-------=====================================================-------
--------========Marvel Vs Capcom FAQ : M.Bison v 1.0=========------
---------======== Compiled by Lemur-X, 4-6-2000 ========-----------
--------=====================================================------
Index : 1: Intro/disclaimer/other BS.
2: Legend of keys
3: Overview of character
4: Normal attacks (standing & flying)
5: Special attacks & Supers
6: Introductory combos
This faq was written for personal and private use. Feel free to
distribute if desired, just make sure to give credit where credit is
due (that'd be Steve White, 2000). You may not alter the following
and claim it as your own or use it for money-making purposes otherwise
your knees belong to Guido……
Revision History : 4-6 Original FAQ completed :
---------================ 1: Introduction =================-----------
I first started playing the VS series w/ the advent of "X-Men vs
Street Fighter"'s release on the Sega Saturn. Good Lord…….Now there
was a game….And none of the followups have really shined as it did
(IMO) up until "Marvel Vs. Capcom 2".
The series of FAQs I'll be putting out will be related to all the
funky, freakish, or 'Darkhorse' characters of the game. Characters
people rarely use….and when they do use, use ineffectively at best.
I'm doing this due to the fact that * every * single character in
this game is very playable…..very…….And knowing this can give you quite
an edge over people that would underestimate them….
---------=================== 2: Legend ===================------------
Here's the legend of keys and terms used in the following FAQ.
Attacks : Jab = Light Punch
Fierce = Hard Punch
Short = Light Kick
Roundhouse = Hard Kick
b = Back
f = Forward
d = Down
u = Up
B = Charge back for 2 seconds
D = Charge Down for 2 seconds
P = Punch
K = Kick
PP = Both punches
KK = Both kicks
HCB = Half Circle Back (Roll controller from forward, to
down, to back.)
HCF = Half Circle Forward (Roll controller from back, to
down, to forward)
QCF = Quarter circle forward (Roll from down to forward)
QCB = Quarter circle back (Roll from down to back )
OTG = Off the ground. Getting your licks in whilest they be
Down for the count.
Launcher = Any move which sends your opponent to the heavens.
NOTE : All percentages given are from damage taken by Cable (a fairly
balanced character). Your mileage may vary.
---------====== M.Bison (Vega to you anal fanboys) ========-----------
M.Bison. Where should I start. Well…..the guy has fallen on hard
times. He's obviously a little softer now, but has gained some speed
etc. since his last excursion in the Vs. series (Marvel vs
Streetfighter, for the ignorant =) ). Hmm. I used to play a really
mean M.Bison, but now it's a bit tougher. It seems his evasion game has
been watered down a bit. Read on….
Here are a few of his main strengths.
1 : The Knee Press : Bison's 'Kneepress' is, in short, a great move.
Good for travelling, and keeping the heat on
your opponent. Block damage is minimal, but
usable. Is a knockdown on second hit.
2 : Relatively Fast : For a larger character, he gets around. The
teleportation doesn't hurt either.
3 : His pressure game : Since Bison isn't exactly the toughest
S.O.B. on the block, he has been blessed with 3 very useful
pressure attacks. And 2 of them do signifigant block damage.
He's a turtle's dream.
Of course you must take the good with the bad. =(
1: Defense (Lack thereof) : His middle name must be bitch. Because
he is the PERFECT size/height/weight to
absorb all sorts of punishment, and be
able to go home to cry about it. How the
mighty have fallen. =(
2: The 'Hackey Sack' syndrome : He's a juggle-magnet. AVOID corners.
I have been kept up in the air for
14 hits by Chun-Li w/o a Super
involved. =(
3: Predictability : Bison has never been the most unpredictable guy
out there. Just the most powerful. Well….now
that he's neither, you're going to have to work
for your wins. Since he's so reliant on 3 moves
in general, LEARN TO USE THEM WELL! If you're
going to be predictable, make sure it's an iron
clad pattern! And you can be competent out of it
---------================ Normal Attacks ================-------------
Standing Jab : Good range for a jab. Expected damage. Low. Second hit
has same range. Useful after a jump-in
Standing Short: Ghetto range. Short. Second hit is a mid-level kick.
Stick with the Jab variation.
Standing Fierce : Short range. The standing Jab twice does the same
damage, and is longer reaching. Good for blocking
jump-ins though.
Standing Roundhouse : First strike has good range, as does the second.
Causes a decent stun that leaves a perfect gap
for a buffered "KneePress Nightmare" Super.
Ducking Jab : Nearly a carbon copy of his standing Jab.
Ducking Short : Is this a joke? Extremely short range, and pushes on
second hit.
Ducking Fierce : Average windup, average range. Vertical launcher.
Ducking Roundhouse : Good range. Average damage. Single-hit-knockdown.
Jumping Jab : High-hitting punch. Only use in Aerial Raves. Leaves
bottom wide open.
Jumping short : Miniscule range. Low hit. Use only for jump-ins.
Jumping Fierce : Decievingly long range. Shoves back. Good keepaway
hit. Hits downward.
Jumping Roundhouse : Good range. Hits downward. Can combo out of!
---------================== Special Moves ====================---------
Psycho Ball : HCF, P : Jab executes a ball that travels from the
ground up, Fierce does an up to down version.
Good speed. Nice to use in any "Psycho Field"
patterns you have.
Psycho Field : HCB, P : Ranged by the Punch button used. Drifts slowly
across the screen, before exploding upon a
designated distance. GREAT move to either
supress rushing, or to set up a field behind
people (it travels through anything). Nice
damage, and good block damage. This move is
your best buddy when you need a breather.
Knee-Press : HCF, K : Ranged by the Kick button used. Jab for
Extremely short range, Fierce for a screen-wde
cover. Good travelling move as it's quick,
and shoves back blockers. Great move in the
air (use it to get inside of fireballer's
patterns with ease >=D )
Flight : HCB + KK : Bison takes to the skies. Average in use. He's
a slow mover in the air.
Teleport : F, QCF any attack : Bison teleports to one of 4 points on
the screen. The points are mirrored by
the buttons on your controller. Jab is
upper left, etc. Kind of pointless now
that he only has 4 points to go
to….unless you're running away from a
pattern or corner.
Flying Head Stomp : D, U +K : Good move to use for travelling. Flies
over nearly any projectile, and lands
DIRECTLY on opponent. Follow up by
hitting Punch to execute a 'Diving Fist'
which is done exactly like the 'Head
Stomp', only with Punch.
---------================ Super Attacks ==================---------
Psycho Crusher: HCF, PP (in air) : Fairly fast startup. Very fast
release. Great in the air, use sparingly on
the ground, as you're VERY open upon
blocking.
Psycho Explosion: HCB, PP : Same exact startup as the 'Psycho
Crusher', and just as fast a release. But
it's a projectile. Make sure you have a
clean shot….Good block damage, and
distances like a bitch.
Knee-Press Nightmare : HCF, KK : Good start, if not telegraphed easily
by the 2 Bison's that appear. Good
block damage, and can be combo'd into
from his standing Roundhouse(!).
--------================Elementary Combos================-----------
I've decided to not put a slew of "True" comboes in this section
due to the fact that there's so damn many……Instead here are some of the
more reliable/simple comboes and pressure tactics…
20 % 5-hitter: (very close) Standing Short, Standing Roundhouse, Jab
Kneepress (learn to like that move)
40% 16 hitter : (very close) Standing Short, Standing Roundhouse,
Buffer into 'Kneepress Nightmare' upon
second hit of Roundhouse.
30% 9 hitter : (Close) Ducking Fierce, Jumping Short, Jab, 'Psycho
Crusher'. NOTE: Leave some time to wind up for
the 'Psycho Crusher, orhterwise you'll have
wasted a while Super.
Submit Your Combos to lemurx@drunkenlemur.com
---------================= Assist Modes ==================------------
Assist Mode A : Bison jumps out with an upwards 'Psycho Shot'
Assist Mode B : Jumps in with a Jab 'Kneepress'. Very useful for
landing the elusive 'Psycho Explosion'
Assist Mode C : Launches a Fierce 'Psycho Shield'. Great if you are
connecting with one already…..
---------=================================================-------------
Special thanks to : Derrick and Chris for playing such a whorish keep
away game with Morrigan and Sakura. Without you I would not have to
resort to using people you don't know how to anticipate. >=D
Mtn Dew : For filling my veins with enough
caffeine to kill a small elephant.
Capcom : For advancing the Vs series yet again!
Submissions? Mail em to lemurx@drunkenlemur.com
This and other FAQs are up for grabs at http://www.drunkenlemur.com
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