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== AE Changes == | == AE Changes == | ||
* LK Scissor Kick pushes you further from your opponent. | * LK Scissor Kick pushes you further from your opponent. | ||
* 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. | * Standing HK now does 80 damage on the far hitbox, and 110 damage on the close hitbox. | ||
* Crouching LK hurtbox has been extended forward. | * Crouching LK hurtbox has been extended forward. | ||
* Super is projectile invincible during its active frames. | * 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). | * 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== | ==The Basics== |
Revision as of 18:17, 2 September 2011


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 has not changed much in Arcade Edition from Vanilla SSF4. He can still be played in much the same way as he used to, and that translates to a sort of "patient pressure". Being a charge character, Bison excels in playing it safe and waiting for the opponent to screw up, then punishing their stupidity. However, it is in offensive strategy where he truly shines. The range on his pokes is undeniably amazing, and his footsie game is remarkable. His combos don't do much damage, but pull out enough of them and the opponent will be dizzied before they know what hit them. To win with Bison, one must wear down the opponent's guard, then hit 'em fast and hard.
Moves
Unique Attacks
Throws
Special Moves
Super Combo
Ultra Combos
AE Changes
- LK Scissor Kick pushes you further from your opponent.
- 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
- 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
- N/A
Dizzy / Focus Crumple Combos
- N/A
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
- N/A
Strategy
Matchups
Frame Data