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== Moves == | == Moves == | ||
==== Normal Attacks ==== | |||
{{SFxTMoveListHeader}} | |||
{{SFxTMoveListRow | Standing Light Punch | lp | rpdfire speccancel}} | |||
{{SFxTMoveListRow | Standing Medium Punch | mp | speccancel }} | |||
{{SFxTMoveListRow | Standing Hard Punch | hp | speccancel }} | |||
{{SFxTMoveListRow | Standing Light Kick | lk | speccancel }} | |||
{{SFxTMoveListRow | Standing Medium Kick | mk | }} | |||
{{SFxTMoveListRow | Standing Hard Kick | hk | }} | |||
{{SFxTMoveListRow | Close Light Punch | (near opponent) lp | speccancel <br> rpdfire }} | |||
{{SFxTMoveListRow | Close Medium Punch | (near opponent) mp | speccancel }} | |||
{{SFxTMoveListRow | Close Hard Punch | (near opponent) hp | speccancel }} | |||
{{SFxTMoveListRow | Close Medium Kick | (near opponent) mk | }} | |||
{{SFxTMoveListRow | Close Hard Kick | (near opponent) hk | }} | |||
{{SFxTMoveListRow | Crouching Light Punch | d + lp | rpdfire <br> speccancel }} | |||
{{SFxTMoveListRow | Crouching Medium Punch | d + mp | speccancel }} | |||
{{SFxTMoveListRow | Crouching Hard Punch | d + hp | }} | |||
{{SFxTMoveListRow | Crouching Light Kick | d + lk | low <br> speccancel }} | |||
{{SFxTMoveListRow | Crouching Medium Kick | d + mk | low <br> speccancel }} | |||
{{SFxTMoveListRow | Crouching Hard Kick | d + hk | low <br> hardknockdown }} | |||
{{SFxTMoveListRow | Neutral Jump Light Punch | u + lp | high }} | |||
{{SFxTMoveListRow | Neutral Jump Medium Punch | u + mp | high }} | |||
{{SFxTMoveListRow | Neutral Jump Hard Punch | u + hp | high }} | |||
{{SFxTMoveListRow | Neutral Jump Light Kick | u + lk | high }} | |||
{{SFxTMoveListRow | Neutral Jump Medium Kick | u + mk | high }} | |||
{{SFxTMoveListRow | Neutral Jump Hard Kick | u + hk | high }} | |||
{{SFxTMoveListRow | Angled Jump Light Punch | ub / uf + lp | high }} | |||
{{SFxTMoveListRow | Angled Jump Medium Punch | ub / uf + mp | high <br> knockdown vs airborne }} | |||
{{SFxTMoveListRow | Angled Jump Hard Punch | ub / uf + hp | high }} | |||
{{SFxTMoveListRow | Angled Jump Light Kick | ub / uf + lk | high }} | |||
{{SFxTMoveListRow | Angled Jump Medium Kick | ub / uf + mk | high <br> crossup }} | |||
{{SFxTMoveListRow | Angled Jump Hard Kick | ub / uf + hk | high }} | |||
{{MoveListFooter}} | |||
==== Unique Attacks ==== | ==== Unique Attacks ==== | ||
{{SFxTMoveListHeader}} | {{SFxTMoveListHeader}} | ||
{{SFxTMoveListRow | Hell Attack | (during angled jump) mp --- mp | }} | {{SFxTMoveListRow | Hell Attack | (during angled jump) mp --- mp | knockdown vs airborne }} | ||
{{MoveListFooter}} | {{MoveListFooter}} | ||
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{{SFxTMoveListHeader}} | {{SFxTMoveListHeader}} | ||
{{SFxTMoveListRow | Psycho Crusher | b (charge) f + p | ex }} | {{SFxTMoveListRow | Psycho Crusher | b (charge) f + p | ex <br> knockdown <br> proj armor on ex }} | ||
{{SFxTMoveListRow | Head Press <br> "Head Stomp" | d (charge) u + k | ex }} | {{SFxTMoveListRow | Head Press <br> "Head Stomp" | d (charge) u + k | ex <br> knockdown vs airborne <br> hardknockdown on ex }} | ||
{{SFxTMoveListRow | Somersault Skull Diver | Head Press --- p | high }} | {{SFxTMoveListRow | Somersault Skull Diver | Head Press --- p | high ex }} | ||
{{SFxTMoveListRow | Devil Reverse | d (charge) u + p --- p | ex }} | {{SFxTMoveListRow | Devil Reverse | d (charge) u + p --- p | ex <br> knockdown }} | ||
{{SFxTMoveListRow | Bison Warp | dp or rdp + 3p or 3k | }} | {{SFxTMoveListRow | Bison Warp | dp or rdp + 3p or 3k | }} | ||
{{SFxTMoveListRow | Double Knee Press | b (charge) f + k | ex chrg }} | {{SFxTMoveListRow | Double Knee Press | b (charge) f + k | ex chrg <br> knockdown on 2nd hit <br> low on 5th hit on ex <br> hardknockdown on 5th hit on ex }} | ||
{{MoveListFooter}} | {{MoveListFooter}} | ||
Revision as of 20:39, 15 March 2012


M. Bison
Ideal Team Position: TBW
Bison remains similar to his SF4 counterpart - he is a well-rounded character with safe approaches, good footsies, and powerful offensive tools. The new systems implemented in Street Fighter X Tekken arguably make him stronger, allowing him to turn an ordinary Scissor Kick combo into a juggle, which can lead into potentially large damage via a Super, a Cross Art, or even Launching/Tag Canceling with your partner to continue. Bison can fit both the point and anchor role on a team quite well, but keep in mind that this is a tag team game. While it is possible for Bison to OCV, it is not recommended, and at some point you will need to switch out. This actually adds to the list of Bison's weaknesses because you are abruptly stopping your offense, which could lead to a serious mistake.
Strengths | Weaknesses |
---|---|
{{{5}}} |
{{{6}}} |
Moves
Normal Attacks
rpdfire
speccancel
speccancel
speccancel
hardknockdown
knockdown vs airborne
crossup
Unique Attacks
Throws
Special Moves
knockdown
proj armor on ex
"Head Stomp"
knockdown vs airborne
hardknockdown on ex
knockdown
knockdown on 2nd hit
low on 5th hit on ex
hardknockdown on 5th hit on ex
Super Combo
Move Analysis
Normal Moves
N/A
Unique Attacks
N/A
Normal Throws
N/A
Special Moves
N/A
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