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===A-Ism=== | ===A-Ism=== | ||
Still very strong due to his high mobility/teleport making it difficult to run certain setups against him. | Still very strong due to his high mobility/teleport making it difficult to run certain setups against him. | ||
All his supers being safe on block is a huge plus. | All his supers being safe on block is a huge plus. | ||
One of the best anti-air supers in the game. | |||
===V-Ism=== | ===V-Ism=== | ||
Probably his best ISM for a lot of match-ups. Lets him jump more safely and gives him access to a reversal when he doesn't have charge. | Probably his best ISM for a lot of match-ups. Lets him jump more safely and gives him access to a reversal when he doesn't have charge. | ||
Modern customs make him a lot more dangerous with meter. | Modern customs make him a lot more dangerous with meter thanks to using b. RH as a starter. | ||
===X-Ism=== | ===X-Ism=== | ||
Psycho crusher is mostly a gimmick and pretty punishable from a lot of ranges. | |||
Change in devil reverse is largely negative. | |||
Loses access to safe supers | |||
= Combos = | |||
===A-ISM combos=== | |||
<youtube>hzHrPJFpznc</youtube> | |||
===V-ISM combos=== | |||
<youtube>GhWmMXAqn_k | |||
</youtube> | |||
== Advanced Strategy == | == Advanced Strategy == | ||
== Match-ups == | == Match-ups == | ||
= Notable Players = | |||
=== Japan === | |||
Gabe (A-Bison) | |||
Tama (A-Bison) | |||
'''VER''' (A/V Bison) | |||
=== North America === | |||
Haqq (A-Bison) | |||
Kyokuji (V-Bison) | |||
=== Europe === | |||
'''Juice''' (V-Bison) | |||
Professor Jones (A-Bison) | |||
xpapis (A-Bison) | |||
== Discussion == | == Discussion == |
Latest revision as of 02:35, 14 August 2022
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 |
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Moves List
Normal Moves
Ground Normals
- Close/Far Standing Jab:
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 |
- Close Standing Strong:
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 |
- Far Standing Strong:
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 |
- Close Standing Fierce:
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 |
- Far Standing Fierce:
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 |
- Close Standing Forward:
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 |
- Far Standing Forward:
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.
- Far Standing Roundhouse:
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 |
- Crouching Jab:
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 |
- Crouching Strong:
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 |
- Crouching Fierce:
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 |
- Crouching Short:
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 |
- Crouching Forward:
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 |
- Crouching Roundhouse:
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
- Neutral Jumping Jab:
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 |
- Diagonal Jumping Jab:
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 |
- Neutral Jumping Strong:
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 |
- Diagonal Jumping Strong:
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 |
- Neutral Jumping Fierce:
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 |
- Diagonal Jumping Fierce:
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 |
- Neutral Jumping Short:
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 |
- Diagonal Jumping Short:
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 |
- Neutral Jumping Forward:
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
The Basics
Which Ism?
A or V both work, he has decent supers, and has also has access to some ok V setups/combos.
A-Ism
Still very strong due to his high mobility/teleport making it difficult to run certain setups against him. All his supers being safe on block is a huge plus. One of the best anti-air supers in the game.
V-Ism
Probably his best ISM for a lot of match-ups. Lets him jump more safely and gives him access to a reversal when he doesn't have charge. Modern customs make him a lot more dangerous with meter thanks to using b. RH as a starter.
X-Ism
Psycho crusher is mostly a gimmick and pretty punishable from a lot of ranges. Change in devil reverse is largely negative. Loses access to safe supers
Combos
A-ISM combos
V-ISM combos
Advanced Strategy
Match-ups
Notable Players
Japan
Gabe (A-Bison)
Tama (A-Bison)
VER (A/V Bison)
North America
Haqq (A-Bison)
Kyokuji (V-Bison)
Europe
Juice (V-Bison)
Professor Jones (A-Bison)
xpapis (A-Bison)