ChipsLight's M.Bison Guide - Le Dictateur Rouge Sang.

ChipsLight's M.Bison Guide - Le Dictateur Rouge Sang.

Postby ChipsLight » Sun May 27, 2012 9:24 am

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Click on the image to hear M.Bison/Juri's theme from SFXT

Contents :
Summary
Normals and Unique Attacks
Specials
Super and Cross Arts
Combos
Strategy

Story :
M.Bison is the leader of powerful criminal organization named Shadaloo. It is known to have killed many people, kidnapped people to experiment horrible thing on them and created powerful weapons. It is also Shadaloo which created S.I.N. And its leader, Seth, who is one of the main antagonist in the Street Fighter 4 Series.
Not much is known about this cruel Dictator that controls Shadaloo but, it is absolutely sure that it's a really dangerous person since he will do anything he can to obtain what he wants the most : World Domination.
M.Bison is not only a evil mastermind, but also one of the most dangerous man in the world thanks to his frightening energy : the Psycho Power. With this, M.Bison is able to levitate, use purple and powerful flames and other really impressive attacks. He also used the experiments lead by his organization to make him invincible and nearly immortal.

To simplify all of this, don't **** with M.Bison. >:[

Summary :
M.Bison is a really fast rushdown character that can apply a powerful pressure because you can easily punish your opponent for a just a little mistake. Since M.Bison is really fast, you can also quickly get out from your opponent and Tag Out safely.

Health : 1000
Pros :
+ Really fast walkspeed and dash.
+ Great pokes and good range normal.
+ Great pressure.
+ Can deal with projectiles with Head Stomp and Devil Reverse.
+ Good damaging combos.

Cons :
- Pretty much all his specials are punishable.
- Lacks good anti-air.
- You will pretty much use the same tactic over and over again.
- You need to have a charge at EVERY MOMENT.
- You need to time correctly in some combos.
Last edited by ChipsLight on Sun May 27, 2012 2:28 pm, edited 1 time in total.
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Re: ChipsLight's M.Bison Guide - Le Dictateur Rouge Sang.

Postby ChipsLight » Sun May 27, 2012 9:24 am

Summary

Normals and Unique Attack :

Normals :

Standing Normals :

Close :punch-light: - Standard Jab. Can link into itself and many other normals.
    - Cancelable.
    - Safe on Block : +2
    - Damage : 30, 37 on Counter Hit.
    - Counter Hit Properties : A few extra frames of Hitstun.

Far :punch-light: – Pretty much the same as the Close one.
    - Not Cancelable.
    - Safe on Block : -2
    - Damage 30, 37 on Counter Hit.
    - Counter Hit Properties : A few extra frames of Hitstun.

Close :punch-medium: – A move that is only useful in combo. Crouching and Far Standing are better.
    - Cancelable.
    - Safe on Block : +1
    - Damage : 60, 75 on Counter Hit.
    - Counter Hit Properties : Extra frames of Hitstun.

Far :punch-medium: – A rather good poke. What it's make this one better that the Close one is the fact that you can easily Hit Confirm into a Cross Rush or Psycho Crusher/Double Knee Press/Knee Press Nightmare.
    - Cancelable.
    - Safe on Block : +2. Also, if you hit your opponent at max range, it's difficult to punish you even more.
    - Damage : 60, 75 on Counter Hit.
    - Counter Hit Properties : Extra Frames of Hitstun.

Close :punch-hard: – Bison throws an uppercut Psycho Power-infused in his opponent's face. Its main use is in combo and for Cancel, especially Hard Double Knee Press. If it hits a Crouching Opponent, it will force them to stand.
    - Cancelable.
    - Safe on Block : -1
    - Damage : 90, 112 on Counter Hit.
    - Counter Hit Properties : A few extra frames of Hitstun.

Far :punch-hard: – Bisons throws a Psycho Power-infused fist in front of him. A good poke that can lead to good damage if you have a Charge. With this move, you can easily Hit Confirm into a Launcher and you can deal good damage with a Double Knee Press Juggle. It's also a rather good anti-air if you timed it correctly and you're opponent is jumping in front of you.
    - Cancelable.
    - Unsafe on Block : -7. However, if you hit your opponent at max range, it's difficult to punish you.
    - Damage : 90, 112 on Counter Hit.
    - Counter Hit Properties : A few extra frames of Hitstun.

:kick-light: – Bison throws a fast knee at the opponent's face. A fast move that can be link into or from with many normals.
    - Cancelable.
    - Safe on Block : +3
    - Damage : 30, 37 on Counter Hit.
    - Counter Hit Properties : Extra frames of Hitstun, that's all.

Close :kick-medium: – Bison kicks his opponent's legs. Not much useful.
    - Not Cancelable.
    - Safe on Block : +3
    - Damage : 60, 75 on Counter Hit.
    - Counter Hit Properties : Extra frames of Hitstun.

Far :kick-medium: – A fast poke that has good range. Use it mainly to Hit Confirm on a Cross Rush. If you hit at max range, use the Hard Kick to Hit Confirm.
    - Not Cancelable.
    - Relatively Safe on Block : -3. However, if you hit your opponent at max range, it will be difficult to punish you.
    - Damage : 60, 75 on Counter Hit.
    - Counter Hit Properties : Extra frames of Hitstun.

:kick-hard: – Bison kicks the opponent in the face. A fast poke with amazing range that can be easily Hit Confirm in a Launcher. It's also a good Anti-Air if your opponent jump in front of you. Since Bison has a fast walkspeed, you can walk back to intercept your opponent in the air more easily.
    - Not Cancelable.
    - Relatively Safe on Block : -3. However, if you hit your opponent at max range, it will be difficult to punish you.
    - Damage : 90, 112 on Counter Hit.
    - Counter Hit Properties : Extra frames of Hitstun.

Crouching Normals :

Cr. :punch-light: – Pretty much the same thing as the Close Standing Light Punch.
    - Cancelable.
    - Safe on Block : +1
    - Damage : 30, 37 on Counter Hit.
    - Counter Hit Properties : A few extra frames of Hitstun.

Cr. :punch-medium: – Bison punches in front of him. A rather slow attacks but it's really useful in combo and as a poke. With this move, you can easily Hit Confirm into a Cross Rush or cancel it into a Psycho Crusher/Double Knee Press.
    - Cancelable.
    - Safe on Block : +1
    - Damage : 60, 75 on Counter Hit.
    - Counter Hit Properties : A few extra frames of Hitstun, enough to cancel this move into Hard Double Knee Press.

Cr. :punch-hard: – Bison throws a Psycho Power-infused uppercuts. It's a slow move that isn't really useful. Use it has an anti-air but it's hard to time it correctly so you will need some training. Also, when hitting an airborne opponent, it doesn't deal the same damage when hitting a grounded opponent. It also forces to stand.
    - Not Cancelable.
    - Unsafe on Block : -4
    - Damage : 90, 112 on Counter Hit (Grounded Opponent). 60, 75 on Counter Hit (Airborne Opponent).
    - Counter Hit Properties : A few extra frames of Hitstun.²

Cr. :kick-light: – Bison kicks his opponent's foot. You're main pressure tool, especially in corner. Unfortunately, this move has been nerfed and it's harder to link into itself than it was in SSF4 AE.
    - Cancelable.
    - Safe on Block : +1
    - Damage : 30, 37 on Counter Hit.
    - Counter Hit Properties : Extra frames of Hitstun, again.

Cr. :kick-medium: – Bison kicks his opponent's foot. A little less useful than Cr. Medium Punch since its range isn't as long as the Medium Punch but it's the same speed. It's just a Cr. Medium Punch with a little less range.
Cancelable.
Safe on Block : -2
Damage : 60, 75 on Counter Hit.
Counter Hit Properties : A few extra frames of Hitstun, enough to cancel this move into Hard Double Knee Press.

Cr. :kick-hard: – Bison slides toward his opponent and knocked him down. This move is a slide so it moves you forward. If you want to use it, use it at max range, since it's unsafe on block. Only use it to punish really unsafe move or in Cross Rush, if you want to knockdown your opponent.
    - Not Cancelable.
    - Unsafe on Block : -12
    - Damage : 90, 112 on Counter Hit.
    - Counter Hit Properties : Nothing.

Jumping Normals :

Neutral Jump :

J. :punch-light: – Bison throws a jab while jumping. It's a bit slow but it's a good Air-To-Air move.
    - Not Cancelable.
    - Safe on Block : +4
    - Damage : 40, 50 on Counter Hit.
    - Counter Hit Properties : A few extra frames of Hitstun. When hitting an airborne opponent, it will put them in a Juggle State.

J. :punch-medium: – THIS MOVE IS COMPLETELY USELESS. Don't ever think about using it.
    - Not Cancelable.
    - Safe on Block : +5
    - Damage : 70, 87 on Counter Hit.
    - Counter Hit Properties : A few extra frames of Hitstun. When hitting an airborne opponent, it will put them in a Juggle State.

J. :punch-hard: – Bison punches in the air with a Psycho Power-infused fist. A slower and better version of the Jumping Neutral Medium.
    - Not Cancelable.
    - Safe on Block : +8
    - Damage : 100, 125 on Counter Hit.
    - Counter Hit Properties : A few extra frames of Hitstun. When hitting an airborne opponent, it will put them in a Juggle State.

J. :kick-light: – Bison kicks in the air while jumping. This move is a good Air-To-Air, it's fast and as enough range.
    - Not Cancelable.
    - Safe on Block : +4
    - Damage : 40, 50 on Counter Hit.
    - Counter Hit Properties : A few extra frames of Hitstun. When hitting an airborne opponent, it will put them in a Juggle State.

J. :kick-medium: – Bisons kicks in the air while jumping. A really good Air-To-Air move, it's fast and has better range than the Light Kick one. Cool move.
    - Not Cancelable.
    - Safe on Block : +5
    - Damage : 70, 87 on Counter Hit.
    - Counter Hit Properties : A few extra frames of Hitstun. When hitting an airborne opponent, it will put them in a Juggle State.

J. :kick-hard: – Bison kicks in the air while jumping, aiming downward. It's a good Air-To-Air move, especially against Jump-In : Jump at the same time as your opponent and when kicking, the enemy will be under you and will be hit by the kick. It's also a good Combo Starter.
    - Not Cancelable.
    - Safe on Block : +8
    - Damage : 100, 125 on Counter Hit.
    - Counter Hit Properties : A few extra frames of Hitstun. When hitting an airborne opponent, it will put them in a Juggle State.

Angled Jump :

J. :punch-light: – Bison throws an attack like the J. Normal Medium Punch. Don't judge it to fast, this move is useful because you can use it in a Backward Jump to protect you from a Jump-In.
    - Not Cancelable.
    - Safe on Block : +4
    - Damage : 40, 50 on Counter Hit.
    - Counter Hit Properties : A few extra frames of Hitstun. When hitting an airborne opponent, it will put them in a Juggle State.

J. :punch-medium: – Bison punches in the air while jumping. This move is a really good Air-To-Air move because, when it hits an airborne opponent, it immediately puts them in a Juggle State, allowing you to combo after. But it's much useful to continue with his Target Combo for easier and more damaging combo.
    - Not Cancelable.
    - Safe on Block : +5
    - Damage : 70, 87 on Counter Hit.
    - Counter Hit Properties : A few extra frames of Hitstun.

J. :punch-hard: – Bison aims downward with two Psycho Power-infused hands. A good Jump In move and Air-To-Air one if you do a Backward Jump. It can also Cross-Up the opponent but you need some spacing for.
    - Not Cancelable.
    - Safe on Block : +8
    - Damage : 100, 125 on Counter Hit.
    - Counter Hit Properties : A few extra frames of Hitstun. When hitting an airborne opponent, it will put them in a Juggle State.

J. :kick-light: – Bison throws his knee while jumping. A good Air-To-Air move, especially if you're close to Jump-In opponent.
    - Not Cancelable.
    - Safe on Block : +4
    - Damage : 40, 50 on Counter Hit.
    - Counter Hit Properties : A few extra frames of Hitstun. When hitting an airborne opponent, it will put them in a Juggle State.

J. :kick-medium: – Bison throws his knee while jumping. This is your main Cross-Up move. It's also a good Air-To-Air move.
    - Not Cancelable.
    - Safe on Block : +5.
    - Damage : 70, 87 on Counter Hit.
    - Counter Hit Properties : A few extra frames of Hitstun. When hitting an airborne opponent, it will put them in a Juggle State.

J. :kick-hard: – Bison kicks in the air. A really good Jump In and Air-To-Air (mostly in a Backward Jump) move because of it's huge range. But this move got a little nerf : in AE, you can Cross-Up with this move, not in SFXT anymore.
    - Not Cancelable.
    - Safe on Block : +8
    - Damage : 100, 125 on Counter Hit.
    - Counter Hit Properties : A few extra frames of Hitstun. When hitting an airborne opponent, it will put them in a Juggle State.

Unique Attacks :

Hell Attack : In an angled jump : :punch-medium: :plus: :punch-medium: – Bison punches the opponent and then throws another fist infused in Psycho Power. If you manage to land the first hit, go for the second (even if it might whiff) because it allows to combo really easily. It is also useful after a Tag Cancel from an Uppercut-like move. Coll move then.
    - Not Cancelable.
    - Safe on Block : +5
    - Damage : 140, 157 on Counter Hit.
    - Counter Hit Properties : A few extra frames of Hitstun.
Last edited by ChipsLight on Sun May 27, 2012 2:26 pm, edited 2 times in total.
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Re: ChipsLight's M.Bison Guide - Le Dictateur Rouge Sang.

Postby ChipsLight » Sun May 27, 2012 9:25 am

Summary

Specials :

Note : All moves was performed facing right.

Psycho Crusher : (2) :joystick-left: :joystick-right: :plus: :punch: – Bison flies toward his opponent while being recovered by Psycho Power. This move was created to mainly be used in combos. It deals good damage and you can Tag Cancel it but you will need some training to combos afterward. You can also use it as an Anti-Air but you would trade with your opponent a lot. The Light Versions moves in front of you while the Hard Version moves you full screen. The EX Version hits 2 times and can absorbs one projectile.
    - All Versions are Unsafe on Block : L : -7, M : -13, H : -16, EX : -15
    - Damage : L : 120, M : 130, H : 140, EX : 150. (150, 162, 175 and 168 on Counter Hit)
    - Counter Hit Properties : A few extra frames of Hitstun.

Double Knee Press : (2) :joystick-left: :joystick-right: :plus: :kick: – Bison does a somersault and then kicks two times his opponent while moving him forward. It is Bison's Super Charge Move but also a good combo extender.
The Medium and Hard Version put the opponent in a Juggle State, you can they follow them by a Cr. Medium Punch. Unfortunately, the Hard Kick doesn't connect with a Medium Attack if it's not a Counter Hit or use in a Juggle.
You can also trick with the Super Charge Dash Cancel (Or SCDA) like that : If you're opponent block Cr. MK, you can cancel in into Double Knee Press then charging it, dash cancel it and throw your opponent.
The EX Version is Knee Press Nightmare from SSF4AE and it's not that useful but does good damage, use it only to punish a projectile because it's invincible against it.
    - The Light Version is the only Safe one : L : -2, M : -5, H : -6, EX : -31
    - Damage : L : 100, M : 70, H : 80, EX : 150 (115, 82, 105, 156 on Counter Hit).
    - Counter Hit Properties : A few extra frames of Hitstun.

Devil Reverse : (2) :joystick-down: :joystick-up: :plus: :punch:, :punch: – Bison does a super jump. You can followup with a Punch, making Bison doing a somersault and throwing a Psycho Power-infused fist. Use this move to trick your opponent. They will think that you use Head Stomp and will try to Anti-Air you. It's useful against Shoryuken-like move. You can move Bison with your stick while is in the air. If you hit the opponent, you can combo after but it's a little hard and doesn't offer good combos. The EX Version hits 2 times and his fast enough to combo it into the Sweep or the Launcher. This move is also an overhead.
    - All Version are Safe on Block : +1
    - Damage : LMH : 70, EX 100 (87, 112 on Counter Hit).
    - Counter Hit Properties : A few extra frames of Hitstun.

Head Stomp : (2) :joystick-down: :joystick-up: :plus: :kick:– Bison does a super jump and land on his opponent. A useful move against projectiles spammer. Some people think that this move just hit the opponent and land behind them (a good example is the Trial Video done by VesperArcad) but it's the exact same move as it was in SSF4AE. The EX Version Knockdown the opponent. This move is an overhead, you must block it high. When it hits an airborne opponent, it will cause an Hard Knockdown.
    - All Version are Unsafe on Block : -26
    - Damage : LMH : 140, EX : 160 (175, 200 on Counter Hit).
    - Counter Hit Properties : A few extra frames of Hitstun.

Somersault Skull Drive : After Head Stomp hits : :punch: – After hitting his opponent with an Head Stomp, Bison does a Somersault and use his two hands infused in Psycho Power. If you think you this move can hit, go for it. If it hits, you have a free opportunity for a combo. If your opponent block it, don't worry, it's so safe that it's impossible to punish it. This move is an overhead.
    - Safe on Block : +15
    - Damage : LMH : 80, EX : 120 (100, 135 on Counter Hit).
    - Counter Hit Properties : A few extra frames of Hitstun.

Bison Warp : :joystick-right: :joystick-down: :joystick-down-right: :plus: :punch-3x: or :kick_3x: or :joystick-left: :joystick-down: :joystick-down-left: :plus: :punch-3x: or :kick_3x: – Bison teleports himself. Use this move when you need to run away. You can cancel it from many normals so it's good to use that way, especially with a Far Standing Hard Punch poke. But don't abuse it, its recovery is a bit long.
    -Recovery : 43
Last edited by ChipsLight on Sun May 27, 2012 2:27 pm, edited 2 times in total.
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Re: ChipsLight's M.Bison Guide - Le Dictateur Rouge Sang.

Postby ChipsLight » Sun May 27, 2012 9:25 am

Summary

Super and Cross Arts :

Note : All moves was performed facing right.

Knee Press Nightmare : (2) :joystick-left: :joystick-right: :plus: :kick_3x: – Bison throws two Double Knee Press on his opponent and then hit multiple times and kick his opponent. A good Super Move, it does good damage, it's fancy looking and it's a good Anti-Air. Yeah it is. When hitting an airborne opponent, it locks them in a Standing State, allowing the Super to fully hit the opponent but be careful, sometimes, it will lock the opponent behind you and will completely whiff but it's really rare. It's also really good in combo since it will always fully hit. A great Super.
    - Unsafe on Block : -10
    - Damage : 325
    - Counter Hit Properties : Nothing.

Cross Art : :joystick-down: :joystick-down-right: :joystick-right: :plus: :punch-medium: :kick-medium: – Bison throws his Psycho Power-infused hand at his opponent like the Psycho Vanish move from CvSNK 2. If it hits, he will use a Psycho Punisher-like attack to send his opponent at his partner. Well, it's not really that useful. If you want to use it, use it in combos.
    - Unsafe on Block : -27
    - Damage : 100 (105 on Counter Hit) + Partner's Super.
    - Counter Hit Properties : Nothing.
Last edited by ChipsLight on Sun May 27, 2012 2:27 pm, edited 3 times in total.
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Re: ChipsLight's M.Bison Guide - Le Dictateur Rouge Sang.

Postby ChipsLight » Sun May 27, 2012 9:26 am

Summary

Combos :

M.Bison has combos that deals good damage but required some timing so, you just need to train a little to master them all.

Note : All moves was performed facing left.
You can replace J. HK by any other Jumping Move.


How to read :

A comma ( , ) will denote a Link.
A hyphen ( - ) will denote a Chain or a move with a Follow-Up.
Two xx will denote a Cancel.
J. means “Jumping”.
F. means "Far Standing".
Cr. means "Crouching".

J.:kick-hard:, :punch-hard: xx :punch-hard: Psycho Crusher.
Damage : 302
A Basic Combo that deals good damage. You can, of course, replace Psycho Crusher by another specials.

J.:kick-hard:, :punch-hard: xx :kick-hard: Double Knee Press, Cr.:punch-medium: xx :punch-hard: Psycho Crusher.
Damage : 380
M.Bison BnB Combo. It does good damage and you can change the last move by another one or use a Tag Cancel. You can replace the :punch-hard: xx :kick-hard: DKP by a Cr.:kick-medium: xx :kick-medium: DKP but it deals less damage and a little harder to link into the Cr. :punch-medium:.

After a Laucher or a Tag Cancel : Cr. :punch-medium: xx :punch-hard: Psycho Crusher.
A simple combo but the creates distance between you and your opponent thanks to the Psycho Crusher.

After a Tag Cancel from a Shoryuken-like move that puts the opponent really high : :joystick-up-right: :plus: :punch-medium: :punch-medium:, :punch-hard: (Close or Far doesn't matter) xx :punch-hard: Psycho Crusher

OR

:joystick-up-right: :plus: :kick-hard:, Cr. :punch-light:, Cr. :punch-medium: xx :punch-hard: Psycho Crusher.
Last edited by ChipsLight on Wed Jul 25, 2012 2:57 am, edited 5 times in total.
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Re: ChipsLight's M.Bison Guide - Le Dictateur Rouge Sang.

Postby ChipsLight » Sun May 27, 2012 9:26 am

Summary.

Strategy :

Coming Soon.
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Re: ChipsLight's M.Bison Guide - Le Dictateur Rouge Sang.

Postby ChipsLight » Sun May 27, 2012 10:05 am

ChipsLight wrote:You can finally post.

I really enjoy making this guide, it makes me feel a little better in the game and make comprehend the game better. It's also good to think that you're helping the community, even if SFXT doesn't had a good reception, so I hope you will enjoy my guide and find it useful.

I can't really take care of the Strategy section since my PC is full of dust and overheated really fast. If someone wants to take the challenge to complete this section, I don't mind, feel free to do it, I will add his work and will give him copyright. When I can have a new and good PC, I will begin this section.

Also, I'm french so the guide may have typos in it so feel free to tell me.

You can also post advices, new combos, etc. if you feel it's useful, I will add what you will post I find it interesting enough.


Yup, I like to quote myself. :D
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Re: ChipsLight's M.Bison Guide - Le Dictateur Rouge Sang.

Postby xxMarshy » Tue Jun 12, 2012 10:29 pm

Great guide so far Chipslight. I've been interested in Bison for awhile now but it seems that his hit confirms push the opponent too far away making the rest of the combo miss and if you make it shorter so that it doesnt push them away then he doesnt have enough time to get a charge, so I can't make the most out of combos without risking having them block it and being punished. Are you having this problem? Is there a good hit confirm combo I should know about.

Edit: Also, once online is patched we should play some time.
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Re: ChipsLight's M.Bison Guide - Le Dictateur Rouge Sang.

Postby ChipsLight » Wed Jun 13, 2012 2:54 am

Hum, no.
If you're using Cr.MK xx MK Scissors Kicks from full range, yeah, Cr.MP might whiff but it's harder to connect Cr.MP from MK Scissors Kicks instead of HK.

Yeah, me too, hope they will fix it quickly. I might have my new PC before the patch so, I would be able to play several matches in a row. :)
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Re: ChipsLight's M.Bison Guide - Le Dictateur Rouge Sang.

Postby xxMarshy » Wed Jun 13, 2012 12:33 pm

I meant hit confirming with Cr.LK, but never mind I figured it out. If you do Cr.LK, Cr.LK, Cr.MK it will give you just enough time to get a charge without pushing the opponent too far away.
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