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== Moves == | == Moves == | ||
== Normal Moves == | |||
=== Standing Close Normals === | |||
{{USFIVMoveListHeader}} | |||
{{USFIVMoveListRow|Close LP|Close Jab|Close lp| | |||
|(No strategies yet) | |||
}} | |||
{{USFIVMoveListRow|Close MP|Close Strong|Close mp| | |||
|(No strategies yet) | |||
}} | |||
{{USFIVMoveListRow|Close HP|Close Fierce|Close hp| | |||
|(No strategies yet) | |||
}} | |||
{{USFIVMoveListRow|Close LK|Close Short|Close lk| | |||
|(No strategies yet) | |||
}} | |||
{{USFIVMoveListRow|Close MK|Close Forward|Close mk| | |||
|(No strategies yet) | |||
}} | |||
{{USFIVMoveListRow|Close HK|Close Roundhouse|Close hk| | |||
|(No strategies yet) | |||
}} | |||
{{USFIVMoveListFooter}} | |||
=== Standing Far Normals === | |||
{{USFIVMoveListHeader}} | |||
{{USFIVMoveListRow|Far LP|Far Jab|lp| | |||
|(No strategies yet) | |||
}} | |||
{{USFIVMoveListRow|Far MP|Far Strong|mp| | |||
|(No strategies yet) | |||
}} | |||
{{USFIVMoveListRow|Far HP|Far Fierce|hp| | |||
|(No strategies yet) | |||
}} | |||
{{USFIVMoveListRow|Far LK|Far Short|lk| | |||
|(No strategies yet) | |||
}} | |||
{{USFIVMoveListRow|Far MK|Far Forward|mk| | |||
|(No strategies yet) | |||
}} | |||
{{USFIVMoveListRow|Far HK|Far Roundhouse|hk| | |||
|(No strategies yet) | |||
}} | |||
{{USFIVMoveListFooter}} | |||
=== Crouching Normals === | |||
{{USFIVMoveListHeader}} | |||
{{USFIVMoveListRow|Crouch LP|Crouch Jab|d + lp| | |||
|(No strategies yet) | |||
}} | |||
{{USFIVMoveListRow|Crouch MP|Crouch Strong|d + mp| | |||
|(No strategies yet) | |||
}} | |||
{{USFIVMoveListRow|Crouch HP|Crouch Fierce|d + hp| | |||
|(No strategies yet) | |||
}} | |||
{{USFIVMoveListRow|Crouch LK|Crouch Short|d + lk| | |||
|(No strategies yet) | |||
}} | |||
{{USFIVMoveListRow|Crouch MK|Crouch Forward|d + mk| | |||
|(No strategies yet) | |||
}} | |||
{{USFIVMoveListRow|Crouch HK|Crouch Roundhouse|d + hk| | |||
|(No strategies yet) | |||
}} | |||
{{USFIVMoveListFooter}} | |||
=== Neutral Jump Attacks === | |||
{{USFIVMoveListHeader}} | |||
{{USFIVMoveListRow|Neutral Jump LP|Neutral Jump Jab|u + lp| | |||
|(No strategies yet) | |||
}} | |||
{{USFIVMoveListRow|Neutral Jump MP|Neutral Jump Strong|u + mp| | |||
|(No strategies yet) | |||
}} | |||
{{USFIVMoveListRow|Neutral Jump HP|Neutral Jump Fierce|u + hp| | |||
|(No strategies yet) | |||
}} | |||
{{USFIVMoveListRow|Neutral Jump LK|Neutral Jump Short|u + lk| | |||
|(No strategies yet) | |||
}} | |||
{{USFIVMoveListRow|Neutral Jump MK|Neutral Jump Forward|u + mk| | |||
|(No strategies yet) | |||
}} | |||
{{USFIVMoveListRow|Neutral Jump HK|Neutral Jump Roundhouse|u + hk| | |||
|(No strategies yet) | |||
}} | |||
{{USFIVMoveListFooter}} | |||
=== Angled Jump Attacks === | |||
{{USFIVMoveListHeader}} | |||
{{USFIVMoveListRow|Angled Jump LP|Angled Jump Jab|ub / uf + lp| | |||
|(No strategies yet) | |||
}} | |||
{{USFIVMoveListRow|Angled Jump MP|Angled Jump Strong|ub / uf + mp| | |||
|(No strategies yet) | |||
}} | |||
{{USFIVMoveListRow|Angled Jump HP|Angled Jump Fierce|ub / uf + hp| | |||
|(No strategies yet) | |||
}} | |||
{{USFIVMoveListRow|Angled Jump LK|Angled Jump Short|ub / uf + lk| | |||
|(No strategies yet) | |||
}} | |||
{{USFIVMoveListRow|Angled Jump MK|Angled Jump Forward|ub / uf + mk| | |||
|(No strategies yet) | |||
}} | |||
{{USFIVMoveListRow|Angled Jump HK|Angled Jump Roundhouse|ub / uf + hk| | |||
|(No strategies yet) | |||
}} | |||
{{USFIVMoveListFooter}} | |||
==== Unique Attacks ==== | ==== Unique Attacks ==== | ||
{{USFIVMoveListHeader}} | {{USFIVMoveListHeader}} | ||
{{USFIVMoveListRow | | {{USFIVMoveListRow|Unique Attack|Unique Attack|f + mp| | ||
{{ | |(No strategies yet) | ||
}} | |||
{{USFIVMoveListFooter}} | |||
==== Focus Attacks ==== | |||
{{USFIVMoveListHeader}} | |||
{{USFIVMoveListRow|Focus Attack|Focus Attack|mp + mk| | |||
|(No strategies yet) | |||
}} | |||
{{USFIVMoveListFooter}} | |||
=== Throws === | |||
{{USFIVMoveListHeader}} | {{USFIVMoveListHeader}} | ||
{{USFIVMoveListRow | | {{USFIVMoveListRow||Forward Throw|f or n + lp + lk| | ||
{{USFIVMoveListRow | | |(No strategies yet) | ||
{{ | }} | ||
{{USFIVMoveListRow||Back Throw|b + lp + lk| | |||
|(No strategies yet) | |||
}} | |||
{{USFIVMoveListFooter}} | |||
==== Special Moves ==== | ==== Special Moves ==== | ||
{{USFIVMoveListHeader}} | {{USFIVMoveListHeader}} | ||
{{USFIVMoveListRow | | {{USFIVMoveListRow|Special Move|Special Move|qcf + p ex| | ||
|(No strategies yet) | |||
{{USFIVMoveListRow | | }} | ||
{{USFIVMoveListRow|Special Move|Special Move|qcb + k ex armorbreak| | |||
|(No strategies yet) | |||
{{ | }} | ||
{{USFIVMoveListFooter}} | |||
==== Super Combo ==== | ==== Super Combo ==== | ||
{{USFIVMoveListHeader}} | {{USFIVMoveListHeader}} | ||
{{USFIVMoveListRow | | {{USFIVMoveListRow|Super|Super|qcf qcf + p armorbreak| | ||
{{ | |(No strategies yet) | ||
}} | |||
{{USFIVMoveListFooter}} | |||
==== Ultra Combos ==== | ==== Ultra Combos ==== | ||
{{USFIVMoveListHeader}} | {{USFIVMoveListHeader}} | ||
{{USFIVMoveListRow | | {{USFIVMoveListRow|Ultra I|Ultra I|qcf qcf + 3p armorbreak| | ||
{{USFIVMoveListRow | | |(No strategies yet) | ||
{{ | }} | ||
{{USFIVMoveListRow|Ultra II|Ultra II|qcf qcf + 3k|Hold 3k to delay; Cancel during delay with p | |||
|(No strategies yet) | |||
}} | |||
{{USFIVMoveListFooter}} | |||
Revision as of 22:24, 1 June 2014

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's playstyle focuses on one simple facet - space control. The Dictator is an absolute monster when it comes to limiting his opponents' movements, thanks to his excellent pokes and footsies such as Crouching Short/Forward and all of his standing kicks, his surprising pressure with his Scissor Kicks which are easy to hit-confirm off of the aforementioned Crouching kicks, and his overall element of surprise with his Head Stomp-Devil's Reverse mind games. With this much offensive potential, however, Bison has little in terms of defense. His only reliable reversals are relatively unsafe, especially when predicted, and once he gets knocked down and crossed up he loses his charge, which is absolutely necessary for him. Your goal with Bison will be to bully your adversaries with pokes and pressure, and whittle away at them slowly but steadily, breaking their mental guard through frustration and conditioning.
Ultra SFIV Changes
TBW
Frame Data (Condensed)
Template:USFIVMoveListCollapseHeader
Template:USFIVMoveListCollapseFooter
Moves
Normal Moves
Standing Close Normals
Name | Nickname | Command | Notes | |
File:No image.png | Close lp | (No strategies yet) | {{{6}}} | |
~~ Uses and Strategies ~~ | ||||
File:No image.png | Close mp | (No strategies yet) | {{{6}}} | |
~~ Uses and Strategies ~~ | ||||
File:No image.png | Close hp | (No strategies yet) | {{{6}}} | |
~~ Uses and Strategies ~~ | ||||
File:No image.png | Close lk | (No strategies yet) | {{{6}}} | |
~~ Uses and Strategies ~~ | ||||
File:No image.png | Close mk | (No strategies yet) | {{{6}}} | |
~~ Uses and Strategies ~~ | ||||
File:No image.png | Close hk | (No strategies yet) | {{{6}}} | |
~~ Uses and Strategies ~~ |
Standing Far Normals
Name | Nickname | Command | Notes | |
File:No image.png | lp | (No strategies yet) | {{{6}}} | |
~~ Uses and Strategies ~~ | ||||
File:No image.png | mp | (No strategies yet) | {{{6}}} | |
~~ Uses and Strategies ~~ | ||||
File:No image.png | hp | (No strategies yet) | {{{6}}} | |
~~ Uses and Strategies ~~ | ||||
File:No image.png | lk | (No strategies yet) | {{{6}}} | |
~~ Uses and Strategies ~~ | ||||
File:No image.png | mk | (No strategies yet) | {{{6}}} | |
~~ Uses and Strategies ~~ | ||||
File:No image.png | hk | (No strategies yet) | {{{6}}} | |
~~ Uses and Strategies ~~ |
Crouching Normals
Name | Nickname | Command | Notes | |
File:No image.png | d + lp | (No strategies yet) | {{{6}}} | |
~~ Uses and Strategies ~~ | ||||
File:No image.png | d + mp | (No strategies yet) | {{{6}}} | |
~~ Uses and Strategies ~~ | ||||
File:No image.png | d + hp | (No strategies yet) | {{{6}}} | |
~~ Uses and Strategies ~~ | ||||
File:No image.png | d + lk | (No strategies yet) | {{{6}}} | |
~~ Uses and Strategies ~~ | ||||
File:No image.png | d + mk | (No strategies yet) | {{{6}}} | |
~~ Uses and Strategies ~~ | ||||
File:No image.png | d + hk | (No strategies yet) | {{{6}}} | |
~~ Uses and Strategies ~~ |
Neutral Jump Attacks
Name | Nickname | Command | Notes | |
File:No image.png | u + lp | (No strategies yet) | {{{6}}} | |
~~ Uses and Strategies ~~ | ||||
File:No image.png | u + mp | (No strategies yet) | {{{6}}} | |
~~ Uses and Strategies ~~ | ||||
File:No image.png | u + hp | (No strategies yet) | {{{6}}} | |
~~ Uses and Strategies ~~ | ||||
File:No image.png | u + lk | (No strategies yet) | {{{6}}} | |
~~ Uses and Strategies ~~ | ||||
File:No image.png | u + mk | (No strategies yet) | {{{6}}} | |
~~ Uses and Strategies ~~ | ||||
File:No image.png | u + hk | (No strategies yet) | {{{6}}} | |
~~ Uses and Strategies ~~ |
Angled Jump Attacks
Name | Nickname | Command | Notes | |
File:No image.png | ub / uf + lp | (No strategies yet) | {{{6}}} | |
~~ Uses and Strategies ~~ | ||||
File:No image.png | ub / uf + mp | (No strategies yet) | {{{6}}} | |
~~ Uses and Strategies ~~ | ||||
File:No image.png | ub / uf + hp | (No strategies yet) | {{{6}}} | |
~~ Uses and Strategies ~~ | ||||
File:No image.png | ub / uf + lk | (No strategies yet) | {{{6}}} | |
~~ Uses and Strategies ~~ | ||||
File:No image.png | ub / uf + mk | (No strategies yet) | {{{6}}} | |
~~ Uses and Strategies ~~ | ||||
File:No image.png | ub / uf + hk | (No strategies yet) | {{{6}}} | |
~~ Uses and Strategies ~~ |
Unique Attacks
Name | Nickname | Command | Notes | |
File:No image.png | f + mp | (No strategies yet) | {{{6}}} | |
~~ Uses and Strategies ~~ |
Focus Attacks
Name | Nickname | Command | Notes | |
File:No image.png | mp + mk | (No strategies yet) | {{{6}}} | |
~~ Uses and Strategies ~~ |
Throws
Name | Nickname | Command | Notes | |
File:No image.png | f or n + lp + lk | (No strategies yet) | {{{6}}} | |
~~ Uses and Strategies ~~ | ||||
File:No image.png | b + lp + lk | (No strategies yet) | {{{6}}} | |
~~ Uses and Strategies ~~ |
Special Moves
Name | Nickname | Command | Notes | |
File:No image.png | qcf + p ex | (No strategies yet) | {{{6}}} | |
~~ Uses and Strategies ~~ | ||||
File:No image.png | qcb + k ex armorbreak | (No strategies yet) | {{{6}}} | |
~~ Uses and Strategies ~~ |
Super Combo
Name | Nickname | Command | Notes | |
File:No image.png | qcf qcf + p armorbreak | (No strategies yet) | {{{6}}} | |
~~ Uses and Strategies ~~ |
Ultra Combos
Name | Nickname | Command | Notes | |
File:No image.png | qcf qcf + 3p armorbreak | (No strategies yet) | {{{6}}} | |
~~ Uses and Strategies ~~ | ||||
File:No image.png | qcf qcf + 3k | Hold 3k to delay; Cancel during delay with p | (No strategies yet) | {{{6}}} |
~~ Uses and Strategies ~~ |
The Basics
Combos
Bread and Butters
- j.HP, cls.HP, Hard Psycho Crusher or Scissor Kick
- 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
- c.LK/MK/MP, Scissor Kick or Psycho Crusher (MK and MP only)
Dizzy / Focus Crumple Combos
- See Bread and Butters section
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
- Hell Attack, Ultra 1 or 2 (Ultra 2 requires very specific timing and spacing on Hell Attack due to motion change)
- Focus Attack Lv. 2 or 3, Ultra 1 or 2
Strategy
For choice of Ultra, it is dependent on the matchup. If your opponent has a good wakeup game or a good aerial game, use Nightmare Booster, as it can be used to punish many jump ins by itself or after a Hell Attack. Because Nightmare Booster has a lot of active frames, it is also the easier of the two to combo into after a Hell Attack, as you can time it relatively far into the opponent's fall and it will still connect. For characters with bad wakeup games or very slow fireballs, such as Cody and Rose, use Psycho Punisher. Psycho Punisher not only has projectile invincibility throughout the majority of the move, but it can be steered farther by holding the D-Pad or Stick forward, allowing Bison to move in from full screen in the blink of an eye. Psycho Punisher can also be used after a knockdown for ambiguous cross-ups.
Matchups
Frame Data