m (→Special Moves) |
|||
Line 339: | Line 339: | ||
'''Devil Reverse''' [D (charge), U+punch, (optional) punch] | '''Devil Reverse''' [D (charge), U+punch, (optional) punch] | ||
{Super Turbo} |
Revision as of 13:02, 9 August 2011
Introduction
Color Options
Normal | Secondary |
![]() |
![]() |
Move Analysis
Normal Moves
Note: If I don't mention what the move does, I'm not generally using it that much. My style may differ quite a bit from your Bison style, so if you find something that works, put it up here.
Ground Normals
- Close/Far Standing Jab:
Damage | ? | ![]() |
![]() |
![]() |
Stun | ?-? | |||
Stun Timer | ? | |||
Chain Cancel | Yes | |||
Special Cancel | Yes | |||
Frame Count | ? | ? | ? |
Bison does a quick standing jab, can be rapid fired to stop Honda's Torpedos and Blanka's Ball though it's not entirely reliable, useful in some anti-air situations.
- Crouching Jab:
Damage | ? | ![]() |
![]() |
![]() |
Stun | ?-? | |||
Stun Timer | ? | |||
Chain Cancel | Yes | |||
Special Cancel | Yes | |||
Frame Count | ? | ? | ? |
- Close Standing Strong:
Damage | ? | ![]() |
![]() |
![]() |
![]() |
Stun | ?-? | ||||
Stun Timer | ? | ||||
Chain Cancel | No | ||||
Special Cancel | Yes | ||||
Frame Count | ? | ? | ? | ? | |
Simplified | ? | ? | ? |
Bison does a body shot that can be used in ticks, also doubles as a throw command, can favorably trade with Dhalsim.
- Far Standing Strong:
Damage | ? | ![]() |
![]() |
![]() |
![]() |
Stun | ?-? | ||||
Stun Timer | ? | ||||
Chain Cancel | No | ||||
Special Cancel | No | ||||
Frame Count | ? | ? | ? | ? | |
Simplified | ? | ? | ? |
- Crouching Strong:
Damage | ? | ![]() |
![]() |
![]() |
![]() |
Stun | ?-? | ||||
Stun Timer | ? | ||||
Chain Cancel | No | ||||
Special Cancel | Yes | ||||
Frame Count | ? | ? | ? | ? | |
Simplified | ? | ? | ? |
- Close Standing Fierce:
Damage | ? | ![]() |
![]() |
![]() |
![]() |
Stun | ?-? | ||||
Stun Timer | ? | ||||
Chain Cancel | No | ||||
Special Cancel | No | ||||
Frame Count | ? | ? | ? | ? | |
Simplified | ? | ? | ? |
- Far Standing Fierce:
Damage | ? | ![]() |
![]() |
![]() |
![]() |
Stun | ?-? | ||||
Stun Timer | ? | ||||
Chain Cancel | No | ||||
Special Cancel | No | ||||
Frame Count | ? | ? | ? | ? | |
Simplified | ? | ? | ? |
Bison's main ground to air defense in lieu of a Knee Press Nightmare, also doubles as a throw command, can favorably trade with Dhalsim.
- Crouching Fierce:
Damage | ? | ![]() |
![]() |
![]() |
![]() |
Stun | ?-? | ||||
Stun Timer | ? | ||||
Chain Cancel | No | ||||
Special Cancel | Yes | ||||
Frame Count | ? | ? | ? | ? | |
Simplified | ? | ? | ? |
Bison does a slow punch while crouching, with correct timing it can be used to beat T.Hawk's splash, as well as other moves when used as an anti-air.
- Close Standing Short:
Damage | ? | ![]() |
![]() |
![]() |
Stun | ?-? | |||
Stun Timer | ? | |||
Chain Cancel | No | |||
Special Cancel | Yes | |||
Frame Count | ? | ? | ? |
Bison does a quick knee that is used mainly in combos and ticking.
- Far Standing Short:
Damage | ? | ![]() |
![]() |
![]() |
![]() |
Stun | ?-? | ||||
Stun Timer | ? | ||||
Chain Cancel | No | ||||
Special Cancel | Yes | ||||
Frame Count | ? | ? | ? | ? | |
Simplified | ? | ? | ? |
- Crouching Short:
Damage | ? | ![]() |
![]() |
![]() |
Stun | ?-? | |||
Stun Timer | ? | |||
Chain Cancel | No | |||
Special Cancel | Yes | |||
Frame Count | ? | ? | ? |
- Close Standing Forward:
Damage | ? | ![]() |
![]() |
![]() |
![]() |
![]() |
Stun | ?-? | |||||
Stun Timer | ? | |||||
Chain Cancel | No | |||||
Special Cancel | No | |||||
Frame Count | ? | ? | ? | ? | ? | |
Simplified | ? | ? | ? |
- Far Standing Forward:
Damage | ? | ![]() |
![]() |
![]() |
![]() |
![]() |
Stun | ?-? | |||||
Stun Timer | ? | |||||
Chain Cancel | No | |||||
Special Cancel | No | |||||
Frame Count | ? | ? | ? | ? | ? | |
Simplified | ? | ? | ? |
Bison's main "harassment" move. It is safe, beats fireballs, controls a large amount of space, and can be whiffed while charging to start a pindown.
- Crouching Forward:
Damage | ? | ![]() |
![]() |
![]() |
Stun | ?-? | |||
Stun Timer | ? | |||
Chain Cancel | No | |||
Special Cancel | Yes | |||
Frame Count | ? | ? | ? |
This move is great as a meaty on wakeup because it can stuff even Shoryus with proper timing. Bufferable, on block can safely be used to setup an lk Scissor Kick for a pindown.
- Close Standing Roundhouse:
Damage | ? | ![]() |
![]() |
![]() |
![]() |
![]() |
Stun | ?-? | |||||
Stun Timer | ? | |||||
Chain Cancel | No | |||||
Special Cancel | No | |||||
Frame Count | ? | ? | ? | ? | ? | |
Simplified | ? | ? | ? |
- Far Standing Roundhouse:
Damage | ? | ![]() |
![]() |
![]() |
![]() |
![]() |
Stun | ?-? | |||||
Stun Timer | ? | |||||
Chain Cancel | No | |||||
Special Cancel | No | |||||
Frame Count | ? | ? | ? | ? | ? | |
Simplified | ? | ? | ? |
A slower version of MK. Deals really solid damage and has some of the same uses as MK. It is great as a whiff punisher for things such as OG Ken lp shoryu.
- Crouching Roundhouse:
Damage | ? | ![]() |
![]() |
![]() |
Stun | ?-? | |||
Stun Timer | ? | |||
Chain Cancel | No | |||
Special Cancel | No | |||
Frame Count | ? | ? | ? |
Slide trip. Useful if opponent techs your tick throw. Also great for positioning with a knockdown. Quite unsafe on block.
Aerial Normals
Neutral LK- Gret priority, stays out for a really long time, low damage but it does beat a lot air to air.
Neutral MK/HK- Both stay out a decent amount of time, horizontal kick can stuff problem jump ins like Shoto j.hk quite well.
Diagonal LP - good cross-up potential, does low amount of dizzy, stays out until you hit the ground (or the opponent).
Diagonal MK: Great when used as an instant overhead, excellent cross-up, can stuff Blanka's Up Ball which comes into play very often.
Diagonal HK: Great crossup, big damage, easier to use than jMK on slimmer characters. Decent priority air to air.
Normal Throws
Bison can only throw with Strong and Fierce. He has no kick throws, but Bison can still tech throws with any medium or higher punch or kick even if Bison has no kick throws. This rule applies to all characters.
Special Moves
Psycho Crusher [B (charge), F+Punch] - Also known as the torpedo, Bison flies across the screen in flames. It can do a maximum of 3 blocked hits. The distance and the speed at which it travels depends on the strength of the punch. It has been severely weakened since Super SFII, no longer has great priority besides the Jab version. Can be used to escape corners at times and can also hit opponents from behind/underneath with ridiculous timing and a lot of balls. Generally, stick with the scissor kick. If you make a mistake you can easily corner yourself. Normals beat this far too easily.
Double Knee Press [B (charge), F+Kick] - Also known as the scissor kick, Bison kicks the opponent twice in a forward motion. The distance and speed at which it travels depends on the strength of the kick. When properly spaced to do only one hit, they can be quite safe and useful in pindown strategies. They also are quite useful for scoring knockdowns if opponent tries to counter standing kicks or do low attacks. Can be used as a ghetto anti air, unlike the Psycho Crusher which gets stuffed a lot.
Head Stomp [D (charge), U+Kick] - Bison flies towards the opponent and stomps their head with his boots. You can move very flexibly after the head stomp makes contact with a grounded opponent, but when the head stomp hits an airborn opponent, the control over mobility is not as flexible. Works well to get over fireballs.
Skull Diver [press punch after the head stomp makes contact with the opponent and before landing] - This is the punch that hits the opponent's head after head stomp. You can move left or right using the joystick while performing this move. The active hitting duration of the move depends on the strength of the punch. This can combo in really weird situations.
Devil Reverse [D (charge), U+punch, (optional) punch]
{Super Turbo}