whiff/hit |
0/1
|
Frame Count |
5/10/17
|
Block Stun |
N/A
|
Hit Stun/Counter Hit |
N/A
|
Damage |
5 |
|
Stun |
2
|
Chain Cancel |
No
|
Special Cancel |
No
|
Super Cancel |
No
|
Meter on whiff/hit |
0/1
|
Frame Count |
5/10/17
|
Block Stun |
N/A
|
Hit Stun/Counter Hit |
N/A
|
Damage |
11 |
|
Stun |
4
|
Chain Cancel |
No
|
Special Cancel |
No
|
Super Cancel |
No
|
Meter on whiff/hit |
1/A3/XV4
|
Frame Count |
6/8/17
|
Block Stun |
N/A
|
Hit Stun/Counter Hit |
N/A
|
Damage |
10 |
|
Stun |
4
|
Chain Cancel |
No
|
Special Cancel |
No
|
Super Cancel |
No
|
Meter on whiff/hit |
1/A3/XV4
|
Frame Count |
7/4/21
|
Block Stun |
N/A
|
Hit Stun/Counter Hit |
N/A
|
Damage |
17 |
|
Stun |
8
|
Chain Cancel |
No
|
Special Cancel |
No
|
Super Cancel |
No
|
Meter on whiff/hit |
1/A4/XV6
|
Frame Count |
8/6/13
|
Block Stun |
N/A
|
Hit Stun/Counter Hit |
N/A
|
Damage |
16 |
|
Stun |
8
|
Chain Cancel |
No
|
Special Cancel |
No
|
Super Cancel |
No
|
Meter on whiff/hit |
1/A4/XV6
|
Frame Count |
10/6/13
|
Block Stun |
N/A
|
Hit Stun/Counter Hit |
N/A
|
Damage |
7 |
|
Stun |
2
|
Chain Cancel |
No
|
Special Cancel |
No
|
Super Cancel |
No
|
Meter on whiff/hit |
0/1
|
Frame Count |
4/8/9
|
Block Stun |
N/A
|
Hit Stun/Counter Hit |
N/A
|
Damage |
6 |
|
Stun |
2
|
Chain Cancel |
No
|
Special Cancel |
No
|
Super Cancel |
No
|
Meter on whiff/hit |
0/1
|
Frame Count |
4/8/9
|
Block Stun |
N/A
|
Hit Stun/Counter Hit |
N/A
|
Damage |
12 |
|
Stun |
4
|
Chain Cancel |
No
|
Special Cancel |
No
|
Super Cancel |
No
|
Meter on whiff/hit |
1/A3/XV4
|
Frame Count |
7/6/11
|
Block Stun |
N/A
|
Hit Stun/Counter Hit |
N/A
|
- Diagonal Jumping Forward:
Damage |
12/11 |
|
Stun |
2
|
Chain Cancel |
No
|
Special Cancel |
No
|
Super Cancel |
No
|
Meter on whiff/hit |
1/1
|
Frame Count |
7/6/25
|
Block Stun |
N/A
|
Hit Stun/Counter Hit |
N/A
|
- Neutral Jumping Roundhouse:
Damage |
18 |
|
Stun |
8
|
Chain Cancel |
No
|
Special Cancel |
No
|
Super Cancel |
No
|
Meter on whiff/hit |
1/A4/XV6
|
Frame Count |
11/5/10
|
Block Stun |
N/A
|
Hit Stun/Counter Hit |
N/A
|
- Diagonal Jumping Roundhouse:
Damage |
17 |
|
Stun |
8
|
Chain Cancel |
No
|
Special Cancel |
No
|
Super Cancel |
No
|
Meter on whiff/hit |
1/A4/XV6
|
Frame Count |
11/5/9
|
Block Stun |
N/A
|
Hit Stun/Counter Hit |
N/A
|
Special Moves
Psycho Shot: CB,F+Punch [Z V]
-Vega tosses a sphere of Psycho energy across the screen. The stronger the
Punch button used, the faster the projectile goes.
Double Knee Press: CB,F+Kick [X Z V]
-Vega somersaults forward and hits twice as he brings his legs down. The
stronger the Kick button used, the farther the somersault.
Head Press: CD,U+Kick (Punch) [X Z V]
-Vega will leap and stomp on his opponent's head, then jump off of them.
After the stomp, use Left and Right to control Vega's descent and press any
Punch button to drop with a Somersault Skull Diver punch.
Somersault Skull Diver: CD,U+Punch (Punch) [X Z V]
-Vega will leap over his opponent's head. Press any Punch button during the
leap and he will dive down arms-first charged with Psycho energy.
Vega Warp: F,D,DF or B,D,DB + (LK+HP or LP+HK) [Z V]
-Vega will teleport either forward or backward, depending if (F,D,DF) or
(B,D,DB) is used. Using (LK+HP) will teleport Vega halfway across the screen,
while (LP+HK) travels all the way across. Vega cannot be attacked while he
is teleporting.
Psycho Crusher: CB,F+Punch [X]
-Vega will torpedo himself across the screen head-first, his body charged
with Psycho Energy for multiple hits. The stronger the Punch button used,
the faster and farther he torpedos.
Super Combos
Knee Press Nightmare: CB,F,B,B+K [X Z]
-A more powerful version of the Double Knee Press, Vega somersaults forward
twice. At Level 3, he will finish with a sliding kick.
Level 1: 4 Hits Level 2: 6 Hits Level 3: 8 Hits
Psycho Crusher: CB,F,B,F+Punch [Z]
-Vega will torpedo himself across the screen head-first, his body charged
with Psycho energy.
Level 1: 3 Hits Level 2: 4 Hits Level 3: 5 Hits