Street Fighter V/M.Bison/Strategy

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V-System

V-Reversal

Strike V-Reversal that causes knockdown on hit. Since it creates an orb around his body, it can still beat attacks that go through him such as Cammy's Spiral Arrow in VT1

V-Skill 1

Bison's V-Skill 1 creates a small barrier in front of him that can absorb 1 hit of any strike or projectile attack. When he successfully parries an attack with it, he gains a fast moving projectile with high durability that replaces his V-Skill until the next time he uses it. By holding MP+MK, Bison will immediately throw it back. Once stocked, the projectile can be special canceled into from any of his cancelable strings, or from other specials in V-Trigger 1. The recovery and startup on it is fairly slow so you won't be able to use this to parry first hit of a block string safely, but against projectiles and longer range pokes it's an amazing tool.

As of Season 4, when the parry is used up close on physical attacks Bison now attacks afterwards. On block it is + and on hit it causes a knockdown allowing Bison to continue his pressure.

V-Skill 2

Bison's V-Skill 2 allows him to teleport behind the opponent and thrust at them with a knee strike. The teleport is relatively slow, and would be easily telegraphed if it wasn't for his dash looking somewhat similar. On block, you're +1 and in throw range. On hit, it launches the opponent, allowing a juggle into Lp.png Psycho Blast, Lk.png Scissor Kicks, or an EX Psycho Blast if you had been following it. You can be counter hit into a full combo before the hitbox is active, and because it's safe on block and leads to a combo on hit, your opponent's best counter is to hit you out of it or jump. Don't use this to often to prevent being predictable. The weak points of this V-Skill 2 is that it can be thrown out of after appearing behind your opponent or struck.

V-Trigger 1

Bison's V-Trigger 1 enhances his special moves. It's 3 bars, and can be activated from any special or normal. Once active, all of Bison's special moves are enhanced significantly, and he's able to cancel his special moves into EX special moves. Using any special while in VT takes up about 1/6 of the timer. All special moves are made much safer and do more damage and stun across the board. For specifics: Inferno sends a bit higher allowing you to juggle, Blast sends a bit higher, all versions of Knee Press are slower but have better frame advantage on hit and block, Stomp and Devil's Reverse both make Bison invisible and the latter can cross up. Bison's dash also becomes the best forward dash in the game, giving him a longer invincibility period, increased distance, and allowing him to pass through his opponents. The damage potential with this VT is great, but does require lots of meter to make good use of.

V-Trigger 2

Bison's V-Trigger 2 gives him access to a command grab and his classic Psycho Crusher. It's 2 bars, and unlike VT1, you can't cancel into this from specials. The command grab is performed with 63214K, and his Psycho Crusher is used with HP+HK. The command grab takes up 1/4 of your timer if it whiffs, and 1/2 if it hits and pierces armoured attacks. Psycho Crusher also takes up 1/2 of the timer. Functionally, you usually should be able to get one command grab and one Psycho Crusher. The command grab is very unique, in that it does very little damage, but it puts an effect on the opponent. By pressing 63214K again, you can remotely detonate the effect on the opponent, launching them into the air. You can cancel into the detonate from normals and specials, allowing you to create frame traps and lengthy combos that do big damage. You can combo into the command grab from any of his normals, provided they leave you in range. The Psycho Crusher is great, too. It's -8 on block, but depending on how you space it, it can be hard to punish, or even safe. It can crossup on wakeup or air reset provided you time it correctly. It's generally just a good ender you can use to tack on more damage.

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