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=== Special Moves === | === Special Moves === | ||
* Double Knee Press - LK is the safest on block but does not launch enemies. MK and HK can create a float state but are easily punishable on block. | * Double Knee Press - LK is the safest on block but does not launch enemies. MK and HK can create a float state but are easily punishable on block. | ||
Psycho Crusher - Bison's primary combo ender, it can be used in okizeme to cross up enemies. If the enemy is hit at the head of the PC on wakeup, it puts them in a float state for juggles. The EX version is invulnerable on startup and is his best reversal | * Psycho Crusher - Bison's primary combo ender, it can be used in okizeme to cross up enemies. If the enemy is hit at the head of the PC on wakeup, it puts them in a float state for juggles. The EX version is invulnerable on startup and is his best reversal | ||
Head Press/Skull Diver - Utility is mostly the same as in other games. It can be backdashed away from and punished easily. It's best used to catch jumping enemies | Head Press/Skull Diver - Utility is mostly the same as in other games. It can be backdashed away from and punished easily. It's best used to catch jumping enemies | ||
* Devil Reverse - Bison can annoy enemies from afar with feints, or let the move go unfulfilled to tricky empty dive shenanigans (empty lows, throws, baiting enemies into thinking it was a stomp etc). The actual diving followup causes a float state | * Devil Reverse - Bison can annoy enemies from afar with feints, or let the move go unfulfilled to tricky empty dive shenanigans (empty lows, throws, baiting enemies into thinking it was a stomp etc). The actual diving followup causes a float state | ||
* Teleport - Bison can use this move to reset neutral and force the enemy to chase after him all over again. It's best used on wakeup or in blockstrings to teleport away. The forward teleport can put Bison in a situation to punish raw tags. | * Teleport - Bison can use this move to reset neutral and force the enemy to chase after him all over again. It's best used on wakeup or in blockstrings to teleport away. The forward teleport can put Bison in a situation to punish raw tags. | ||
=== Super Combos === | === Super Combos === |
Revision as of 09:54, 28 September 2022


M. Bison
Ideal Team Position: Point
The Emperor of Evil emerged from the v2013 balance changes better off than he been previously, and he has risen through the ranks to find himself on many high placements in tournaments while complementing a variety of partner playstyles, including 2nd at Capcom Cup 2013 with Rolento and 1st at EVO 2017 with Heihachi. While he’s not in the top tier and there are some matchups that he has considerable difficulty against, he is knocking on the door of the Top 10 characters in the game thanks largely in part to his fast, lengthy buttons that can stop an opponent’s momentum in its tracks.
Bison benefits from the Cross Rush system better than almost anyone else in the game, using his long limbs to strike enemies from afar and confirm into a full combo when necessary. If his boost combos are blocked, punishing it can be very difficult for most of the cast, and the necessary punish for those characters that can pull it off are often esoteric. If Bison is faced with an opponent wise to that, he has several effective block strings that can further whittle away at an opponent, namely his LK Scissors Kick that is 0 on block. If the LK Scissors hits, Bison is then allowed to continue pressure with deep- hitting jumping attacks or utilizing his fast ground walk and quick normals. On some occasions, Bison even gets a full juggle off of a very ambiguous Psycho Crusher, allowing him to make a huge statement off of just one lapse in defense. His main weakness is that he is very easy to block on the ground if the opponent is wise to his tactics, and his jump is floaty enough where he can be susceptible to anti-airs. Use him as a point character as he excels at bringing in his partner with the Cross Rush system, and that partner can in turn create the openings that Bison cannot.
Strengths | Weaknesses |
---|---|
impossible for other characters to punish at
depending on the range and position of the opponent
the match to his liking
Reverse)
|
beaten by jumping attacks
|
Moves
Normal Attacks
















































































crossup




Unique Attacks




Throws









Special Moves







"Head Stomp"
































Super Combo



Move Analysis
Normal Moves
- Far/Close LK - Bison's fastest button, it can easily link into itself for boost combos and it is special cancellable by itself. It has a good hitbox for a 3f move hitting standing and crouching enemies.
- Far MP - good balance of great hitbox and retracted hurtbox. It is special canellable and works well as a whiff punish as he can then boost, do a special move, or go into a CADC situation to begin a tic throw game
- Far MK - Bison's farthest reaching poke. You will use this to space out his boost combos so that they are harder to punish. It has a large forward hurtbox that can frequently be stuffed by enemies even at a distance well outside striking range
- Stand HK - Bison's most reliable anti-air, it does not have air crush and its hitbox is firmly diagnoal, which means it must be spaced a certain way for it to be effective. It is also a strong whiff punisher.
- Crouching LK - 4f, good range and easily links into other normals.
- j.mk - Bison's main crossup, best used as Bison starts to fall back down from a jump for most effective use. It has a decent amount of priority in air to air situations, as well
- j.lk - While it does not put enemies in a float state unless it is a CH, it's a strong alternative air to air if you believe the enemy is prepared to meet Bison's j.mp or j.mk in A2A situations
- j.HP - Bison's best jump-in. It has very large hitbox especially below his body, perfect for catching enemies on the ground who may mistime their anti-air. As a jump-in heavy attack, it has good frame data on hit or block to give you plenty of time to confirm your next attack.
Unique Attacks
- j.mp x 2 - this move can be delayed between the string and has a high hitbox for easy air to air combos. In the air it will place enemies in a float state regardless of CH properties
Normal Throws
N/A
Special Moves
- Double Knee Press - LK is the safest on block but does not launch enemies. MK and HK can create a float state but are easily punishable on block.
- Psycho Crusher - Bison's primary combo ender, it can be used in okizeme to cross up enemies. If the enemy is hit at the head of the PC on wakeup, it puts them in a float state for juggles. The EX version is invulnerable on startup and is his best reversal
Head Press/Skull Diver - Utility is mostly the same as in other games. It can be backdashed away from and punished easily. It's best used to catch jumping enemies
- Devil Reverse - Bison can annoy enemies from afar with feints, or let the move go unfulfilled to tricky empty dive shenanigans (empty lows, throws, baiting enemies into thinking it was a stomp etc). The actual diving followup causes a float state
- Teleport - Bison can use this move to reset neutral and force the enemy to chase after him all over again. It's best used on wakeup or in blockstrings to teleport away. The forward teleport can put Bison in a situation to punish raw tags.
Super Combos
N/A
The Basics
N/A
Advanced Strategy
N/A
Combos
Bread and Butters
- N/A
Hit Confirm Combos
- N/A
Advanced Combos
- N/A
Combos Into Supers
- N/A