The evil, power-hungry boss that started it all is still a formidable force to be reckoned with. He has been dramatically improved since his appearance in XSF cause he was pretty much a joke in that game. Bison is quite strong and has good attack power and great agility so he can keep moving around while slowly punishing his opponents. He also has a whole bunch of confusion tactics up his sleeve as well. By far, he has the most special moves of any character and he should use them all to keep up the offensive and to confuse his opponents. A very good character to use when mastered, for more advanced players.
Psycho Shot 

+P
His funky moving fireball is still here. I woulda thought that they would've taken this move out since it's so darn
useless. It's flight path is really weird and is determined by the punch button used. Jab goes up then down, Strong goes straight and Fierce goes down then
up. Try not to use it too much unless done in a combo, it's just not worth the
trouble. You will always lose if you get into fireball fights cause it has horrible start up delay as well as recovery
lag. However, the Jab version can be used to catch them while they're jumping in on you and the Fierce version could theoretically OTG
opponents. I'm not sure so I need your verification.
Scissor Kick 



+K
The only special move which has endured with Bison through the several incarnations of the Street Fighter
saga. Like in XSF, it is a half circle motion instead of a charge which makes it so much easier to work
with. Bison flies towards his opponent and hits them twice, once in the head and once down
below. It can be done in the air as well. A good way to counter fireballs is to jump over them and then pull this
off. Bison will usually hit them before they are able to block. His initial position when the move is startes determines the angle of his
attack. So get familiar with the best angles to hit from. Watch out though, cause the recovery time on this move really bad and you'll usually end up getting
countered.
Psycho Explosion 

+P
Bison releases a little sphere of energy that floats around for a while and once it reaches its destination, it blows up, making a huge
explosion. This can catch opponents by surprise and it's been improved slightly since
XSF. The start up delay has been shortened so it comes out faster now, but it is still extremely
slow. The best time to use it is if you're at least a half a screen away or while the opponent is super
jumping. Pull it off while they're in the air and watch em get hit with it when they come
down. It hits multiple times and does a lot of damage. If you're close enough after they are hit, you can combo them or hit em with either of his supers for major
damage.
Psycho Palm 
+P
Bison jumps up into the air and he glides around at the player's control. Confuse your opponent by getting behind them, they won't know how to
block. Once you get into position, press punch again to come down on them for a very powerful
hit. This move has high priority and it is extremely difficult to air counter unless you've got a vertical hitting super like Ken's Shinryuken or a projectile air counter like Shadow's Shadow
kick. Watch out against those guys and remember that you can always abort the move if you don't press punch the second
time.
Psycho Stomp 
+K
Similar to the Psycho Palm Bison stomps on his opponent's head before he does his little glide
thingie. It's the same principle basically, stomp, cross up opponent and then come down
again. How high Bison jumps up before the stomp is determined by the strength of the kick button
used. Like the Psycho Palm, you can choose to abort the palm hit if you think that Bison will just end up getting
countered.
Teleport 

+any button
A very funky new teleport for Bison. He disappears, six images of Bison appear all over the screen and they all fade out except for the real
McCoy. The button used corresponds to his resultant location on the screen. For example, Jab punch make him appear in the air on the left side of the
screen. This move has minimal delay time and can be really useful in escaping attacks and confusing
opponents. An extremely useful move, because if you do it often enough, your opponent will end up trying to hit you out of
it. At that time, pull off a Scissor Kick Nightmare. They'll get hit cause the start up for that move looks just like a
teleport.
Levitation 

+3K
Bison's flying move. After the motion is done, he can move freely around the screen and he can attack from anywhere above his
opponent. He gets increased priority while flying so you can take some risks. However, don't be careless cause he can't block while flying and a well placed super could knock him down and
out. The shitty thing is that he doesn't have any attacks that allow him to bombard the opponent from the air while leaving him reasonably
safe. No Smart Bombs, Yoga Fires, Magnetic Blades or Proton Arrays for him. Don't use this too often because it really has no
use. It is involved in a potential infinite for Bison but it is as yet
unverified.
Psycho Crusher

+2P(Level One)
The classic special move turned super. Bison flies towards his opponent with Psycho Power all around
him. This hits multiple times and does absolutely insane damage. Bison has been extremely pumped up since XSF cause it used to max out at about 30% damage but it now does close to
50%. He's sacrificed speed for power though, because it does not come out instantly anymore and it has a bit of a start up delay. I used to be able to use this as an air combo finisher but he takes too long to do it
now. It's still possible though but you must be extremely fast on your move
cancellation. The timing on this extremely difficult and should be used mostly on the ground or while jumping
in. The best time to use this is after his S.Roundhouse. For some reason it comes out much faster on the ground and the Roundhouse will leave your opponent too stunned to
block. At least 40% damage from comboing two attacks.
Knee Press Nightmare

+2K(Level One)
Bison teleports and reappears as he Scissor Kicks his opponent to death with the help of a twin
image. This move used to totally suck in XSF because of the delay time and the fact that he could be hit while
teleporting. Capcom has fixed both of those problems, so this move is infinitely more
useful. It still has a delay but at least he can tag opponents if they try to attack him while he's
teleporting. The super doesn't actually start until Bison begins attacking so you won't waste a level of super if you're hit while teleporting like you would in
XSF. This also helps to make it look like a normal teleport move and will often make your opponent let down their
guard. Watch out though because if they block this move, you will be in for a world of
hurt. He just sits there for at least a second and a half before he's able to move
again. It's his best chipping super but unless you kill your opponent, you'll be receiving that damage back in the form of a throw or air
combo.
Psycho Shot MP+MK
This is an ok team attack because it's a projectile, but it is sorta slow so both your teammates are slightly vulnerable for a period of time....try not to use it too
often.
Scissor Kick 

HP+HK
Good counter. It can even catch opponents who are even a third of a screen away. It won't reach the full screen though so it will not work on beam
supers.
Knee Press Nightmare 

HP+HK(Level Two)
This is a great team super because of it's chipping ability and range. It's usually not a good idea to start it with Bison because of his start up delay, but then again, the recovery time will kill him if he comes in
second. if you pair him with another chipping character, then the block damage that you can inflict with this move can be really
painful. If you do manage to connect, then the damage is also very good.
Since I'm not an expert on Bison, I've had to get some outside help. I'm told that keep away characters are big problems for Bison. This is because he is best when fighting up close. His most effective attack is in fact, his throws. Range is a problem for him, because even though he has two fireballs, they are both basically useless cause of their delay time.
Omega Red can be a real pest for Bison players because his Coils will easily grab you if you're doing either the Psycho palm or Psycho Stomp. Also, the range of his launcher is far greater than Bison's and you'll probably be on the wrong end of one of his long air combos.
Of course, the two overpowered characters will give Bison a problem. Spidey and Wolverine can just pummel him with their huge combos and Bison can't retaliate cause he doesn't really excel in combos or air defense. However, his throw priority is totally insane. This is his best asset, along with his foot speed. It's not as fast as Chun Li but it's good enough to get close enough to throw them around. His Psycho Crusher is also his best counter move. Use it to punish opponents for missing supers and dragon punches because it just hurts. Use his stomp moves to confuse and cross up your opponents. Even Spidey and Wolvie will be outprioritized by these moves in the air. Basically, be slippery and be cheesy while playing Bison.
Combos!
Ground Magic: Weak Start
Air Magic: Stronger
Super Jump Magic: Stronger
Air Launchers: S.Fierce
AC Finishers: Fierce, Roundhouse, Scissor Kick, Psycho Crusher
Easy Combos
1) S.Jab, S.Roundhouse --> Scissor Kick
2) Psycho Ball, Psycho Crusher
3) Fierce-Psycho Ball, Knee Press Nightmare
4) C.Short, S.Roundhouse --> Psycho Crusher
Thanx to Banshee for verifying this combo! The S.Roundhouse does combo into the Psycho Crusher! Alright! A simple set up for a very damaging combo! Just cancel immediately after the kick!
5) Psycho Explosion, Psycho Crusher
This combo will only work if you're near your opponent when the ball
explodes. Try to time the Psycho Crusher to come out exactly when the move takes effect! However, experienced players will always see the Psycho Explosion coming so they'll probably avoid it or
block.
6) S.Roundhouse --> Psycho Crusher
This is Bison's best easy combo in my opinion. Not only is it extremely easy to do, it does insane damage as well! Pull off a Psycho Crusher every time one of your S.Roundhouses
connect. Trust me, it'll work if you cancel quickly enough.
Harder Combos
1) J.Roundhouse \/ D.S.Jab, S.Fierce /\ SJ.Short, SJ.Forward --> AC Finisher
2) J.Short, J.Roundhouse --> Psycho Crusher
3) J.Short, J.Roundhouse \/ J.Roundhouse --> Scissor Kick
4) J.Short -> J.Roundhouse \/ D.S.Jab -> S.Roundhouse --> Scissor Kick
5) C.Forward, S.Fierce /\ SJ.Jab --> Psycho Crusher
Bison's Psycho Crusher does work as an air combo, however, it comes out a lot slower than it did in X-Men vs.
Streetfighter. You must cancel the SJ.Jab with it immediately or this combo will
miss.
6) J.Short, J.Roundhouse \/ D.C.Short, C.Forward, S.Roundhouse --> Scissor Kick
Theoretical Combos
1) Throw enemy into the corner: C.Forward(OTG), Psycho Crusher
Like all the other throw --> OTG combos, this is unverified because of the tricky
timing.
2) J.Short, J.Roundhouse \/ D.C.Short, C.Forward, S.Jab, C.Roundhouse --> Fierce-Psycho Shot, S.Short, S.Roundhouse --> Psycho Crusher
Can you connect the Psycho Shot in a combo? I don't know cause it has really bad start up
time.
3) Get enemy in the corner. J.Short, J.Roundhouse \/ D.S.Jab, S.Fierce --> Levitation, F.Short, F.Forward, F.Short, F.Forward, F.Short, F.Forward, F.Short, F.Forward, F.Short, F.Forward, until levitation runs out
This is a potential pseudo infinity combo for Bison cause it will only work while his levitation move is working. The hard part is doing the levitation move fast enough to catch the opponent before he can block. This seems like it could work but it's too risky to post this as verified without testing it out.
� 1998 Migs Rustia: [email protected]
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