Street Fighter 2: Hyper Fighting/M. Bison

From SuperCombo Wiki

Introduction

Moves List

Normal Moves

Special Moves

Psycho Crusher: Hold Back for at least 2 seconds, then Forward + Punch (Hold 4 for at least 1 second, then 6 + Punch).

Scissors Kick: Hold Back for at least 3 seconds, then Forward + Kick (Hold 4 for at least 1 second, then 6 + Kick). Note the 3 second charge, rather than the usual 2 second charge. This is the only special move in HF that requires a longer than usual charge.

Head Press: Hold Down for at least 1 second, then Up + Kick (Hold 2 for at least 1 second, then 8 + Kick). M.Bison's flight can be controlled to an extent after he stomps on his opponent.

Somersault Skull Diver: After Head Press, tap any Punch.

The Basics

Advanced Strategy

Match-ups

Vs. Balrog (boxer):

Vs. Blanka:

Vs. Chun-Li:

Vs. Dhalsim:

Vs. E. Honda:

Vs. Guile:

Vs. Ken:

Vs. M. Bison (dictator-self):

This is the stupidest fight in the game. M.Bison fears his own Psycho Crusher, and if it is used at the correct time, he has no answer for it. When fighting M.Bison vs. M.Bison, there is an algorithm that one can use, and whoever deviates from the pattern first loses.

The pattern is simple: Jump back into the corner repeatedly while pressing Hard Kick (Roundhouse). Once the other M.Bison moves to winthin half to one-third of a screen's distance from you on the ground, use a Hard Punch (Fierce) Psycho Crusher. Since the other M.Bison is walking forward, he will be unable to use any special moves on you. And unless you're fighting the CPU, he will be unable to reaction boot kick you (Hard Kick/Roundhouse) you out of your Psycho Crusher. He will either be forced to block it, get hit by it and subsequently knocked down, or jump over it, taking no damage. You get the advantage on all 3 scenarios. Once you recover from the Psycho Crusher, continue to jump backwards into the other corner and repeat.

The weakest part of this pattern is as soon as the round starts. At this distance, both M.Bisons need to guess what the other is going to do. Both want to establish the pattern, but neither wants the other to start it either. Whoever guesses correctly at the start and damages their opponent first will win.

For example, 1P M.Bison thinks that 2P M.Bison is going to jump backwards at the start, which is what he wants to do, so 1P does a HP Psycho Crusher immediately to hit 2P M.Bison on his way back. 2P M.Bison anticipates this and performs a MK Double Knee Press instead which, at that distance, will beat the Psyco Crusher cleanly. 1P M.Bison is now knocked down and is behind on life. 2P M.Bison is now free to jump backwards and establish the pattern.

There also needs to be care not to perform the Psyco Crusher against another M.Bison unless your backed up in the corner and when he's within one-third to half a screen away from you. If you perform the Psyco Crusher too far out in the open, you'll recover too close to the other M.Bison when you land, and you can be more easily hit/thrown. If performed when your back is in the corner, you'll travel nearly the entire playing field, and will be too far away for the other M.Bison to damage you in any real fashion.

After the initial jockeying for the pattern is established, whoever has the lead on life when the pattern is started will win. It is *tremendously* difficult for M.Bison to come from behind against this pattern. At that point, it's pretty much a matter of skill and experience rather than any set strategy.

Vs. Ryu:

Vs. Sagat:

Vs. Vega (claw):

Vs. Zangief: