Super Cancelable: Yes
Frame Adv. on block: -8/-14/-17/-18 Hit: Knocks down
Meter Gain Block/Hit: 30/40
Properties: Armor Breaking
This move may seem useless at first, but it has a lot of uses. It can be used as an ambiguous crossup on a wakeup. It can also be used for resets. More on that later. If blocked at max range, you can start a blockstring. EX version can go through one hit fireballs and still hit.
If Bison use the EX version to escape, assuming you pass through on block and get the max distance away, you can get punished by these. Copied directly from Azza on the SRK forums.
Abel: Ultra 1, Ultra 2.
Adon: Ultra 1.
Blanka: Amazon River Run (slide), Ultra 2.
Balrog: Super (requires delayed timing to fully connect), Ultra 1.
Cammy: Super (requires delayed timing to fully connect), Ultra 1.
Chun-Li: Super (does not fully connect), Ultra 1 (requires delayed timing to fully connect).
Cody: MK/EX.Ruffian Kick, Ultra 2 (requires delayed timing to fully connect).
Dee Jay: MK/HK Super, Ultra 1.
Dhalsim: S.MP, S.HP, S.MK, C.LP, C.MP, C.HP, Ultra 2.
Dudley: MP.Machine Gun Blow, Ultra 1 (requires delayed timing to connect).
E. Honda: Nothing.
El Feurte: Ultra 1, Ultra 2.
Evil Ryu: Nothing
Fei-Long: Rekka, HP Super (does not fully connect).
Gen: MP/HP Super (Mantis Stance).
Guile: MK/HK/EX.Flash Kick, Ultra 2.
Hakan: MP/HP/EX.Oil Slide.
Ibuki: Ultra 1 (does not fully connect), Ultra 2.
M.Bison: HK/EX.Scissors Kick, MK/HK Super.
Rufus: C.HP, Ultra 2.
Ryu: HP Super.
Sagat: F+HK Kara Tiger Uppercut, Super (does not fully connect, his HK Super connects less than his LK/MK Super ), Ultra 2.
Seth: S.HP, Super, Ultra 1.
Vega: EX.Flying Barcelona Attack, Ultra 2.
Yang: EX.Mantis Slash, Ultra 2.
Yun: LP/MP Lunge Punch, Ex.Shoulder, Ultra 2.
Zangief: MP/HP/EX.Banishing Flat.
Double Knee Press "Scissor Kicks":
Super Cancelable: Yes, first hit
Frame Adv. on block: +0/-5/-8/-8 Hit: Knocks down
Meter Gain Block/Hit: 20/16*16
This is an amazing pressure move. It's safe on block. You can just throw this move out randomly ( version). EX is good at beating low pokes. Only use the version unless you are doing hit confirms combos. Any other version is unsafe. I'll tell you in the Combos section when to use the and versions.
Head Press "Headstomp":
in air after hit
Super Cancelable: No
Frame Adv. on block/hit: Followup: 10/13
Meter Gain on Block/Hit: 0 Followup: 20/30
Properties: EX followup pursuits, hits mid
This move isn't too useful unless you use the EX version. The EX version knocks down on hit, is a good anti-air, and good reversal.
follow up punch:
Meter Gain on Block/Hit: 20/30
Properties: Hits mid
This move doesn't do damage unless you do the follow up. If nothing's going on, this can be used to build meter. The EX version
breaks focus attacks.
Teleport: DP/ Reverse DP
Can be used for pressure and getting out of situations. Where you go depends on which motion you do and if you use punches or kicks.
Knee Press Nightmare (super):
Frame Adv. on Block: -27 Hit: Knocks down
Properties: Invincible startup, Pursuit property, fifth hit is low, Fireball invincibility
This should only be used to end matches. It goes through fireballs. Bison's EX moves use meter better.
Nightmare Booster (ultra 1):
Frame Adv. on Block/Hit: -35/Knocks down
Properties: Invincible startup
This ultra can be used as an anti-air. It still sucks.
Psycho Punisher (ultra 2):
Frame Adv. on Block/Hit: -23/ Knocks down
Properties: Invincible startup, overhead
Since this is now a charge move, it's use sucks, too. It can still be used to punish things, but it's a lot less threatening. It work against fireballs w/ slow startup/recovery and characters w/ bad wakeup options.Back To Top