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* '''Neutral:''' Between multiple strong buttons, a fast and high jump, plenty of annoying roll cancels, and more than enough ways to punish a fireball, Bison is a strong character in neutral | * '''Neutral:''' Between multiple strong buttons, a fast and high jump, plenty of annoying roll cancels, and more than enough ways to punish a fireball, Bison is a strong character in neutral | ||
* '''Combos:''' Bison has very consistent combo routes that can be confirmed into Custom Combo, and while the damage is low, they will always cause a knockdown | * '''Combos:''' Bison has very consistent combo routes that can be confirmed into Custom Combo, and while the damage is low, they will always cause a knockdown | ||
* '''Pressure:''' With the right spacing, Scissor Kicks | * '''Pressure:''' With the right spacing, Scissor Kicks can give Bison some great guard break pressure and can bully the opponent in the corner | ||
* '''Custom Combo:''' When it comes to Custom Combos, nobody does it better than Bison. His Paint the Fence combo does ridiculous damage, racking up to 10k in a lot of situations, and he has more than enough ways to combo into it. Not only is it damaging but it is more versatile than any other CC, as he can not only do it raw but can confirm into it from many different confirms and moves that leave the opponent remotely in the air | * '''Custom Combo:''' When it comes to Custom Combos, nobody does it better than Bison. His Paint the Fence combo does ridiculous damage, racking up to 10k in a lot of situations, and he has more than enough ways to combo into it. Not only is it damaging but it is more versatile than any other CC, as he can not only do it raw but can confirm into it from many different confirms and moves that leave the opponent remotely in the air | ||
* '''Supers:''' If Bison is not in A-Groove, he can still threaten very high damage. His Super Psycho Crusher does massive damage and can be confirmed into quite easily | * '''Supers:''' If Bison is not in A-Groove, he can still threaten very high damage. His Super Psycho Crusher does massive damage and can be confirmed into quite easily | ||
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| description = | | description = | ||
A slower aerial punch. | A slower aerial punch. | ||
* Has a unique property where if an aerial opponent gets hit it causes a hard knockdown, causing them to fall down instead of recover normally. In tandem with his Double Psycho Strike followup, Bison can confirm into CC, or | * Has a unique property where if an aerial opponent gets hit it causes a hard knockdown, causing them to fall down instead of recover normally. In tandem with his Double Psycho Strike followup, Bison can confirm into CC, or Mega Psycho Crusher if CC isn't available to him. | ||
}} | }} | ||
}} | }} | ||
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* Can be done after j.MP without making contact, creating an extra move to protect Bison in his back jumps. | * Can be done after j.MP without making contact, creating an extra move to protect Bison in his back jumps. | ||
* Has the same air knockdown property as j.MP. | * Has the same air knockdown property as j.MP. | ||
* Usually confirms into either Custom Combo or | * Usually confirms into either Custom Combo or Mega Psycho Crusher depending on groove. | ||
}} | }} | ||
}} | }} | ||
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* 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. | * 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). | * Safe on block but cannot be comboed into (without CC of course). | ||
* Good guard damage and damage overall | * LP version is a good meterbuild option. | ||
* Good guard damage and damage overall. | |||
* Also eats fireballs if you need some anti-fireball tools without RCs. Super fireballs won't get absorbed. | * Also eats fireballs if you need some anti-fireball tools without RCs. Super fireballs won't get absorbed. | ||
}} | }} | ||
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{{MoveData | {{MoveData | ||
| name = Scissor Kick Nightmare | | name = Scissor Kick Nightmare | ||
| input = Charge {{Motion|b}},{{Motion|f}}{{Motion|b}}{{Motion|f}}+{{Icon-Capcom| | | input = Charge {{Motion|b}},{{Motion|f}}{{Motion|b}}{{Motion|f}}+{{Icon-Capcom|K}} | ||
| subtitle = [4]646+ | | subtitle = [4]646+K / Charge B, F, B, F+K | ||
| image = CVS2_Dictator_4646K1.png | | image = CVS2_Dictator_4646K1.png | ||
| caption = First Hit | | caption = First Hit | ||
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| data = | | data = | ||
{{AttackData-CvS2 | {{AttackData-CvS2 | ||
| version = Charge {{Motion|b}},{{Motion|f}}{{Motion|b}}{{Motion|f}}+{{Icon-Capcom| | | version = Charge {{Motion|b}},{{Motion|f}}{{Motion|b}}{{Motion|f}}+{{Icon-Capcom|LK}} | ||
| subtitle = | | subtitle = | ||
| damage = | | damage = 2800 | ||
| stun = 0 | | stun = 0 | ||
| cancel = None | | cancel = None | ||
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| parry = High | | parry = High | ||
| startup = 8 | | startup = 8 | ||
| active = | | active = 4+11 [16] 4+5 | ||
| recovery = | | recovery = 22 | ||
| total = | | total = 70 | ||
| advHit = HKND | | advHit = HKND | ||
| advBlock = | | advBlock = -3 | ||
| invul = | | invul = 5 (Full) | ||
| description = | | description = | ||
Bison performs two Scissor Kicks. | Bison performs two Scissor Kicks. | ||
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{{AttackData-CvS2 | {{AttackData-CvS2 | ||
| header = no | | header = no | ||
| version = Charge {{Motion|b}},{{Motion|f}}{{Motion|b}}{{Motion|f}}+{{Icon-Capcom| | | version = Charge {{Motion|b}},{{Motion|f}}{{Motion|b}}{{Motion|f}}+{{Icon-Capcom|MK}} | ||
| subtitle = | | subtitle = | ||
| damage = | | damage = 4000 | ||
| stun = 0 | | stun = 0 | ||
| cancel = SP/SU | | cancel = SP/SU | ||
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| parry = High | | parry = High | ||
| startup = 8 | | startup = 8 | ||
| active = | | active = 4+11 [16] 4+5 [6] 18 | ||
| recovery = | | recovery = 8 | ||
| total = | | total = 70 | ||
| advHit = HKND | | advHit = HKND | ||
| advBlock = | | advBlock = -2 | ||
| invul = | | invul = 14 (Full) | ||
| description = | | description = | ||
Bison performs two Scissor Kicks and ends in a slide. | Bison performs two Scissor Kicks and ends in a slide. | ||
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{{AttackData-CvS2 | {{AttackData-CvS2 | ||
| header = no | | header = no | ||
| version = Charge {{Motion|b}},{{Motion|f}}{{Motion|b}}{{Motion|f}}+{{Icon-Capcom| | | version = Charge {{Motion|b}},{{Motion|f}}{{Motion|b}}{{Motion|f}}+{{Icon-Capcom|HK}} | ||
| subtitle = | | subtitle = | ||
| damage = | | damage = 5800 | ||
| stun = 0 | | stun = 0 | ||
| cancel = None | | cancel = None | ||
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| parry = High | | parry = High | ||
| startup = 8 | | startup = 8 | ||
| active = | | active = 4+11 [16] 4+5 [6] 2 [8] 2+2+2 [8] 5 | ||
| recovery = | | recovery = 52 | ||
| total = | | total = 135 | ||
| advHit = HKND | | advHit = HKND | ||
| advBlock = | | advBlock = -13 | ||
| invul = | | invul = 22 (Full) | ||
| description = | | description = | ||
Bison performs two Scissor Kicks and ends by kicking the opponent away. | Bison performs two Scissor Kicks and ends by kicking the opponent away. | ||
* placeholder | |||
}} | |||
}} | |||
=== <span class="invisible-header">Mega Psycho Crusher</span> === | |||
{{MoveData | |||
| name = Mega Psycho Crusher | |||
| input = Charge {{Motion|b}},{{Motion|f}}{{Motion|b}}{{Motion|f}}+{{Icon-Capcom|P}} | |||
| subtitle = [4]646+P / Charge B, F, B, F+P | |||
| image = CVS2_Dictator_4646P.png | |||
| caption = | |||
| linkname = Mega Psycho Crusher | |||
| data = | |||
{{AttackData-CvS2 | |||
| version = Level 3/MAX Only<br>Charge {{Motion|b}},{{Motion|f}}{{Motion|b}}{{Motion|f}}+{{Icon-Capcom|P}} | |||
| subtitle = | |||
| damage = 6400 | |||
| stun = 0 | |||
| cancel = None | |||
| guard = Mid | |||
| parry = High | |||
| startup = 8 | |||
| active = Until Bison Reaches the Corner | |||
| recovery = 16 | |||
| total = Varies | |||
| advHit = HKND | |||
| advBlock = -40 | |||
| invul = 22 (Full) | |||
| description = | |||
Bison performs a far more powerful Psycho Crusher. | |||
* placeholder | * placeholder | ||
}} | }} |
Revision as of 15:56, 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. |
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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.
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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.
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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.
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Psycho Banish
Bison Warp
Super Moves
Scissor Kick Nightmare
Mega Psycho Crusher
Colors