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Thursday
Feb252010

M. BISON - SPECIAL MOVES - SUPER STREET FIGHTER 4

PSYCHO CRUSHER

CHARGE BACK, FORWARD + PUNCH

Good to use in combos. It does more damage and stun than Scissor Kick but it may go through your opponent leaving you in a bad position. If used as a meaty attack, both regular and EX versions can be used to cross up opponents. Light Crusher is safe on block at max range. Close Heavy Crusher is safe on block against certain characters. EX Crusher is safe at max range and point-blank (against certain characters). EX
Crusher does not have projectile invincibility like EX Scissor Kick but it does absorbs up to 2 hits of a projectile allowing you to go through certain projectiles. However if it absorbs 2 hits of a projectile, it will no longer be able to hit the opponent.

 

SCISSOR KICK

CHARGE BACK, FORWARD + KICK

Light kick Scissor Kick is Bison's most useful version. It is safe on block and deals chip damage. While it does not do a lot of damage by itself, you can keep using it to force the opponent to avoid it. The Medium and Heavy versions are best suited for combos but there are other uses for the moves. They go further than the Light version making it possible to catch your opponent's backdashes. Also certain characters cannot punish them on block at max range, giving you more space to control. The EX version will pass through projectiles and other attacks but is very unsafe on block.

 

HEADSTOMP

CHARGE DOWN, UP + KICK

Head Stomp tracks your opponent's last location. The move is easy to avoid if used predictably. Use it as a meaty for some extra chip damage after a knockdown, or as an anti-air if you can react to or anticipate your opponent's jump or airborne attack. Even though you can use regular Head Stomp, the EX version is much better as an anti-air since it has start up invincibility.

Move left or right after hitting the Head Stomp and you can guide Bison for his Skull Diver follow up. Skull Diver can be used as an EX if you have the meter to spare. You can combo into other normals off of normal and EX Skull Diver.

 

 

DEVILS REVERSE

CHARGE DOWN, UP + PUNCH ~ PUNCH

This Special Move is used for building meter and positioning. It can be used as a feint to bait certain moves allowing you to punish your opponent afterwards with the follow up. The follow up "psycho power" attack after the jump can be focused by the opponent, leading to a crumple so sometimes it is wise to use the EX follow up to hit them. You can opt to not press punch after the initial jump, and Bison will land in front of the opponent recovering more quickly than he would
from a missed Head Stomp.

 

 

PSYCHO WARP

Bison's teleport, the Psycho Warp, allows him extreme mobility and a way to get out of situations where he is being pressured. That said, learning where each teleport will end up on the screen is critical in its application.

Bison's teleport is a good Reversal that allows you to escape
unfavorable situations without much repercussion. Be wary of using it as a wake up Reversal because some characters can option select or react and punish it. One lesser known use of Psycho Warp is to back throw a charge character then teleport behind your opponent making them lose their charge.

BEHIND
FORWARD, DOWN, DOWN-FORWARD + THREE PUNCHES

FRONT

FORWARD, DOWN, DOWN-FORWARD + THREE KICKS

RETREAT (MID)

BACK, DOWN, DOWN-BACK+ THREE PUNCHES
 

RETREAT (FAR)
BACK, DOWN, DOWN-BACK + THREE KICKS

 

SUPER - KNEE PRESS NIGHTMARE

CHARGE BACK, FORWARD, BACK, FORWARD + KICK

Knee Press Nightmare is projectile invincible during all of its active frames. Don't expect to use Bison's Super all that often with his EX meter being so useful for his special attacks, although it can be helpful when going for that final blow to finish off the other player.

 

 

 

ULTRA 1 - NIGHTMARE BOOSTER

CHARGE BACK, FORWARD, BACK, FORWARD + THREE KICKS

Most players will opt to go with Bisons second Ultra even though it does less damage, mainly because this Ultra not only requires a charge but is limited in its uses.

Ultra 1 is mostly useful to punish an opponent. You can combo it off of a Hell Attack (aka Diagonal Jump Medium Punch) but that is not always possible.

 

 

 

ULTRA 2 - PSYCHO PUNISHER

CHARGE BACK, FORWARD, BACK, FORWARD + THREE PUNCHES

Ultra 2 is now a charge move making it much less effective against everything. It is still useful against certain projectiles though.

 

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Reader Comments (1)

-Mario Bruni shoes for less mainly because this Ultra not only requires a charge but is limited in its uses.

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