Street Fighter 2: Champion Edition/M. Bison (dictator)

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Sf2ceMBison.gif


Introduction

Start Default
Mbison-mp.gif Mbison-old1.gif

Moves List

Normal Moves

Deadly Throw: close, f + Medium or Hard Punch

Special Moves

Psycho Crusher: b~f + Punch

Scissor Knee: b~f + Kick

Head Stomp: d~u + Kick

Somersault Skull Driver: above move, Punch

The Basics

Anti Air: jumping Low Kick

High Poke: standing Medium Kick

Low Poke: crouching Medium Kick

Combos

  • s.LP xx Psycho Crusher
  • cross up j.HK,cr.LP x1-2,s.LP xx MK Scissor Knee,link cr.MP,s.MK

Hitboxes

Note: All frame data gathered by using the method described at http://code.google.com/p/macrolua/wiki/FrameDataExamples. Some differs from TAkiba's, and is noted by a *.


Standing Moves

  • Standing Jab:
Damage 4 Sf2hf-dictador-lp-1-4.png Sf2hf-dictador-lp-5-8.png Sf2hf-dictador-lp-1-4.png
Rnd Dmg Table 0x020
Stun 1~7
Stun Timer 40
Chain Cancel Yes
Special Cancel Yes
On Hit +5
Frame Count 4 4 5
  • Standing Strong:
Damage 18 Sf2hf-dictador-mp-1-3.png Sf2hf-dictador-mp-4-7.png Sf2hf-dictador-mp-8-11.png Sf2hf-dictador-mp-12-20.png
Rnd Dmg Table 0x020
Stun 5~11
Stun Timer 60
Chain Cancel No
Special Cancel No
On Hit +6
Frame Count 3 4 4 9
Simplified 7 4 9*
  • Standing Fierce:
Damage 26 Sf2hf-dictador-mp-1-3.png Sf2hf-dictador-mp-4-7.png Sf2hf-dictador-hp10-15.png Sf2hf-dictador-mp-12-20.png
Rnd Dmg Table 0x020
Stun 11~17
Stun Timer 80
Chain Cancel No
Special Cancel No
On Hit -3
Frame Count 5 4 6 20
Simplified 9 6 20
  • Standing Short:
Damage 8 Sf2hf-dictador-slk1-3.png Sf2hf-dictador-slk4-5.png Sf2hf-dictador-slk6-9.png Sf2hf-dictador-slk4-5.png Sf2hf-dictador-slk1-3.png
Rnd Dmg Table 0x020
Stun 1~7
Stun Timer 40
Chain Cancel No
Special Cancel No
On Hit +5
Frame Count 3 2 4 4 1
Simplified 5 4 5
  • Standing Forward:
Damage 16 Sf2hf-dictador-slk1-3.png Sf2hf-dictador-slk4-5.png Sf2hf-dictador-smk.png Sf2hf-dictador-slk4-5.png Sf2hf-dictador-slk1-3.png
Rnd Dmg Table 0x020
Stun 5~11
Stun Timer 60
Chain Cancel No
Special Cancel No
On Hit +5
Frame Count 4 3 5 8 1
Simplified 7 5 9
  • Standing Roundhouse:
Damage 24 Sf2hf-dictador-slk1-3.png Sf2hf-dictador-slk4-5.png Sf2hf-dictador-shk.png Sf2hf-dictador-slk4-5.png Sf2hf-dictador-slk1-3.png
Rnd Dmg Table 0x020
Stun 11~17
Stun Timer 80
Chain Cancel No
Special Cancel No
On Hit -1
Frame Count 4 5 6 17 1
Simplified 9 6 18

Crouching Moves

  • Crouching Jab:
Damage 4 Sf2hf-dictador-clp-sup.png Sf2hf-dictador-clp-sup2.png Sf2hf-dictador-clp-a.png Sf2hf-dictador-clp-sup.png
Rnd Dmg Table 0x020
Stun 1~7
Stun Timer 40
Chain Cancel Yes
Special Cancel Yes
On Hit +6
Frame Count 2 2 4 4
Simplified 4 4 4
  • Crouching Strong:
Damage 18 Sf2hf-dictador-clp-sup.png Sf2hf-dictador-clp-sup2.png Sf2hf-dictador-cmp-a.png Sf2hf-dictador-clp-sup.png
Rnd Dmg Table 0x020
Stun 5~11
Stun Timer 60
Chain Cancel No
Special Cancel No
On Hit +6
Frame Count 3 2 4 9
Simplified 5 4 9*
  • Crouching Fierce:
Damage 26 Sf2hf-dictador-clp-sup.png Sf2hf-dictador-clp-sup2.png Sf2hf-dictador-chp-a.png Sf2hf-dictador-clp-sup.png
Rnd Dmg Table 0x020
Stun 11~17
Stun Timer 80
Chain Cancel No
Special Cancel No
On Hit -3
Frame Count 5 4 6 20
Simplified 9 6 20
  • Crouching Short:
Damage 8 Sf2hf-dictador-clk-sup.png Sf2hf-dictador-clk-a.png Sf2hf-dictador-clk-sup.png
Rnd Dmg Table 0x020
Stun 1~7
Stun Timer 40
Chain Cancel No
Special Cancel No
On Hit +5
Frame Count 5 4 5

Hits low.

  • Crouching Forward:
Damage 16 Sf2hf-dictador-clk-sup.png Sf2hf-dictador-cmk-a.png Sf2hf-dictador-clk-sup.png
Rnd Dmg Table 0x020
Stun 5~11
Stun Timer 60
Chain Cancel No
Special Cancel No
On Hit +6
Frame Count 5 8 5

Hits low.

  • Crouching Roundhouse:
Damage 24 Sf2hf-dictador-chk-sup.png Sf2hf-dictador-chk-a.png Sf2hf-dictador-clk-sup.png
Rnd Dmg Table 0x020
Stun 5~11
Stun Timer 130
Chain Cancel No
Special Cancel No
On Hit KD
On Block -22
Frame Count 7 29 17

Hits low. Slides roughly 3/4 the screen, knocking down on hit. Extremely unsafe unless connecting very late in the active frames.

Aerial Moves

  • Neutral/Diagonal Jumping Jab:
Damage 8/7 Sf2hf-dict-nj-sup.png Sf2hf-dict-nj-lp.png Sf2hf-dict-nj-sup.png Sf2hf-dict-nj-f.png
Rnd Dmg Table 0x020
Stun 1~7
Stun Timer 40
Special Cancel No
Frame Count 2 40 6
Simplified 2 40
  • Neutral/Diagonal Jumping Strong:
Damage 16/14 Sf2hf-dict-nj-sup.png Sf2hf-dict-nj-mp.png Sf2hf-dict-nj-sup.png Sf2hf-dict-nj-f.png
Rnd Dmg Table 0x020
Stun 5~11
Stun Timer 60
Special Cancel No
Frame Count 3 20 6
Simplified 3 20
  • Neutral Jumping Fierce:
Damage 24 Sf2hf-dict-nj-sup.png Sf2hf-dict-nj-hp.png Sf2hf-dict-nj-sup.png Sf2hf-dict-nj-f.png
Rnd Dmg Table 0x020
Stun 11~17
Stun Timer 80
Special Cancel No
Frame Count 5 8 6
Simplified 5 8
  • Diagonal Jumping Fierce:
Damage 22 Sf2hf-dict-nj-sup.png Sf2hf-dict-dj-hp.png Sf2hf-dict-nj-sup.png Sf2hf-dict-nj-f.png
Rnd Dmg Table 0x020
Stun 11~17
Stun Timer 80
Special Cancel No
Frame Count 5 8 6
Simplified 5 8
  • Neutral Jumping Short:
Damage 10 Sf2hf-dict-nj-lk.png Sf2hf-dict-nj-lk2.png Sf2hf-dict-nj-f.png
Rnd Dmg Table 0x020
Stun 1~7
Stun Timer 40
Special Cancel No
Frame Count 2 40
  • Neutral Jumping Forward:
Damage 18 Sf2hf-dict-nj-mk-sup.png Sf2hf-dict-nj-lk.png Sf2hf-dict-nj-mk.png Sf2hf-dict-nj-f.png
Rnd Dmg Table 0x020
Stun 5~11
Stun Timer 60
Special Cancel No
Frame Count 1 2 20
Simplified 3 20
  • Neutral Jumping Roundhouse:
Damage 26 Sf2hf-dict-nj-mk-sup.png Sf2hf-dict-nj-lk.png Sf2hf-dict-nj-hk.png Sf2hf-dict-nj-f.png
Rnd Dmg Table 0x020
Stun 11~17
Stun Timer 80
Special Cancel No
Frame Count 3 2 8
Simplified 5 8
  • Diagonal Jumping Short:
Damage 8 Sf2hf-dict-dj-k-sup.png Sf2hf-dict-dj-lk.png Sf2hf-dict-dj-k-sup.png Sf2hf-dict-nj-f.png
Rnd Dmg Table 0x020
Stun 1~7
Stun Timer 40
Special Cancel No
Frame Count 2 40 5
Simplified 2 40
  • Diagonal Jumping Forward:
Damage 16 Sf2hf-dict-dj-k-sup.png Sf2hf-dict-dj-mk.png Sf2hf-dict-dj-k-sup.png Sf2hf-dict-nj-f.png
Rnd Dmg Table 0x020
Stun 5~11
Stun Timer 60
Special Cancel No
Frame Count 3 20 5
Simplified 3 20
  • Diagonal Jumping Roundhouse:
Damage 24 Sf2hf-dict-dj-k-sup.png Sf2hf-dict-dj-hk.png Sf2hf-dict-dj-k-sup.png Sf2hf-dict-nj-f.png
Rnd Dmg Table 0x020
Stun 11~17
Stun Timer 80
Special Cancel No
Frame Count 5 8 5
Simplified 5 8

Throws

M.Bison can only throw with Strong and Fierce. He has no kick throws.

  • Deadly Throw: (←/→ + Strong/Fierce)
Damage 32 Sf2hf-dict-throw.png
Stun 7~13
Stun Timer 99
Range (from axis) 52
Range advantage 24

Both punch throws are the same.


Special Moves

Psycho Crusher: (Charge ←, →, P) [charge time: 59f]

  • Startup:
Sf2hf-dict-dj-pc-sup1.png Sf2hf-dict-dj-pc-sup2.png Sf2hf-dict-dj-pc-sup3.png Sf2hf-dict-dj-pc-sup4.png
Frame Count 2 2 2 7
Simplified 13
  • Active part 1:
    • Jab Version: This happens 2 times.
    • Strong Version: This happens 3 times.
    • Fierce Version: This happens 5 times.
Damage (Jab) 24 Sf2hf-dict-dj-pc-a1.png Sf2hf-dict-dj-pc-a2.png Sf2hf-dict-dj-pc-a3.png Sf2hf-dict-dj-pc-a4.png
Damage (Strong) 26
Damage (Fierce) 28
Random dmg table 0x040
Stun 13~19
Stun Timer 120
Frame Advantage KD
Frame Count 3 3 3 3
Simplified 12
  • Active part 2:
    • Jab Version:
Sf2hf-dict-dj-pc-a1.png Sf2hf-dict-dj-pc-a2.png Sf2hf-dict-dj-pc-a3.png
Frame Count 3 3 2
Simplified 8
    • Strong Version: No extra animation.
    • Fierce Version:
Sf2hf-dict-dj-pc-a1.png
Frame Count 2
  • Recovery:
Sf2hf-dict-dj-pc-sup4.png Sf2hf-dict-dj-pc-rec2.png Sf2hf-dict-dj-pc-rec3.png
Frame Count 4 5 7
Simplified 16

Japanese Champion Edition tuned down the special, this is still a really good move if used correctly.

LP Psycho Crusher is good chipping tool and fairly safe to use. MP Psycho Crusher can set up tick throws and crossing up folks who are getting up. HP Psycho Crusher is good at chasing people down, trading with projectiles up close, getting far away from the corner. It's also really good at hitting people from behind, either as they're getting up or coming down from a jump, since his legs can hit. HP Psycho Crusher is only somewhat safe if you do it when your opponent is far away from the corner though, and even then, some characters can still turn around and smack you before you land. Some characters can even hit you -in-between- the blocked hits of the Psycho Crusher, though in my 13 or so years of playing this game, I've only seen this occur -once-.
Bison's only special move with invincibility, though only 2 frames.


Double Knee Press: (Charge ←, →, K) [charge time: 107f]

  • Startup:
Sf2hf-dict-dj-sk-sup2.png Sf2hf-dict-dj-sk-sup3.png Sf2hf-dict-dj-sk-sup4.png
Frame Count 2/3/4 3 3
Simplified 8/9/10
  • Active:
Damage (Jab) 24,16 Sf2hf-dict-dj-sk-a1.png Sf2hf-dict-dj-sk-a2.png Sf2hf-dict-dj-sk-a3.png
Damage (Strong) 26,16
Damage (Fierce) 28,16
Random dmg table 0x020
Stun 13~19,1~7
Stun Timer 120,50
Frame Advantage +4/+3/+2
Frame Count 8 8 1
Simplified 17
  • Recovery:
Sf2hf-dict-dj-sk-rec.png
Frame Count 10/11/12

Notes: Another move that has been severely toned down from Champion Edition, even more so than the Psycho Crusher, this is still Bison's main attack move. He no longer gets frame advantage after it and can no longer combo after it, but it's still his best method of keeping pressure on the opponent. A MK Double Knee Press, followed by c.MK, s.MK, MK Double Knee Press is still decently good pressure. You ca draw out retaliation attacks after the c.MK, either by doing c.LP or doing nothing. All versions of the Double Knee Press are relatively safe if you do them from far away, which is the only place you should be doing them. c.LP x 2, s.LP, MK Double Knee Press is M.Bison's most damaging and most reliable combo to perform when an opponent is dizzy. Don't use this attack against a crouch-blocking Blanka, since his sprite is so low to the ground that only one hit connects really fast and it will throw off your timing.


Head Stomp: (Charge ↓, ↑, K) [charge time: 59f]

  • Startup:
Sf2hf-dict-dj-hs1.png Sf2hf-dict-dj-hs2.png Sf2hf-dict-dj-hs3.png Sf2hf-dict-dj-hs4.png
Frame Count 2 12 8 8
Simplified 30
  • Active:
  • Short Version:
Damage 14 Sf2hf-dict-dj-hs-lk.png
Random dmg table 0x020
Stun 11~17
Stun Timer 60
Frame Count
  • Forward/Roundhouse Version:
Damage (Frwrd) 16 Sf2hf-dict-dj-hs-mkhk.png
Damage (Rh) 18
Random dmg table 0x020
Stun 11~17
Stun Timer 60
Frame Count
  • Bounce/Recovery:
Sf2hf-dict-dj-hs-if1.png Sf2hf-dict-dj-hs-if2.png Sf2hf-dict-dj-hs-if1.png Sf2hf-dict-dj-hs-rec1.png Sf2hf-dict-dj-hs-rec2.png Sf2hf-dict-dj-hs-rec3.png Sf2hf-dict-dj-hs2.png Sf2hf-dict-dj-hs1.png
Frame Count 7 (IF) 7 (IF) + 1 6 6 6 6 6

Your main anti-projectile move. Use it to safely counter the projectiles of Ken, Dhalsim, or Chun-li on reaction from a full-screen away, which is where you'll be using this most of the time. You can counter Ryu or Sagat's with it, but only if you anticipate and launch the moment you see them throw their projectile. Guile's projectile cannot be reliably countered with this attack if you're at full screen - he may not be able to counter you back, but he should be able to block. The Head Press has some use as a low move counter in close, but only rarely, and not against anyone who has an instantaneous anti-air.


Somersault Skull Diver: (P, during the Bounce/Recovery animation of Head Stomp)

  • Jab Version:
Damage 22 Sf2hf-dict-dj-sd-sup.png Sf2hf-dict-dj-sd-lp.png Sf2hf-dict-dj-hs1.png
Random dmg table 0x060
Stun 11~17
Stun Timer 60
Frame Count 3 6
  • Strong Version:
Damage 24 Sf2hf-dict-dj-sd-sup.png Sf2hf-dict-dj-sd-mp.png Sf2hf-dict-dj-sd-sup.png Sf2hf-dict-dj-hs2.png Sf2hf-dict-dj-hs1.png
Random dmg table 0x060
Stun 11~17
Stun Timer 60
Frame Count 4 20 6 6
  • Fierce Version:
Damage 26 Sf2hf-dict-dj-sd-sup.png Sf2hf-dict-dj-sd-hp.png Sf2hf-dict-dj-sd-sup.png Sf2hf-dict-dj-hs2.png Sf2hf-dict-dj-hs1.png
Random dmg table 0x060
Stun 11~17
Stun Timer 60
Frame Count 6 8 6 6

The follow up to the Head Press is a very useful move. You can combo off of it if you land it deep enough. It's also great for goading certain people, especially characters with air throws - after a blocked Head Press, you should NEVER EVER be air thrown out of this, since you can -always- smack them before they reach you. It's great against characters who don't have instantaneous anti-air, or characters' whose anti-air doesn't hit behind.

Misc Animations

Walk back Neutral Walk Fwd Crouch
Sf2hf-dict-bwd.png Sf2hf-dict-neutral.png Sf2hf-dict-fwd.png Sf2hf-dict-cr.png
  • Standing reel:
Sf2hf-dict-hr1.png Sf2hf-dict-hr2.png Sf2hf-dict-hr3.png
  • Standing gut reel:
Sf2hf-dict-gr1.png Sf2hf-dict-gr2.png
  • Crouching reel:
Sf2hf-dict-cr1.png Sf2hf-dict-cr2.png
  • Dizzy:
Sf2hf-dict-dizzy3.png Sf2hf-dict-dizzy2.png Sf2hf-dict-dizzy1.png

Advanced Strategy

He is of the top 4 fighters along with Guile,Sagat and Ryu.

Its the "ultimate poking" and rushdown gameplan one,also can be a nice turtler, and his crouching Roundhouse its a decent rushdown move for pressure and push the opponent in the corner for his "Corner Trap" Double Knee Press Loop and redizzy combos.

Your objetive as Dictador is about poke and charge to release your Psycho Crusher to push the opponent to the corner and use your Corner Trap or redizzy combos.

His standing normals are fast and had nice range for poking games,you main one will be standing Short and Forward,at had more varied jumpin attacks than his subordinates,jumpin diagonal kicks are the best for pressure and air-to-air,crouching ones had good range too, crouching Jab is your main RFWA and you can make a 2-in-1 Psycho Crusher for wake up games with your crouching Roundhouse that is your best one,and also alternate with your standing Jab.

Also Head Press is a decent overhead special against projectile spammers, but with a bad recovery that his follow up can be countered with an air throw or anti air or a decent jumpin attack with long rage. Double Knee Press its his main special move for rapid fire standing and crouching Jabs to special combo,and also crouching Strong and far Forward 2-in-1 can be linked after it. your throw had great range and damage and use it if when your opponent is too near on you.

Psycho Crusher hit blocks in American version are brocken (3/4/5 hits) and used for cheap KO's finish commonly,but Japanese and Later revisions nerfed them similar to the Hyper Fighting one (1/2/3 hits).

His only problem can be the lack of anti air,but his crouching Fierce range and also neutral jumpin Jab and Short are fast and can be your main options.

Match-Ups

Vs. Ryu

Vs. Ken

Vs. E.Honda

Poke him and if he jumps to you jump away and punch him or block and slide to him.

Vs. Chun Li

Vs. Blanka

Vs. Zangief

Zangief will want to made you a SPD if you are close after hit him with a jumping attack or a blocked slide,you gameplan will be only about poke him with far Kicks, and then punish his Double Lariat with you slide ,and then a Stomp for a meaty and be away for him instead of your follow up.

Psycho Crusher must be used if you are cornered,and reverse his position to corner, and you can push Zangief with Scicross Kicks and if blocked ,use a crouch Forward to be out of SPD.

Vs. Guile

Vs. Dhalsim

Vs. Boxer

Vs. Claw

Vs. Sagat

Vs. Dictador