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{{TOClimit|3}} | {{TOClimit|3}} | ||
{{SVC Character Subnav|name=M. Bison}} | |||
{| class="wikitable" style="float:right; margin-left: 10px;" | {| class="wikitable" style="float:right; margin-left: 10px;" | ||
|- | |- | ||
! align="center" colspan="2" | ベガ, Vega | ! align="center" colspan="2" | ベガ, Vega (aka Dictator) | ||
|- | |- | ||
! align="center" colspan="2" | [[image:Bison-snk-stand.gif|"What a limp, pansy foe you are. If I'm so scary to you, why not run home to mommy!"|center]] | ! align="center" colspan="2" | [[image:Bison-snk-stand.gif|"What a limp, pansy foe you are. If I'm so scary to you, why not run home to mommy!"|center]] | ||
|- | |||
| '''Category''' || Normal | |||
|- | |||
| '''Playstyle''' || Turtle, hit-and-run | |||
|- | |- | ||
| '''Difficulty''' || Average | | '''Difficulty''' || Average | ||
Line 11: | Line 16: | ||
| '''Max Mode Needed?''' || Almost Useless | | '''Max Mode Needed?''' || Almost Useless | ||
|- | |- | ||
| '''Tier Placement''' || Trash (E) | | '''Tier Placement''' || Trash (E), probably F tier | ||
|- | |- | ||
| '''Standing Hitbox''' || ? | | '''Standing Hitbox''' || ? | ||
Line 17: | Line 22: | ||
| '''Crouching Hitbox''' || Short | | '''Crouching Hitbox''' || Short | ||
|- | |- | ||
| '''Defense Modifier''' || 223 | |||
|- | |||
| '''Wall Jump''' || No | |||
|} | |} | ||
==Introduction== | ==Introduction== | ||
[[image:Dictadorfacesvc.png|right]] | [[image:Dictadorfacesvc.png|right]] | ||
M. Bison (known as Vega in Japan), commonly referred to as Dictator so as to avoid international confusion, is the primary antagonist of the Street Fighter II series and a recurring character in the SF games, becoming a fan favorite. In SVC, he has a couple good attacks... and that's it. He's easy enough to pick up and play matches with but more than anything, M. Bison focuses on being annoying and slowly dwindling the opponent's life away and then proceeding to run away. There's barely anything positive to say about this guy, but if you can produce results with him, it shows you're probably a dedicated SVC player. | M. Bison (known as Vega in Japan), commonly referred to as Dictator so as to avoid international confusion, is the primary antagonist of the Street Fighter II series and a recurring character in the SF games, becoming a fan favorite. In SVC, he has a couple good attacks... and that's it. He's easy enough to pick up and play matches with but more than anything, M. Bison focuses on being annoying and slowly dwindling the opponent's life away and then proceeding to run away. It's debatable if SVC Chaos is M. Bison's worst outing, but regardless of that, whatever problems a character can have in a fighting game, M. Bison has almost all of them. Stubby normals, terrible special moves especially for a charge motion character, bad neutral, the inability to utilize the game's mechanics to their fullest if at all, he's incredibly weak and by far the worst of the Shadaloo bosses. There's barely anything positive to say about this guy, but if you can produce results with him, it shows you're probably a dedicated SVC player. | ||
{{ ProConTable | |||
| pros= | |||
* '''Has light confirms:''' This is hardly glowing praise for a character as terrible as M. Bison but given that even some of the top or even god tier characters don't have light confirm combos, it's a major advantage for Bison to not only have light confirms, but low hitting confirms as well. Combos into Psycho Crusher or super result in a knockdown, too. | |||
* '''Can combo into super:''' Further buffs M. Bison's damage when he desperately needs it, and makes his confirms all the more rewarding, provided you have the execution for it. | |||
* '''Psycho Crusher can crossup on wakeup:''' You can maybe get one free hit out of using this from someone who isn't paying attention, or more against people who don't know better. Doesn't change it will kill M. Bison using it willy-nilly, but it's something. | |||
* '''100% corner combo:''' If in the very unlikely chance M. Bison has max mode, plenty of meter to burn, and can juggle the opponent, his Psycho Crusher super does enough damage that it can result in killing the opponent. This does leave the other issue that M. Bison won't have much meter to work with for the next round, assuming it doesn't end the match, but scoring a round is still better than nothing. | |||
* '''Almost fully invincible Exceed:''' M. Bison's Exceed cannot be punished at almost any point during the attack, making it safe to throw out in several situations. One of only two risks is losing his Exceed for the match and being blocked. The opponent can front step to get closer to Bison and he has hurtboxes during the tail end of his recovery, so he is still punishable if the opponent has time and is already close to him. However, this phase is brief; even Shin Akuma cannot punish Bison with Misogi if Bison teleports immediately, for example. | |||
* '''People will respect you if you can do well with him:''' M. Bison is genuinely that terrible. If you get results with him, pat yourself on the back. A good M. Bison player is hard to come by in SVC Chaos. | |||
| cons= | |||
* '''Stubby normals:''' Especially with his light buttons, M. Bison doesn't have good normals for neutral. Poking with him, let alone confirming any combos, requires he get closer than necessary just to hit the opponent. The active hitboxes are pretty small, too. | |||
* '''Committal movement options:''' Teleport is unsafe, Head Press is easy to punish against people who know to front step, and while his wide jumps are useful in their own right, does make moving around with him harder to not overshoot your jumps. Devil's Reverse, though good, is a charge move, therefore he may not have it readily available. | |||
* '''Teleport is both slow and punishable:''' While the initial startup is invulnerable, M. Bison is punishable during the second half of the teleport, after he's swapped places. He takes a while to exit the teleport animation, too, leaving him open to punishes. | |||
* '''Only a handful of good moves at best:''' Pyscho Crusher is good for combos, and Devil's Reverse lets Bison escape from pressure if used right. Maybe a few good normals he can use. That's basically it, as the rest of his move list is a liability. | |||
* '''Awful reversals:''' Calling them reversals is being generous. If M. Bison is knocked down, he's at the mercy of the opponent's okizeme. Again, teleport is unsafe, and using Psycho Crusher to try and fight back will usually backfire on him, instead. | |||
* '''Psycho Crusher in neutral is a death sentence:''' Front step will kill M. Bison. Even his signature special move can't save him. | |||
* '''Almost no combos to begin with:''' M. Bison only has a couple total combos, severely limiting his choices and potential damage. Not to mention, they're not easy to execute, either. | |||
* '''Desperately needs meter:''' M. Bison's best damage is locked behind meter, yet he also struggles generating meter, too. His regular meterless damage is low enough that it's more annoying than it is rewarding. | |||
* '''Easy to block Exceed:''' Despite its good points, M. Bison's exceed is still not good. You cannot combo into it, and due to its lengthy startup, it's easy to block as well, giving Bison few chances to hit anyone with it. It's more of a last-ditch effort when nothing else works than a proper comeback mechanic for him. | |||
* '''Is a charge character in a game that is anti-charge characters:''' Charge characters are forced to use BC input for front step, which is a steep cost of meter to give up for a punish, unless they buffer super with dash input. Even with the benefit of 30F charge times, they're too committal in a game full of movement and punishes. In some MUs, having time to charge at all is a problem. Not to mention, the NeoGeo port's charge input bug limiting their options. | |||
* '''Is a joke in this game:''' Regardless of whether this is M. Bison's worst outing in any fighting game, or if another iteration is much worse, he is abysmal. He's fighting an uphill battle even against the worst characters in the game. | |||
}} | |||
<center>{{FrameDataKey-SVC}}</center> | |||
==Move List== | |||
===Normal Moves=== | |||
====Close Normals==== | |||
===== <span class="invisible-header"></span> ===== | |||
<font style="visibility:hidden" size="0"></font> | |||
{{MoveData | |||
|image= | |||
|subtitle= | |||
|caption= | |||
|name=cl.A | |||
|data= | |||
{{AttackData-SVC | |||
|Damage= | |||
|Counter Dmg= | |||
|Guard=Mid | |||
|G. Crush= | |||
|Stun= | |||
|Meter= | |||
|Cancel= | |||
|Startup=5 | |||
|Active=4 | |||
|Recovery=5 | |||
|Total=14 | |||
|Hit Adv=+3 | |||
|Block Adv=+1 | |||
|Invulnerability= | |||
|description=* Can combo in itslelf, and it's cancelable. Can be good to use. | |||
}} | |||
}} | |||
===== <span class="invisible-header"></span> ===== | |||
<font style="visibility:hidden" size="0"></font> | |||
{{MoveData | |||
|image= | |||
|subtitle= | |||
|caption= | |||
|name=cl.B | |||
|data= | |||
{{AttackData-SVC | |||
|Damage= | |||
|Counter Dmg= | |||
|Guard=Low | |||
|G. Crush= | |||
|Stun= | |||
|Meter= | |||
|Cancel= | |||
|Startup=7 | |||
|Active=4 | |||
|Recovery=8 | |||
|Total=19 | |||
|Hit Adv=+0 | |||
|Block Adv=-2 | |||
|Invulnerability= | |||
|description=* Nice move. It's fast, can combo in itself, and it's cancelable. | |||
}} | |||
}} | |||
===== <span class="invisible-header"></span> ===== | |||
<font style="visibility:hidden" size="0"></font> | |||
{{MoveData | |||
|image= | |||
|subtitle= | |||
|caption= | |||
|name=cl.C | |||
|data= | |||
{{AttackData-SVC | |||
|Damage= | |||
|Counter Dmg= | |||
|Guard=Mid | |||
|G. Crush= | |||
|Stun= | |||
|Meter= | |||
|Cancel= | |||
|Startup=4 | |||
|Active=8 | |||
|Recovery=9 | |||
|Total=21 | |||
|Hit Adv=+3 | |||
|Block Adv=+1 | |||
|Invulnerability= | |||
|description=* Nice move, nice damage, cancelable. This can be your lead to the basic combos(It's a little hard to do Dictator's combos). | |||
}} | |||
}} | |||
===== <span class="invisible-header"></span> ===== | |||
<font style="visibility:hidden" size="0"></font> | |||
{{MoveData | |||
|image= | |||
|subtitle= | |||
|caption= | |||
|name=cl.D | |||
|data= | |||
{{AttackData-SVC | |||
|Damage= | |||
|Counter Dmg= | |||
|Guard=Mid | |||
|G. Crush= | |||
|Stun= | |||
|Meter= | |||
|Cancel= | |||
|Startup=5 | |||
|Active=4 | |||
|Recovery=20 | |||
|Total=29 | |||
|Hit Adv=-4 | |||
|Block Adv=-6 | |||
|Invulnerability= | |||
|description=* Same properties as the cl.C, but whiffs on Choi standing. | |||
}} | |||
}} | |||
====Far Normals==== | |||
===== <span class="invisible-header"></span> ===== | |||
<font style="visibility:hidden" size="0"></font> | |||
{{MoveData | |||
|image= | |||
|subtitle= | |||
|caption= | |||
|name=st.A | |||
|data= | |||
{{AttackData-SVC | |||
|Damage= | |||
|Counter Dmg= | |||
|Guard=Mid | |||
|G. Crush= | |||
|Stun= | |||
|Meter= | |||
|Cancel= | |||
|Startup=5 | |||
|Active=4 | |||
|Recovery=5 | |||
|Total=14 | |||
|Hit Adv=+3 | |||
|Block Adv=+1 | |||
|Invulnerability= | |||
|description=* Fast punch that is cancelable(But it's a hard thing to do). Nothing really special on this. | |||
}} | |||
}} | |||
===== <span class="invisible-header"></span> ===== | |||
<font style="visibility:hidden" size="0"></font> | |||
{{MoveData | |||
|image= | |||
|subtitle= | |||
|caption= | |||
|name=st.B | |||
|data= | |||
{{AttackData-SVC | |||
|Damage= | |||
|Counter Dmg= | |||
|Guard=Mid | |||
|G. Crush= | |||
|Stun= | |||
|Meter= | |||
|Cancel= | |||
|Startup=8 | |||
|Active=3 | |||
|Recovery=14 | |||
|Total=25 | |||
|Hit Adv=-5 | |||
|Block Adv=-7 | |||
|Invulnerability= | |||
|description=* Okay move for poking, but fast attacks can potentially punish it. Can be comboed after two cl.B's. This is not cancelable, sadly. | |||
}} | |||
}} | |||
===== <span class="invisible-header"></span> ===== | |||
<font style="visibility:hidden" size="0"></font> | |||
{{MoveData | |||
|image= | |||
|subtitle= | |||
|caption= | |||
|name=st.C | |||
|data= | |||
{{AttackData-SVC | |||
|Damage= | |||
|Counter Dmg= | |||
|Guard=Mid | |||
|G. Crush= | |||
|Stun= | |||
|Meter= | |||
|Cancel= | |||
|Startup=14 | |||
|Active=2 | |||
|Recovery=11 | |||
|Total=27 | |||
|Hit Adv=+7 | |||
|Block Adv=+5 | |||
|Invulnerability= | |||
|description=* One of Dictator's pokes. It's fairly slow but has fast recovery, can hit most crouching characters and leaves M. Bison plus. It's not cancelable. | |||
}} | |||
}} | |||
===== <span class="invisible-header"></span> ===== | |||
<font style="visibility:hidden" size="0"></font> | |||
{{MoveData | |||
|image= | |||
|subtitle= | |||
|caption= | |||
|name=st.D | |||
|data= | |||
{{AttackData-SVC | |||
|Damage= | |||
|Counter Dmg= | |||
|Guard=Mid | |||
|G. Crush= | |||
|Stun= | |||
|Meter= | |||
|Cancel= | |||
|Startup=13 | |||
|Active=5 | |||
|Recovery=17 | |||
|Total=35 | |||
|Hit Adv=-2 | |||
|Block Adv=-4 | |||
|Invulnerability= | |||
|description=* Another poke. This aims a little upwards and has a stubby hitbox, so it can whiff against more crouching characters. Just use the st.C instead. | |||
}} | |||
}} | |||
====Crouch Normals==== | |||
===== <span class="invisible-header"></span> ===== | |||
<font style="visibility:hidden" size="0"></font> | |||
{{MoveData | |||
|image= | |||
|subtitle= | |||
|caption= | |||
|name=cr.A | |||
|data= | |||
{{AttackData-SVC | |||
|Damage= | |||
|Counter Dmg= | |||
|Guard=Mid | |||
|G. Crush= | |||
|Stun= | |||
|Meter= | |||
|Cancel= | |||
|Startup=5 | |||
|Active=4 | |||
|Recovery=5 | |||
|Total=14 | |||
|Hit Adv=+3 | |||
|Block Adv=+1 | |||
|Invulnerability= | |||
|description=* Same properties as cl.A. | |||
}} | |||
}} | |||
===== <span class="invisible-header"></span> ===== | |||
<font style="visibility:hidden" size="0"></font> | |||
{{MoveData | |||
|image= | |||
|subtitle= | |||
|caption= | |||
|name=cr.B | |||
|data= | |||
{{AttackData-SVC | |||
|Damage= | |||
|Counter Dmg= | |||
|Guard=Mid | |||
|G. Crush= | |||
|Stun= | |||
|Meter= | |||
|Cancel= | |||
|Startup=5 | |||
|Active=4 | |||
|Recovery=5 | |||
|Total=14 | |||
|Hit Adv=+3 | |||
|Block Adv=+1 | |||
|Invulnerability= | |||
|description=* Hits low, it's a rapidfire move, can combo into the move above, but it's not cancelable. If you want to use, just connect with the cr.A. | |||
}} | |||
}} | |||
{| | ===== <span class="invisible-header"></span> ===== | ||
|- | <font style="visibility:hidden" size="0"></font> | ||
{{MoveData | |||
|- | |image= | ||
|subtitle= | |||
|caption= | |||
|name=cr.C | |||
|data= | |||
{{AttackData-SVC | |||
|Damage= | |||
|Counter Dmg= | |||
|Guard=Mid | |||
| | |G. Crush= | ||
|Stun= | |||
|Meter= | |||
|Cancel= | |||
|Startup=7 | |||
|Active=2, 9 | |||
|Recovery=16 | |||
|Total=34 | |||
|Hit Adv=-7 | |||
* | |Block Adv=-9 | ||
|Invulnerability= | |||
|description=* This is The Dictator's anti-air. The damage is nice, and you can cancel it. | |||
}} | |||
}} | |||
===== <span class="invisible-header"></span> ===== | |||
<font style="visibility:hidden" size="0"></font> | |||
{{MoveData | |||
|image= | |||
|subtitle= | |||
|caption= | |||
|name=cr.D | |||
|data= | |||
{{AttackData-SVC | |||
|Damage= | |||
|Counter Dmg= | |||
|Guard=Mid | |||
|G. Crush= | |||
|Stun= | |||
|Meter= | |||
|Cancel= | |||
|Startup=11 | |||
|Active=16 | |||
|Recovery=17 | |||
|Total=44 | |||
|Hit Adv=SKD | |||
|Block Adv=-15 | |||
|Invulnerability= | |||
|description=* The Dictator's classic Slide is here. The range and reach are pretty good, but the startup is a little worse. Can be risky if blocked, because you cannot cancel it. This is part of a setup, but it's a little hard to work. You can use this better on Max Mode. | |||
}} | |||
}} | |||
= | ====Jumping Normals==== | ||
== | ===== <span class="invisible-header"></span> ===== | ||
<font style="visibility:hidden" size="0"></font> | |||
{{MoveData | |||
|image= | |||
|subtitle= | |||
|caption= | |||
|name=nj.A | |||
|data= | |||
{{AttackData-SVC | |||
|Damage= | |||
|Counter Dmg= | |||
|Guard=Overhead | |||
|G. Crush= | |||
|Stun= | |||
|Meter= | |||
|Cancel= | |||
|Startup=5 | |||
|Active=7 | |||
|Recovery= | |||
|Total= | |||
|Hit Adv= | |||
|Block Adv= | |||
|Invulnerability= | |||
|description=* Neutral Jumping Attack | |||
* Devensive move that comes out quick. Watch out for it's speed if you want to use. | |||
}} | |||
}} | |||
===== <span class="invisible-header"></span> ===== | |||
<font style="visibility:hidden" size="0"></font> | |||
{{MoveData | |||
|image= | |||
|subtitle= | |||
|caption= | |||
|name=j.A | |||
|data= | |||
{{AttackData-SVC | |||
|Damage= | |||
|Counter Dmg= | |||
|Guard=Overhead | |||
|G. Crush= | |||
|Stun= | |||
|Meter= | |||
|Cancel= | |||
|Startup=5 | |||
|Active=6 | |||
|Recovery= | |||
|Total= | |||
|Hit Adv= | |||
|Block Adv= | |||
|Invulnerability= | |||
|description=* Diagonal Jumping Attack | |||
* Can be used as an air-to-air move. Comes out quick, but the damage is not that good. | |||
}} | |||
}} | |||
===== <span class="invisible-header"></span> ===== | |||
<font style="visibility:hidden" size="0"></font> | |||
{{MoveData | |||
|image= | |||
|subtitle= | |||
|caption= | |||
|name=nj.B | |||
|data= | |||
{{AttackData-SVC | |||
|Damage= | |||
|Counter Dmg= | |||
|Guard=Overhead | |||
|G. Crush= | |||
|Stun= | |||
|Meter= | |||
|Cancel= | |||
|Startup=5 | |||
|Active=11 | |||
|Recovery= | |||
|Total= | |||
|Hit Adv= | |||
|Block Adv= | |||
|Invulnerability= | |||
|description=* Neutral Jumping Attack | |||
* Defensive kick. Better to use when you're near from the ground. | |||
}} | |||
}} | |||
== | ===== <span class="invisible-header"></span> ===== | ||
<font style="visibility:hidden" size="0"></font> | |||
{{MoveData | |||
|image= | |||
|subtitle= | |||
|caption= | |||
|name=j.B | |||
|data= | |||
{{AttackData-SVC | |||
|Damage= | |||
|Counter Dmg= | |||
|Guard=Overhead | |||
|G. Crush= | |||
|Stun= | |||
|Meter= | |||
|Cancel= | |||
|Startup=5 | |||
|Active=5 | |||
|Recovery= | |||
|Total= | |||
|Hit Adv= | |||
|Block Adv= | |||
|Invulnerability= | |||
|description=* Diagonal Jumping Attack | |||
* One of his air-to-air moves. You can try to use as a jump-in, but The Dictator have better options. This can crossup some characters too. Can be hard to use on some crouching characters. | |||
}} | |||
}} | |||
== | ===== <span class="invisible-header"></span> ===== | ||
<font style="visibility:hidden" size="0"></font> | |||
* | {{MoveData | ||
|image= | |||
|subtitle= | |||
|caption= | |||
|name=nj.C | |||
|data= | |||
{{AttackData-SVC | |||
|Damage= | |||
|Counter Dmg= | |||
|Guard=Overhead | |||
|G. Crush= | |||
|Stun= | |||
|Meter= | |||
|Cancel= | |||
|Startup=5 | |||
|Active=1 | |||
|Recovery= | |||
|Total= | |||
|Hit Adv= | |||
|Block Adv= | |||
|Invulnerability= | |||
|description=* Neutral Jumping Attack | |||
* Aims down and comes out quick but only lasts a single frame, on top of being a tiny hitbox. The only reason to use this attack is if you're using it as a point-blank neutral jump-in attack for combos but the odds of that happening are incredibly slim, if at all. Any other scenario and there's no reason to ever use this attack. | |||
}} | |||
}} | |||
===== <span class="invisible-header"></span> ===== | |||
* | <font style="visibility:hidden" size="0"></font> | ||
{{MoveData | |||
|image= | |||
|subtitle= | |||
|caption= | |||
|name=j.C | |||
|data= | |||
{{AttackData-SVC | |||
|Damage= | |||
|Counter Dmg= | |||
|Guard=Overhead | |||
|G. Crush= | |||
|Stun= | |||
|Meter= | |||
|Cancel= | |||
|Startup=6 | |||
|Active=4 | |||
|Recovery= | |||
|Total= | |||
|Hit Adv= | |||
|Block Adv= | |||
|Invulnerability= | |||
|description=* Diagonal Jumping Attack | |||
* Nice jump-in move. You can use it as a combo starter, but keep in mind the small hitbox. | |||
}} | |||
}} | |||
===== <span class="invisible-header"></span> ===== | |||
<font style="visibility:hidden" size="0"></font> | |||
{{MoveData | |||
|image= | |||
|subtitle= | |||
|caption= | |||
|name=nj.D | |||
|data= | |||
{{AttackData-SVC | |||
|Damage= | |||
|Counter Dmg= | |||
|Guard=Overhead | |||
|G. Crush= | |||
|Stun= | |||
|Meter= | |||
|Cancel= | |||
|Startup=11 | |||
|Active=11 | |||
|Recovery= | |||
|Total= | |||
|Hit Adv= | |||
|Block Adv= | |||
|Invulnerability= | |||
|description=* Neutral Jumping Attack | |||
* Nice defensive move. You can use as a surprise move on the wakeup of the opponent(If you're sure that he/she will not do any kind of reversal move). | |||
}} | |||
}} | |||
===== <span class="invisible-header"></span> ===== | |||
<font style="visibility:hidden" size="0"></font> | |||
{{MoveData | |||
|image= | |||
|subtitle= | |||
|caption= | |||
|name=j.D | |||
|data= | |||
{{AttackData-SVC | |||
|Damage= | |||
|Counter Dmg= | |||
|Guard=Overhead | |||
|G. Crush= | |||
|Stun= | |||
|Meter= | |||
|Cancel= | |||
|Startup=9 | |||
|Active=5 | |||
|Recovery= | |||
|Total= | |||
|Hit Adv= | |||
|Block Adv= | |||
|Invulnerability= | |||
|description=* Diagonal Jumping Attack | |||
* His best jump-in. This can crossup the opponent, is useful as a combo starter, the range is nice and the priority is nice too. Needs to be well timed. | |||
}} | |||
}} | |||
===Throws=== | |||
===== <span class="invisible-header"></span> ===== | |||
<font style="visibility:hidden" size="0"></font> | |||
{{MoveData | |||
|image= | |||
|subtitle= | |||
|caption= | |||
|name={{Icon-SNK|A}}{{Icon-SNK|B}} Throw | |||
|data= | |||
{{AttackData-SVC | |||
|Damage=24 | |||
|Counter Dmg=24 | |||
|Guard=Throw | |||
|G. Crush=0 | |||
|Stun=0 | |||
|Meter=0 | |||
|Cancel=X | |||
|Startup= | |||
|Active= | |||
|Recovery= | |||
|Total= | |||
|Hit Adv= | |||
|Block Adv= | |||
|Invulnerability= | |||
|description=* | |||
}} | |||
}} | |||
== | ===== <span class="invisible-header"></span> ===== | ||
<font style="visibility:hidden" size="0"></font> | |||
{{MoveData | |||
|image= | |||
|subtitle= | |||
|caption= | |||
|name={{Icon-SNK|C}}{{Icon-SNK|D}} Throw | |||
|data= | |||
{{AttackData-SVC | |||
|Damage=24 | |||
|Counter Dmg=24 | |||
|Guard=Throw | |||
|G. Crush=0 | |||
|Stun=0 | |||
|Meter=0 | |||
|Cancel=X | |||
|Startup= | |||
|Active= | |||
|Recovery= | |||
|Total= | |||
|Hit Adv= | |||
|Block Adv= | |||
|Invulnerability= | |||
|description=* | |||
}} | |||
}} | |||
===== <span class="invisible-header"></span> ===== | |||
<font style="visibility:hidden" size="0"></font> | |||
=== | {{MoveData | ||
|image= | |||
|subtitle={{Icon-SNK|C}}{{Icon-SNK|D}} on Block | |||
|caption= | |||
|name=Guard Cancel Blowback | |||
|data= | |||
{{AttackData-SVC | |||
|Damage=0 | |||
|Counter Dmg=0 | |||
|Guard=Mid | |||
|G. Crush=0 | |||
|Stun=0 | |||
|Meter=0 | |||
|Cancel=X | |||
|Startup= | |||
|Active= | |||
|Recovery= | |||
|Total= | |||
|Hit Adv= | |||
|Block Adv= | |||
|Invulnerability= | |||
|description=* | |||
}} | |||
}} | |||
= | ===Special Moves=== | ||
' | ===== <span class="invisible-header"></span> ===== | ||
<font style="visibility:hidden" size="0"></font> | |||
{{MoveData | |||
|image= | |||
|subtitle=[b]~f P | |||
|caption= | |||
|name=Psycho Crusher | |||
|data= | |||
{{AttackData-SVC | |||
|version= | |||
|Damage= | |||
|Counter Dmg= | |||
|Guard=Mid | |||
|G. Crush= | |||
|Stun= | |||
|Meter= | |||
|Cancel= | |||
|Startup= | |||
|Active= | |||
|Recovery= | |||
|Total= | |||
|Hit Adv= | |||
|Block Adv= | |||
|Invulnerability= | |||
|description=* | |||
}} | |||
{{AttackData-SVC | |||
|version= | |||
|Damage= | |||
|Counter Dmg= | |||
|Guard=Mid | |||
|G. Crush= | |||
|Stun= | |||
|Meter= | |||
|Cancel= | |||
|Startup= | |||
|Active= | |||
|Recovery= | |||
|Total= | |||
|Hit Adv= | |||
|Block Adv= | |||
|Invulnerability= | |||
|description=* His signature(and probably the most classic) Special Move. This move is not the same thing as it was on the SF2 games... I was a little sad when I tried to testify this move in action. The damage is ok, it knocks down, can fly over those low projectiles, can be used to hit the opponent in the air(Not guaranteed), to crossup the opponent on his/her wakeup, as a combo finisher, and you can use it as a cheap finisher too. This is part of a setup(Mentioned on the Normal Moves section), but we'll see this later. Now for the bad part of the move: Almost no priority, the two versions are not safe if blocked(The A version is a little safer), and can be easy to GCF. Use if you know that this will hit. | |||
}} | |||
}} | |||
===== <span class="invisible-header"></span> ===== | |||
<font style="visibility:hidden" size="0"></font> | |||
{{MoveData | |||
|image= | |||
|subtitle=[b]~f K | |||
|caption= | |||
|name=Knee Press | |||
|data= | |||
{{AttackData-SVC | |||
|version= | |||
|Damage= | |||
|Counter Dmg= | |||
|Guard=Mid | |||
|G. Crush= | |||
|Stun= | |||
|Meter= | |||
|Cancel= | |||
|Startup= | |||
|Active= | |||
|Recovery= | |||
|Total= | |||
|Hit Adv= | |||
|Block Adv= | |||
|Invulnerability= | |||
|description=* | |||
}} | |||
{{AttackData-SVC | |||
|version= | |||
|Damage= | |||
|Counter Dmg= | |||
|Guard=Mid | |||
|G. Crush= | |||
|Stun= | |||
|Meter= | |||
|Cancel= | |||
|Startup= | |||
|Active= | |||
|Recovery= | |||
|Total= | |||
|Hit Adv= | |||
|Block Adv= | |||
|Invulnerability= | |||
|description=* Classic move. If you played with The Dictator on other game, you'll probably know this move. This does two hits, and can be better than the move above in some things. The reach is nice, recovery is kind of good, and can be comboed only after the cl.C/D. This move is safe if blocked outside of the corner. You can mix this with the Head Press if you want on the opponent's wakeup. Watch out for those GCF's too. | |||
}} | |||
}} | |||
===== <span class="invisible-header"></span> ===== | |||
The | <font style="visibility:hidden" size="0"></font> | ||
{{MoveData | |||
|image= | |||
|subtitle=[d]~u K | |||
|caption= | |||
|name=Head Press | |||
|data= | |||
{{AttackData-SVC | |||
|version=No Follow-up | |||
|Damage= | |||
|Counter Dmg= | |||
|Guard=Mid | |||
|G. Crush= | |||
|Stun= | |||
|Meter= | |||
|Cancel= | |||
|Startup= | |||
|Active= | |||
|Recovery= | |||
|Total= | |||
|Hit Adv= | |||
|Block Adv= | |||
|Invulnerability= | |||
|description=* Classic move. Can be one of his best in this game too. In this game, you'll need it. It's one of his most important moves. The priority is nice(Can trade hits with some DPs and anti-airs), you can use on the opponent's wakeup(Just time well), safe if blocked(And this have an followup), and the charge time is short(Nice thing). Can be hard to punish with DPs. You can use this to punish from far away too(You'll fly over projectiles and counter he/she depending of the opponent). Well, you can abuse of this on some matchups too(Like on opponents with bad anti-airs). You can control The Dictator in the air after the hit too(You can begin to charge a Special/Super Move after the hit just to use when you land). Remember: This can be an air move, but it can be blocked low. | |||
}} | |||
{{AttackData-SVC | |||
|version=Somersault Skull Driver | |||
|subtitle=(Move b or f) P | |||
|Damage= | |||
|Counter Dmg= | |||
|Guard=Mid | |||
|G. Crush= | |||
|Stun= | |||
|Meter= | |||
|Cancel= | |||
|Startup= | |||
|Active= | |||
|Recovery= | |||
|Total= | |||
|Hit Adv= | |||
|Block Adv= | |||
|Invulnerability= | |||
|description=* Useful move, and it has nice priority too. If you want to run in a defensive way, just hold back after the hit and use this move. If you want to attack, just hold forward and use this, but the hits will not connect. If the Head Press hits a jumping opponent with a counter hit, and then you use the follow-up, the opponent will be on a juggle state(I'll try to explain this later). This is not an overhead too. | |||
}} | |||
}} | |||
' | ===== <span class="invisible-header"></span> ===== | ||
<font style="visibility:hidden" size="0"></font> | |||
{{MoveData | |||
|image= | |||
|subtitle=[d]~u P | |||
|caption= | |||
|name=Devil's Reverse | |||
|data= | |||
{{AttackData-SVC | |||
|version=No Follow-up | |||
|Damage= | |||
|Counter Dmg= | |||
|Guard=Mid | |||
|G. Crush= | |||
|Stun= | |||
|Meter= | |||
|Cancel= | |||
|Startup= | |||
|Active= | |||
|Recovery= | |||
|Total= | |||
|Hit Adv= | |||
|Block Adv= | |||
|Invulnerability= | |||
|description=* Similiar as the above. This move has two parts: The first is when you do the command and don't press any button after it. Dictator will do a Super Jump similiar to the Head Press, but he will not attack. This is useful for mind games or just to scare the opponent. Now for the second part: When you use the followup. If you press b+P, can be useful to build meter in a defensive way(You can counter some anti-airs with this too). You can try to mix this with the Head Press too. Nice damage and reach, it knocks down, has decent priority and this have another trick, which is: after landing an A+B throw against the opponent, use the C version, press forward after you land and press a punch. You'll hit from behind(The opponent will need to block on the other side). Just throw again after that. Just mix this strategy with the Head Press and you'll be fine. It's not an overhead too, sadly. | |||
}} | |||
{{AttackData-SVC | |||
|version=(Move b or f) P | |||
|Damage= | |||
|Counter Dmg= | |||
|Guard=Mid | |||
|G. Crush= | |||
|Stun= | |||
|Meter= | |||
|Cancel= | |||
|Startup= | |||
|Active= | |||
|Recovery= | |||
|Total= | |||
|Hit Adv= | |||
|Block Adv= | |||
|Invulnerability= | |||
|description=* | |||
}} | |||
}} | |||
===== <span class="invisible-header"></span> ===== | |||
<font style="visibility:hidden" size="0"></font> | |||
{{MoveData | |||
|image= | |||
|subtitle=dp or rdp AC/BD | |||
|caption= | |||
|name=Bison Warp | |||
|data= | |||
{{AttackData-SVC | |||
|Damage= | |||
|Counter Dmg= | |||
|Guard=Mid | |||
|G. Crush= | |||
|Stun= | |||
|Meter= | |||
|Cancel= | |||
|Startup= | |||
|Active= | |||
|Recovery= | |||
|Total= | |||
|Hit Adv= | |||
|Block Adv= | |||
|Invulnerability= | |||
|description=* DP input teleports M. Bison forwards, whereas RDP input teleports M. Bison backwards. | |||
* Not the best warp. You cannot build meter with this. The recovery is not so good, and The Dictator has invincibility only on the startup. You just need to practice. DP makes him warp forward and RDP makes The Dictator warp back. The 2P version travels a longer distance. You can use this to flee from the corner too, but can be risky, because he can get some throws while he is warping. You can use this on poke situations too(Warp back and forward and do one of his pokes, can be hard, but this works better when the opponent don't have a projectile). You can use this against those zoning characters(Like Sagat). If you want to Warp + Throw, this can work, but it's not safe. Good Luck if you want to use this. | |||
}} | |||
}} | |||
===Super Moves=== | |||
===== <span class="invisible-header"></span> ===== | |||
<font style="visibility:hidden" size="0"></font> | |||
{{MoveData | |||
|image= | |||
|subtitle=[b]~fbf P | |||
|caption= | |||
|name=Mega Psycho Crusher | |||
|data= | |||
{{AttackData-SVC | |||
|Damage=38x7 | |||
|Counter Dmg=45 | |||
|Guard=Mid | |||
|G. Crush=2x7 | |||
|Stun=0 | |||
|Meter=0 | |||
|Cancel=X | |||
|Startup= | |||
|Active= | |||
|Recovery= | |||
|Total= | |||
|Hit Adv= | |||
|Block Adv= | |||
|Invulnerability= | |||
|description=* This is like the normal, but the damage is higher. This has no priority and no invincibility frames, can travel over ground projectiles, can combo from the Light and Hard attacks, and can be usafe if blocked(All of them are like the normal version, and I don't know why, really). You can use this to crossup the opponent too, for example: Do a cr.D(The slide). Let's suppose that it hits the opponent. It will knock down him/her. And then when the opponent starts to wakeup, do a Super Move. The attack will hit from back, which makes your chances of hitting the opponent a little higher. If you want to do this again after the hit(This Super knocks down too), go ahead. Oh, I almost forgot, this is part of a damaging corner loop too. | |||
}} | |||
}} | |||
===== <span class="invisible-header"></span> ===== | |||
<font style="visibility:hidden" size="0"></font> | |||
{{MoveData | |||
|image= | |||
|subtitle=[b]~fbf K | |||
|caption= | |||
|name=Knee Press Nightmare | |||
|data= | |||
{{AttackData-SVC | |||
|Damage=34x8 | |||
|Counter Dmg=40 | |||
|Guard=Mid | |||
|G. Crush=2x8 | |||
|Stun=0 | |||
|Meter=0 | |||
|Cancel=X | |||
|Startup= | |||
|Active= | |||
|Recovery= | |||
|Total= | |||
|Hit Adv= | |||
|Block Adv= | |||
|Invulnerability= | |||
|description=* Nice Super, but has more startup than the move above. This super has a little bit of priority(Better than the move above), but this has no invincibility frames, and do lesser damage than the Mega Psycho Cruser. This can be comboed ''only'' from the hard attacks. This does some nice chip/guard damage too, so this can be used as a chip killer, because it's easy to block this(And to do those GCF's too). In my opinion, the Mega Psycho Crusher is better, but you don't need to avoid this move. | |||
}} | |||
}} | |||
= | ===Exceed=== | ||
' | {{MoveData | ||
|image= | |||
|subtitle=Charge {{Motion|4}}~{{Motion|6}}{{Motion|4}}{{Motion|6}}{{Icon-SNK|A}}{{Icon-SNK|C}} | |||
|caption= | |||
|name=Final Psycho Crusher | |||
|data= | |||
{{AttackData-SVC | |||
|Damage=78x9 | |||
|Counter Dmg=84 | |||
|Guard=Mid | |||
|G. Crush=2x9 | |||
|Stun=0 | |||
|Meter=0 | |||
|Cancel=X | |||
|Startup= | |||
|Active= | |||
|Recovery= | |||
|Total= | |||
|Hit Adv= | |||
|Block Adv= | |||
|Invulnerability= | |||
|description=* This is The Dictator's Exceed. This move has so much invincibility frames, but sadly, it can be used only once on the match. The startup of the move is bad, so this move is bad on combos, and the opponent can block with ease. This can be better for punishing those moves with Heavy Recovery/Startup(More details on that will be on the Advanced Strategy). This will eat those projectiles too, but you need to anticipate the move to do that. This will cover the entire screen, so don't worry, it will hit the opponent. The chip/guard damage are nice, so you can use this as a chip killer. On the recovery, The Dictator can be wide open for attacks. | |||
}} | |||
}} | |||
'' | ==Strategy== | ||
===Basic Strategy=== | |||
'''''M. Bison's Gameplan''''' | |||
M. Bison's gameplay is more or less simple - be annoying and poke out the opponent. There's just one issue: M. Bison sucks. A character who is normally pretty mobile and has strong special moves to rush the opponent down in Street Fighter is the complete opposite here. Psycho Crusher - his signature move - is easy to stuff and punish, his teleport is risky, almost all of his specials are unsafe, barely any combos at all, lacks any good damage without meter, is a charge character in a game designed against charge characters, has issues getting in, and several other problems, you're always fighting an uphill battle with him. That said, his walking speed is pretty good, he's got a wide jump, his buttons are alright at least, and his supers are decent. Against players who don't know the matchup or in MUs where the character can't stuff him as well in general, M. Bison can be pretty annoying with hit-and-run strategies and while it sucks overall, Psycho Crusher can be sparingly used as a punish tool. And his one special move, Head Press, is pretty good since it helps him counter zoning and is especially useful with characters who lack good anti-airs. | |||
'' | ===Advanced Strategy=== | ||
'''''Max Mode Strategies''''' | |||
M. Bison can setup some grounded crossups or alternative strategies to pressure or run away in Max Mode by cancelling his cr.D into something. | |||
* '''First step:''' Do a cr.D. | |||
* '''Second Step:''' Now just wait, but make sure that the cr.D connects. | |||
* '''Third Step:''' If the cr.D gets blocked, cancel into a Head Press(You have time to hold down), and do the followup(I think you can do another cr.D after the followup). If the cr.D hits, cancel the move into a A Psycho Crusher(You'll land behind the opponent). And then, just do any move, it will be a crossup(You can use your Exceed too), because the opponent will wake up with his back turned. | |||
* '''Another options to cancel the cr.D after it gets blocked:''' You can use the Bison Warp(If you want to run away from GCFs), Normal/Mega Psycho Crusher(Can be unsafe), and your Exceed(If you want a Chip Finisher). | |||
====Match-Ups==== | |||
==Combos== | |||
<center>{{Template:ComboNotationKey-SVC}}</center> | |||
= | ===BnB Combos=== | ||
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center" | |||
|+ BnB Combos | |||
|- | |||
! Combo !! Position !! Damage !! Stun !! Difficulty !! Notes | |||
|- | |||
|(j.X,) cl./cr.C, [b]~f P || TBA || TBA || TBA || TBA || Nice combo for beginners. This is better with the jump attack, because you will have more time to charge the move(Yeah, you can charge while jumping). The damage on this combo is nice, so you can try to use this some times. | |||
|- | |||
|(j.X,) cl./cr.C, [b]~f B || TBA || TBA || TBA || TBA || | |||
|- | |||
|cl.B, cr.A, [b]~f,b,f P || TBA || TBA || TBA || TBA || The only and useful combo from a low attack start, it's recommended only against tall characters. | |||
|- | |||
|} | |||
===Max Mode Combos=== | |||
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center" | |||
|+ Max Mode Combos | |||
|- | |||
! Combo !! Position !! Damage !! Stun !! Difficulty !! Notes | |||
|- | |||
|cr.B x2-3, [b]~f A || TBA || TBA || TBA || TBA || Nothing so special on this one. It's just a simple combo with a low-hitting starter. Of course, much better than nothing, as it gives M. Bison both a blockstring off of crouch lights and an okay confirm for a combo, but the fact you need Max Mode makes this combo uncommon. | |||
|- | |||
|(Corner) [d]~u P, followup (CH), [b]~fbf P x4 || TBA || TBA || TBA || TBA || This is The Dictator's 100% combo. The damage is incredible, but can be very hard to do in a real match. If you don't want to do the Charge d, u+K part, you can do 4 Mega Psycho Crushers on the opponent while he/she is in a jumping state(Another 100% combo), but you need to time well. If you are not on the Max Mode, don't worry, you can do one(Or two) Mega Psycho Crusher(s) on the opponent. | |||
|- | |||
|} | |||
{{Navbox-SVC}} | {{Navbox-SVC}} | ||
[[Category: SvC Chaos]] | [[Category: SvC Chaos]] | ||
[[Category:M. Bison]] | [[Category:M. Bison]] |
Latest revision as of 02:32, 28 July 2024
ベガ, Vega (aka Dictator) | |
---|---|
Category | Normal |
Playstyle | Turtle, hit-and-run |
Difficulty | Average |
Max Mode Needed? | Almost Useless |
Tier Placement | Trash (E), probably F tier |
Standing Hitbox | ? |
Crouching Hitbox | Short |
Defense Modifier | 223 |
Wall Jump | No |
Introduction
M. Bison (known as Vega in Japan), commonly referred to as Dictator so as to avoid international confusion, is the primary antagonist of the Street Fighter II series and a recurring character in the SF games, becoming a fan favorite. In SVC, he has a couple good attacks... and that's it. He's easy enough to pick up and play matches with but more than anything, M. Bison focuses on being annoying and slowly dwindling the opponent's life away and then proceeding to run away. It's debatable if SVC Chaos is M. Bison's worst outing, but regardless of that, whatever problems a character can have in a fighting game, M. Bison has almost all of them. Stubby normals, terrible special moves especially for a charge motion character, bad neutral, the inability to utilize the game's mechanics to their fullest if at all, he's incredibly weak and by far the worst of the Shadaloo bosses. There's barely anything positive to say about this guy, but if you can produce results with him, it shows you're probably a dedicated SVC player.
Strengths | Weaknesses |
---|---|
|
|
SVC Chaos: SNK VS Capcom Frame Data Glossary | |
---|---|
Damage |
How much damage the attack does. This takes into account no defense modifiers, so the damage assumes a 0% damage modifier, or in other words the average defense modifier of 223 against characters like Kyo and Ryu.
|
Counter Damage |
How much damage the attack does on a counter hit, or when it connects with an opponent while they're performing an attack. Counter damage values listed are pulled from the SVC Chaos Enterbrain Mook, save Athena, Red Arremer, Serious Mr. Karate and Shin Akuma. |
Guard |
Where the attack hits, and thus where it must be blocked.
|
Guard Crush |
How much guard meter damage the attack does to the green Guard Gauge. |
Stun |
How many points of stun the attack adds to the opponent's invisible Stun Gauge. |
Meter |
How much meter is gained for performing/landing the attack. Special moves earn meter both when activated and when they connect with the opponent, whether it hits them or they block it. |
Cancel |
The type of cancel the attack can perform.
|
Startup |
How many frames it takes before the move becomes 'active' or has a hitbox. The SVC Chaos wiki uses classic startup notation, which does not include the first active frame. A move with 3 startup becomes active on frame 4. Super and Exceed startup will calculate both the frames before and after the super flash animation as such: X+Y, with X being the startup frames before the flash animation and Y being the startup frames after the flash animation.
|
Active |
How many frames a move remains active (can hurt opponents) for. Consecutive sets of active frames on a multi-hit move are separated by a comma. (Example: 3, 4 - The attack has its first hitbox for 3 frames, then the second hitbox for 4 frames)
|
Recovery |
How many frames it takes for a move to finish after it's been active. |
Total |
The total number of frames the attack lasts on screen for. This adds up the startup, active, and recovery frames into one number. |
Hit/Block Adv |
These are frame advantage values when the attack hits or is blocked. If the number is positive, then the move will end before the defender can act again. If the number is negative, the defender will be able to act before the attacker and maybe even punish.
|
Invulnerability |
Indicates whether there's any frames of invulnerability during the attack. |
Move List
Normal Moves
Close Normals
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Mid | - | - | - | - | 5 | 4 | 5 | 14 | +3 | +1 | - | |
|
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Low | - | - | - | - | 7 | 4 | 8 | 19 | +0 | -2 | - | |
|
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Mid | - | - | - | - | 4 | 8 | 9 | 21 | +3 | +1 | - | |
|
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Mid | - | - | - | - | 5 | 4 | 20 | 29 | -4 | -6 | - | |
|
Far Normals
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Mid | - | - | - | - | 5 | 4 | 5 | 14 | +3 | +1 | - | |
|
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Mid | - | - | - | - | 8 | 3 | 14 | 25 | -5 | -7 | - | |
|
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Mid | - | - | - | - | 14 | 2 | 11 | 27 | +7 | +5 | - | |
|
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Mid | - | - | - | - | 13 | 5 | 17 | 35 | -2 | -4 | - | |
|
Crouch Normals
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Mid | - | - | - | - | 5 | 4 | 5 | 14 | +3 | +1 | - | |
|
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Mid | - | - | - | - | 5 | 4 | 5 | 14 | +3 | +1 | - | |
|
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Mid | - | - | - | - | 7 | 2, 9 | 16 | 34 | -7 | -9 | - | |
|
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Mid | - | - | - | - | 11 | 16 | 17 | 44 | SKD | -15 | - | |
|
Jumping Normals
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Overhead | - | - | - | - | 5 | 7 | - | - | - | - | - | |
|
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Overhead | - | - | - | - | 5 | 6 | - | - | - | - | - | |
|
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Overhead | - | - | - | - | 5 | 11 | - | - | - | - | - | |
|
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Overhead | - | - | - | - | 5 | 5 | - | - | - | - | - | |
|
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Overhead | - | - | - | - | 5 | 1 | - | - | - | - | - | |
|
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Overhead | - | - | - | - | 6 | 4 | - | - | - | - | - | |
|
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Overhead | - | - | - | - | 11 | 11 | - | - | - | - | - | |
|
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Overhead | - | - | - | - | 9 | 5 | - | - | - | - | - | |
|
Throws
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
24 | 24 | Throw | 0 | 0 | 0 | X | - | - | - | - | - | - | - | |
|
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
24 | 24 | Throw | 0 | 0 | 0 | X | - | - | - | - | - | - | - | |
|
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
0 | 0 | Mid | 0 | 0 | 0 | X | - | - | - | - | - | - | - | |
|
Special Moves
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Mid | - | - | - | - | - | - | - | - | - | - | - | |
| ||||||||||||||
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
- | - | Mid | - | - | - | - | - | - | - | - | - | - | - | |
|
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Mid | - | - | - | - | - | - | - | - | - | - | - | |
| ||||||||||||||
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
- | - | Mid | - | - | - | - | - | - | - | - | - | - | - | |
|
Version | Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
No Follow-up | - | - | Mid | - | - | - | - | - | - | - | - | - | - | - |
| ||||||||||||||
Version | Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability |
Somersault Skull Driver (Move b or f) P |
- | - | Mid | - | - | - | - | - | - | - | - | - | - | - |
|
Version | Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
No Follow-up | - | - | Mid | - | - | - | - | - | - | - | - | - | - | - |
| ||||||||||||||
Version | Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability |
(Move b or f) P | - | - | Mid | - | - | - | - | - | - | - | - | - | - | - |
|
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Mid | - | - | - | - | - | - | - | - | - | - | - | |
|
Super Moves
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
38x7 | 45 | Mid | 2x7 | 0 | 0 | X | - | - | - | - | - | - | - | |
|
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
34x8 | 40 | Mid | 2x8 | 0 | 0 | X | - | - | - | - | - | - | - | |
|
Exceed
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
78x9 | 84 | Mid | 2x9 | 0 | 0 | X | - | - | - | - | - | - | - | |
|
Strategy
Basic Strategy
M. Bison's Gameplan
M. Bison's gameplay is more or less simple - be annoying and poke out the opponent. There's just one issue: M. Bison sucks. A character who is normally pretty mobile and has strong special moves to rush the opponent down in Street Fighter is the complete opposite here. Psycho Crusher - his signature move - is easy to stuff and punish, his teleport is risky, almost all of his specials are unsafe, barely any combos at all, lacks any good damage without meter, is a charge character in a game designed against charge characters, has issues getting in, and several other problems, you're always fighting an uphill battle with him. That said, his walking speed is pretty good, he's got a wide jump, his buttons are alright at least, and his supers are decent. Against players who don't know the matchup or in MUs where the character can't stuff him as well in general, M. Bison can be pretty annoying with hit-and-run strategies and while it sucks overall, Psycho Crusher can be sparingly used as a punish tool. And his one special move, Head Press, is pretty good since it helps him counter zoning and is especially useful with characters who lack good anti-airs.
Advanced Strategy
Max Mode Strategies
M. Bison can setup some grounded crossups or alternative strategies to pressure or run away in Max Mode by cancelling his cr.D into something.
- First step: Do a cr.D.
- Second Step: Now just wait, but make sure that the cr.D connects.
- Third Step: If the cr.D gets blocked, cancel into a Head Press(You have time to hold down), and do the followup(I think you can do another cr.D after the followup). If the cr.D hits, cancel the move into a A Psycho Crusher(You'll land behind the opponent). And then, just do any move, it will be a crossup(You can use your Exceed too), because the opponent will wake up with his back turned.
- Another options to cancel the cr.D after it gets blocked: You can use the Bison Warp(If you want to run away from GCFs), Normal/Mega Psycho Crusher(Can be unsafe), and your Exceed(If you want a Chip Finisher).
Match-Ups
Combos
SVC Chaos: SNK VS Capcom Quick Combo Notation Guide | |
---|---|
May change to numpad notation much later down the road. |
BnB Combos
Combo | Position | Damage | Stun | Difficulty | Notes |
---|---|---|---|---|---|
(j.X,) cl./cr.C, [b]~f P | TBA | TBA | TBA | TBA | Nice combo for beginners. This is better with the jump attack, because you will have more time to charge the move(Yeah, you can charge while jumping). The damage on this combo is nice, so you can try to use this some times. |
(j.X,) cl./cr.C, [b]~f B | TBA | TBA | TBA | TBA | |
cl.B, cr.A, [b]~f,b,f P | TBA | TBA | TBA | TBA | The only and useful combo from a low attack start, it's recommended only against tall characters. |
Max Mode Combos
Combo | Position | Damage | Stun | Difficulty | Notes |
---|---|---|---|---|---|
cr.B x2-3, [b]~f A | TBA | TBA | TBA | TBA | Nothing so special on this one. It's just a simple combo with a low-hitting starter. Of course, much better than nothing, as it gives M. Bison both a blockstring off of crouch lights and an okay confirm for a combo, but the fact you need Max Mode makes this combo uncommon. |
(Corner) [d]~u P, followup (CH), [b]~fbf P x4 | TBA | TBA | TBA | TBA | This is The Dictator's 100% combo. The damage is incredible, but can be very hard to do in a real match. If you don't want to do the Charge d, u+K part, you can do 4 Mega Psycho Crushers on the opponent while he/she is in a jumping state(Another 100% combo), but you need to time well. If you are not on the Max Mode, don't worry, you can do one(Or two) Mega Psycho Crusher(s) on the opponent. |