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Feb252010

M. BISON - NORMAL MOVES - SUPER STREET FIGHTER 4

 JAB (LIGHT) PUNCH

     

Close Light Punch and Crouch Light Punch are standard, hit-confirmable light attacks. They're fast, chain into themselves and leave you with a lot of frame advantage making them perfect for safe block strings.

STRONG (MEDIUM) PUNCH

     

Crouching Medium Punch is slower than Crouching Medium Kick but it serves as a better poke in certain situations. It has more range than Crouching Medium Kick and provides more frame advantage, allowing you to set up frame traps or combo into certain normals. Try linking a Standing Medium Kick from max distance off of Crouching Medium Punch.

Diagonal Jump Medium Punch is a decent anti-air that can juggle an opponent. If you hit an opponent with both hits of the attack, you're able to combo into an Ultra or EX Psycho Crusher after you land. However if you stop at the first hit, you can combo into another normal to set up some interesting mixups. Example: Hell Attack (1-hit), Close Heavy Punch xx Heavy Psycho Crusher (Psycho Crusher
crosses up) or Hell Attack (1-hit), Crouching Heavy Kick (possible to safe jump after this or use meaty Psycho Crusher to cross up).

Because of the potential damage off of this attack, it's a great air-to-air provided you're in range of your opponent and you react quickly.

FIERCE (HARD) PUNCH

     

Close Heavy Punch is Bison's highest damaging normal that can be cancelled into a special move. Its primary use is a punisher but thanks to Street Fighter 4's lack of block stun, it can be used as an effective counterhit setup against players trying to crouch tech. Besides the obvious Crouching Light Kick link, you will be able to combo a Standing Heavy Kick or a Crouching Medium Kick if the Close Heavy Punch lands as a counterhit.

Crouching Heavy Punch
is an anti-air.  It is difficult to use due to its slow start up, so learning the correct situations where it can be used and the timing involved is crucial to using this move effectively.

Diagonal Jump Heavy Punch is one of Bison's best normals. Not only is it Bison's most damaging air attack, its particular hitbox makes it a good air-to-air and hard to anti-air if used as a jump in. Also it can
cross up sometimes, more easily in the corner, setting up some high damage ambiguous jump-ins.

SHORT (LIGHT) KICK

     

Crouching Light Kick is arguably Bison's most important move. It is a 3 frame low attack that can be linked into itself and other normals, making it the ideal punish, combo starter and counterattack. Due to
the two-button throw system in Street Fighter 4, Crouching Light Attack doubles as a crouch tech making it annoying for opponents who do not have an obvious answer to crouch techs.

Standing Light Kick is not as fast as Crouching Light Kick but it is still a useful attack. It has decent horizontal range and combos into Light and Medium normals. This move is good for combos when Close
Standing Light Punch or your other light attacks are out of range. Although it is a 1 frame link, you can combo into a Standing Light Kick off of a Crouching Light Kick, letting you build a charge for a combo. You can also use Standing Light Kick, in anticipation, to counter moves like Rufus's dive kick.

FORWARD (MEDIUM) KICK

     

Standing Medium Kick has the most horizontal range out of Bison's pokes. It has even greater range than his Standing Heavy Kick and, because the kick is parallel to the ground, it will not whiff if you are within range. Use this move to keep your opponents out or build charge while using it in block strings. Even though certain characters can punish it with a focus dash, do not hesitate to use this move.

Crouching Medium Kick is used in many combos and can be linked after several normals. It has decent range and can be cancelled into any special. It has more active frames than most grounded normals so it can be used to interrupt crouch techs and other moves from close range.

Neutral Jump Medium Kick is an average anti-air with good horizontal range. It is not Bison's best anti-air option but keep it in mind as Bison does not have a Dragon Punch-like anti-air.

Diagonal Jump Medium Kick is a cross-up with a big hitbox and 14 active frames. It is much easier to land than Diagonal Jump Heavy Kick and can be quite ambiguous. This move is good against characters lacking a fast Dragon Punch-like special move.

ROUNDHOUSE (HARD) KICK

     

Standing Heavy Kick is one of Bison's best normals. It deals 110 damage unless it hits at the tip, which deals 80 damage. It is a fast and versatile move that can be used as a poke, anti-air or counterattack. Learn its ranges as its active hitbox does not fully extend horizontally to his foot.

Crouching Heavy Kick is Bison's classic slide. It is a sweep that moves across the stage at a decent speed. If your opponent is hit by Crouching Heavy Kick, they will not be able to tech and recover. It is
very punishable on block so do not throw this move out recklessly, but learn the ranges for it and you will be able to surprise your opponents from various

Neutral Jump Heavy Kick can be used as an anti-air, but its usefulness depends on the angle of the opponent's jump. The active hitbox on Bison's leg comes out at a downward angle making it better in situations where the opponent is lower than you.

Diagonal Jump Heavy Kick has is Bison's longest forward-jumping normal attack.  Its range makes it good against projectile characters.  You can also use this as a cross-up, but the timing and spacing is very strict. It hits differently from his other commonly used jump-in attack, Diagonal Jump Heavy Punch, so practice using both varying the spacing and timing. You will be surprised at what moves it can stop.

COMMAND NORMALS

Hell Attack

Jumping MP, MP

Hell Attack has the unique ability to juggle an opponent. If you hit an opponent with both hits of the attack, you're able to combo into an Ultra or EX Psycho Crusher after you land. However, if you stop at the first hit, you can combo into another grounded normal to set up some interesting mixups. Example: Hell Attack (1-hit), Close Heavy Punch xx Heavy Psycho Crusher (Psycho Crusher crosses up) or Hell Attack (1-hit), Crouching Heavy Kick (possible to safe jump after this or use meaty Psycho Crusher to cross up).

Because of the potential damage off of this attack, it's a great air-to-air provided you're in range of your opponent and you react quickly. If you master your match ups, the Hell Attack will become one of your most important moves.

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Reader Comments (2)

St. roundhouse does 100 damage. It's crouching fierce that does 110. It was part and parcel of the the overall SSF4 damage nerfs. As a dictator player, I was disappointed, but hey a 6 frame roundhouse isn't a bad deal.

June 5, 2010 | Unregistered Commenterlaudanum09

Thanks for that. weve made the correction. I'm thinking about adding damage values for all normals to the guide in the future. That might be great information to have on-hand in the guide without having to look at a separate frame-data page.

June 7, 2010 | Registered CommenterFuriousRGD

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