-------=====================================================------- --------========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