Street Fighter Alpha 3/M. Bison/Introduction: Difference between revisions

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| pros =
| pros =
* Fast walk speed
* Fast walk speed
* Incredibly mobile and difficult to pin down, making him a great hit and run character
* Incredibly mobile and difficult to pin down or keep cornered, making him a great hit and run character
* Devil reverse is incredibly versatile for everything from meter build to positioning
* Devil reverse is very versatile for everything from meter build to positioning
* Teleport is near instant and invincible on frame 1
* Teleport is near instant and invincible on frame 1
* Jump arc is fast with high priority jump-ins
* Jump arc is fast with high priority jump-ins
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* Level 3 psycho crusher is one of the best anti-air supers in the game
* 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
* 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
* Unique A-ISM alpha counter that teleports him behind the opponent


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* Jump arc is fast but also moves further than normal, which can sometimes be a disadvantage, given that he has no cross-up
* 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
* 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 is incredibly unsafe on block unless done from max range
* Scissor kick will not combo against crouching opponents in most situations
* Scissor kick will not combo against crouching opponents in most situations

Latest revision as of 01:03, 22 May 2024

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