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| description = | | description = | ||
A really fast low kick. | A really fast low kick. | ||
* A quick low Bison uses in pressure and mixups. Not only can it link into 2LP, but it can be linked into from 2LP, meaning that it's a great button for combos as well and a nice button to have for low confirms. | * A quick low Bison uses in pressure and mixups. Not only can it link into 2LP, but it can be linked into from 2LP, meaning that it's a great button for combos as well and a nice button to have for low confirms. Can confirm into HK Scissor Kicks unlike 5LK but the cancel is very tight. | ||
}} | }} | ||
}} | }} | ||
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* Can blow through fireballs as an RC and can anti air as well, although for closer jumps it can miss on them. | * Can blow through fireballs as an RC and can anti air as well, although for closer jumps it can miss on them. | ||
* Incredibly hard to space, using it raw without RC will most likely get punished. | * Incredibly hard to space, using it raw without RC will most likely get punished. | ||
}} | |||
}} | |||
===== <span class="invisible-header">Head Stomp</span> ===== | |||
{{MoveData | |||
| name = Head Stomp | |||
| subtitle = [2]8+K / Charge D, U+K | |||
| input = Charge {{Motion|d}},{{Motion|u}}+{{Icon-Capcom|K}} | |||
| image = CVS2_Dictator_28K1.png | |||
| caption = | |||
| linkname = Head Stomp | |||
| data = | |||
{{AttackData-CvS2 | |||
| version = | |||
| subtitle = Charge {{Motion|d}},{{Motion|u}}+{{Icon-Capcom|K}} | |||
| damage = 1400 | |||
| stun = 14 | |||
| cancel = None | |||
| guard = High | |||
| parry = High | |||
| startup = 29 | |||
| active = Until Landing | |||
| recovery = 14 | |||
| total = Variable | |||
| advHit = - | |||
| advBlock = - | |||
| invul = None | |||
| description = | |||
Bison leaps in the air and stomps on the opponent's head if he's close. | |||
* The distance Bison goes is determined by the opponent's position during the input. He cannot lock onto the opponent if they choose to move after the input. | |||
* After the Stomp connects, Bison can control his horizontal movement by holding forward or backward, which can make him safe or mix the opponent up a little bit depending on what you want to do afterwards. | |||
* A move that some characters can handle and some that can't. There are certain anti-airs that destroy this move, like invincible DPs or anti-airs with a lot of disjoint. The opponent can also move out of the way and punish the long landing recovery. If the opponent is not expecting it, using stomp can throw them off, and it always keeps them on their toes. | |||
}} | |||
}} | |||
===== <span class="invisible-header">Skull Diver</span> ===== | |||
{{MoveData | |||
| name = Skull Diver | |||
| subtitle = any Punch (after Head Stomp) | |||
| input = {{Icon-Capcom|P}} | |||
| image = CVS2_Dictator_28K2.png | |||
| caption = | |||
| linkname = Skull Diver | |||
| data = | |||
{{AttackData-CvS2 | |||
| version = | |||
| subtitle = Charge {{Motion|d}},{{Motion|u}}+{{Icon-Capcom|P}} | |||
| damage = 1500 | |||
| stun = 15 | |||
| cancel = None | |||
| guard = High | |||
| parry = High | |||
| startup = 22 | |||
| active = Until Landing | |||
| recovery = 14 | |||
| total = Variable | |||
| advHit = +4 | |||
| advBlock = +4 | |||
| invul = None | |||
| description = | |||
Bison quickly does a double handed aerial strike. | |||
* After Stomp connects, Bison can do an additional attack afterwards by simply pressing any punch button. | |||
* Can hit opponents who are trying to anti-air the stomp after blocking or getting hit by it. Makes for a good way to give Stomp some protection. Also plus on block. | |||
}} | |||
}} | |||
===== <span class="invisible-header">Devil Reverse</span> ===== | |||
{{MoveData | |||
| name = Devil Reverse | |||
| subtitle = [2]8+K / Charge D, U+P | |||
| input = Charge {{Motion|d}},{{Motion|u}}+{{Icon-Capcom|P}} | |||
| image = CVS2_Dictator_28P1.png | |||
| caption = Jump Hitbox | |||
| image2 = CVS2_Dictator_28P2.png | |||
| caption2 = Attack Hitbox | |||
| linkname = Devil Reverse | |||
| data = | |||
{{AttackData-CvS2 | |||
| version = | |||
| subtitle = Charge {{Motion|d}},{{Motion|u}}+{{Icon-Capcom|P}} | |||
| damage = 1300 | |||
| stun = 13 | |||
| cancel = None | |||
| guard = High | |||
| parry = High | |||
| startup = 54 (Initial Jump) 40 (Attack Startup) | |||
| active = Until Landing | |||
| recovery = 14 | |||
| total = Variable | |||
| advHit = HKND | |||
| advBlock = 0 | |||
| invul = None | |||
| description = | |||
Bison leaps in the air and then does a somersault aerial strike. | |||
* The distance Bison jumps is the same as Head Stomp. By pressing punch, Bison will jump back and do an additional attack which can also be directed with forward and backward. | |||
* Against someone who is weak to stomps or uses very committing anti-airs as answers to stomps using Devil Reverse works here. It can also cross-up and create some weird interactions. It can avoid anti-airs well because of Bison's back jump but it's not completely invincible. Don't use it too much if you find yourself getting anti-aired a lot from it. | |||
}} | |||
}} | |||
===== <span class="invisible-header">Psycho Banish</span> ===== | |||
{{MoveData | |||
| name = Psycho Banish | |||
| subtitle = 623+P / DP+P | |||
| input = {{Motion|623}}+{{Icon-Capcom|P}} | |||
| image = CVS2_Dictator_623P1.png | |||
| caption = First Hit | |||
| image2 = CVS2_Dictator_623P2.png | |||
| caption2 = Last Hit | |||
| linkname = Psycho Banish | |||
| data = | |||
{{AttackData-CvS2 | |||
| version = LP | |||
| subtitle = {{Motion|623}}+{{Icon-Capcom|LP}} | |||
| damage = 900 | |||
| stun = 9 | |||
| cancel = None | |||
| guard = Mid | |||
| parry = High | |||
| startup = 12 | |||
| active = 2+3+4 | |||
| recovery = 23 | |||
| total = 44 | |||
| advHit = -1 | |||
| advBlock = -1 | |||
| invul = None | |||
| description = | |||
}} | |||
{{AttackData-CvS2 | |||
| header = no | |||
| version = MP | |||
| subtitle = {{Motion|623}}+{{Icon-Capcom|MP}} | |||
| damage = 1200 | |||
| stun = 12 | |||
| cancel = None | |||
| guard = Mid | |||
| parry = High | |||
| startup = 14 | |||
| active = 2+2+2+2 | |||
| recovery = 23 | |||
| total = 44 | |||
| advHit = +1 | |||
| advBlock = +1 | |||
| invul = None | |||
| description = | |||
}} | |||
{{AttackData-CvS2 | |||
| header = no | |||
| version = HP | |||
| subtitle = {{Motion|623}}+{{Icon-Capcom|HP}} | |||
| damage = 1500 | |||
| stun = 15 | |||
| cancel = None | |||
| guard = Mid | |||
| parry = High | |||
| startup = 16 | |||
| active = 2+2+2+2+2 | |||
| recovery = 21 | |||
| total = 47 | |||
| advHit = +1 | |||
| advBlock = +1 | |||
| invul = None | |||
| description = | |||
Bison swipes his fist downwards while creating a wall of Psycho Power. | |||
* Most known for being the reason why Bison's Custom Combo is called Paint the Fence (the motion of the move itself is similar to that of repeatedly painting a fence). When mashed, HP Psycho Banish does insane damage when done repeatedly in a CC. It's also used in Bison's blocked CC as well, and does great guard damage. | |||
* Safe on block but cannot be comboed into (without CC of course). | |||
* Good guard damage and damage overall, nice in blockstrings when RC'd. | |||
* Also eats fireballs if you need some anti-fireball tools without RCs. Super fireballs won't get absorbed. | |||
}} | |||
}} | |||
===== <span class="invisible-header">Bison Warp</span> ===== | |||
{{MoveData | |||
| name = Bison Warp | |||
| subtitle = aka Teleport<br>623/421+2P/2K / DP/RDP+2P/2K | |||
| input = {{Motion|623}}/{{Motion|421}}+{{Icon-Capcom|P}}{{Icon-Capcom|P}}/{{Icon-Capcom|K}}{{Icon-Capcom|K}} | |||
| image = CVS2_Dictator_TP1.png | |||
| caption = Startup | |||
| image2 = CVS2_Dictator_TP2.png | |||
| caption2 = Recovery | |||
| linkname = Bison Warp | |||
| data = | |||
{{AttackData-CvS2 | |||
| version = Any | |||
| subtitle = {{Motion|623}}/{{Motion|421}}+{{Icon-Capcom|P}}{{Icon-Capcom|P}}/{{Icon-Capcom|K}}{{Icon-Capcom|K}} | |||
| damage = - | |||
| stun = - | |||
| cancel = None | |||
| guard = - | |||
| parry = - | |||
| startup = 61 | |||
| active = - | |||
| recovery = 17 | |||
| total = 78 | |||
| advHit = - | |||
| advBlock = - | |||
| invul = 16 Frames (full body) | |||
| description = | |||
Bison takes a pose then teleports. | |||
* Using a regular DP motion will make Bison teleport forwards, and using a reverse DP motion teleports him backwards. Using 2 punches will make him travel a short distance forward and using 2 kicks will make him travel to the other side of the screen. | |||
* Good for escaping the corner/pressure, Bison has startup invul and it lasts until the main recovery of the teleport. However, it can be punished hard if the opponent reads where you will go. | |||
}} | }} | ||
}} | }} |
Revision as of 05:57, 14 August 2022
Introduction
Story
M. Bison, known in Japan as Vega, known as Dictator worldwide, is the big bad villain of the Street Fighter franchise. Almost nothing is known of his origin, not even what country he's from. All we know is that he grew up as a skilled martial artist learning an art called Soul Power. Bison saught more and more power however, and once he mastered Soul Power, he went on to kill his master. Before his masters death, he learned the secret art of Psycho Power from him. As Bisons strength grew, now infused with Psycho Power, he wanted to find all of the fighters in the world, defeat them, and learn their techniques. In his quest to do this, he formed Shadaloo, a criminal organization focused on money before anything else. Through Shadaloo, he finds and defeats many fighters. He fought Gouken, though he learned nothing as Gouken defeated him with simple strikes. He fought Charlie Nash, and defeated him. He fought Chun-Li and defeated her. He even beat Akuma up pretty badly. Even Ryu, in an epic showdown, lost to M. Bison. Ryu was then put under mind control, as the Satsui no Hado is a very similar power to Psycho Power. However, with the help of Ken, Sakura, and Sagat, who had changed his mind on working for Shadaloo after seeing M. Bison control Ryu, Ryu was freed and defeated M. Bison... for now.
Gameplay
Bison is one of the most infamous top tiers in CvS2. His powerful control of neutral, strong mobility, scary pressure, great hitconfirms, and annoying roll cancels make dealing with him a pain. He has great pokes and footsies buttons, like his 2MK, 5MP, 2MP, 2HP, and his infamous 2HK slide. Psycho Crusher, Scissor Kicks, and Head Stomp all make for very annoying and powerful roll cancels to force the opponent to deal with. Bison also doesn't lack in damage, with plenty of confirms into Scissor Kicks or into his supers.
What truly makes Bison scary though is his amazing synergy with the best Groove in the game, A-Groove. Bison has the most versatile and useful tools for Custom Combo in the game, and his infamous Paint the Fence Custom Combo deals ridiculously high damage and can secure a round or just a life lead quickly. Bison can use CC as a reversal, as an offensive mixup with his throw, as a combo extender after Scissor Kicks, and as a situational combo extender. He has more ways to utilize CC than anyone else, and likely has the best CC in the game as well. Mixed with the above strengths, M. Bison is a mainstay on every high level A-Groove team, and is a terrifyingly powerful top tier.
Groove Selection
Best - A: While Bison isn't necessarily weak in other Grooves, his synergy with A-Groove makes A-Bison comfortably the best version of Bison. A-Groove already comes with plenty of versatile tools like roll and Alpha Counter, but Custom Combo is the real juice here. Bison's infamous CC, Paint the Fence, does ridiculous damage. If that wasn't enough, Bison has more ways to use this CC than any other character, giving him the best usage of an already incredibly powerful mechanic. If A-Bison has a full bar of meter, the opponent is scared for their life, regardless of the life lead or time remaining. A-Bison can always win with meter on his side. The threat of being hit by Bison's CC at any moment gives Bison really strong leverage in any given situation.
Useful - C/K/N/P: To some extent, Bison is useful in all of these Grooves. C-Bison is probably the most useful besides A. Bison can utilize C-Grooves level 2 cancels very well, and has some very flashy combos after Scissor Kicks into his Mega Pyscho Crusher super. He can also end in super fairly often thanks to C-Grooves versatile meter. K-Bison is a lot more unique, with a run and hop to make his offense a lot scarier. Bison has lots of ways to build charge while confirming, so it isn't impossible to link into normals for long enough to charge a Scissor Kick ender. Rage allows him to end in a level 3 Mega Psycho Crusher for massive damage. Lack of rolls removes some of his more annoying tools though. N-Bison gets the movement and the rolls, but his damage is a lot lower in exchange for more consistent super enders and arguably the best offense besides A-Bison. P-Bison seems weak, since he requires charge to punish anything, until you realize that his 2HK is incredibly fast and will likely reach in time to punish whatever you parried. Close parries can lead into more realistic hitconfirms into Scissor Kicks as well, but similar to N, his damage is notably lower than all the other Grooves.
Worst - S: S-Bison isn't necessarily bad, as it's still Bison. However, you have to grapple with S-Grooves limited mechanics, and Bison is notably a lot lower damage even with the infinite level 1 supers. His dodge attacks are pretty good, and can definitely make use of run and short hop to get in some good pressure, but due to S-Groove's very limited subsystems, Bison cannot do as well as he can in other grooves, although he is still a very strong character and one of the best S-Groove characters available.
M. Bison (Dictator) is a high damage combo character with incredible neutral tools that can annoy the opponent into a commital mistake, which he can punish with his best-in-class Custom Combo, Paint the Fence. His only real weakness is his reliance on meter for big damage. Bison is best played in A-Groove. |
|
Pros | Cons |
|
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THIS PAGE IS STILL A WORK IN PROGRESS
Normal Moves
Far Normals
5LP
5MP
5HP
5LK
5MK
5HK
Close Standing Normals
clLP
clMP
clHP
clLK
clMK
clHK
Crouching Normals
2LP
2MP
2HP
2LK
2MK
2HK
Jumping Normals
nj.LP
nj.MP
nj.HP
nj.LK
nj.MK
nj.HK
j.LP
j.MP
j.HP
j.LK
j.MK
j.HK
Command Normals
Double Psycho Strike
Throws
X
X
Special Moves
Psycho Crusher
Scissor Kick
Head Stomp
Damage | Stun | Cancel | Guard | Parry | Startup | Active | Recovery | Total | Adv Hit | Adv Block | Invul |
---|---|---|---|---|---|---|---|---|---|---|---|
1400 | 14 | None | High | High | 29 | Until Landing | 14 | Variable | - | - | None |
Bison leaps in the air and stomps on the opponent's head if he's close.
|
Skull Diver
Damage | Stun | Cancel | Guard | Parry | Startup | Active | Recovery | Total | Adv Hit | Adv Block | Invul |
---|---|---|---|---|---|---|---|---|---|---|---|
1500 | 15 | None | High | High | 22 | Until Landing | 14 | Variable | +4 | +4 | None |
Bison quickly does a double handed aerial strike.
|
Devil Reverse
Damage | Stun | Cancel | Guard | Parry | Startup | Active | Recovery | Total | Adv Hit | Adv Block | Invul |
---|---|---|---|---|---|---|---|---|---|---|---|
1300 | 13 | None | High | High | 54 (Initial Jump) 40 (Attack Startup) | Until Landing | 14 | Variable | HKND | 0 | None |
Bison leaps in the air and then does a somersault aerial strike.
|
Psycho Banish
Bison Warp
Super Moves
Scissor Kick Nightmare
Colors