This FAQ is by "The V", 10-27-01, Version 1.1. Copyright 2001. No part of this document can be reproduced and distributed via means mechanical or otherwise FOR PROFIT without the consent of the author. Reproduction and distribution for any other reason is welcome so long as the author is given appropriate credit. All games, characters, names, etc. are trademark and property of their respective company, Capcom. Comments can be sent to firstname.lastname@example.org Revison History 10/27/01 - Version 1.1 -major move description additions -minor re-organisation and editing -more strategies added 10/16/01 - Version 1.0 complete. ============================================================================================== Street Fighter Zero/Alpha 3 Z/A-ISM M.Bison/Balrog FAQ ============================================================================================== Contents: 1 Introduction 1.1 Biography and background 2 Basic Commands 2.1 Legend 2.2 Standard Moves 3 Move List 3.1 Special 3.2 Supers 3.3 Regulars 4 Combos and Strategies 4.1 Some Combos 4.2 Tips and Strategies 5 Miscellaneous and Closing ============================================================================================== 1 INTRODUCTION ============================================================================================== This is a FAQ on the arcade A-ISM version of the character M. Bison/Balrog for Street Fighter Zero/Alpha 3 (SFZ/A3). In this game M. Bison/Balrog plays similar to his Street Fighter 2 through Street Fighter 2 X/Turbo incarnations (SSF2TX/T); however, with a heavy loss of normal moves. In SSF2X/T, he had different animations for many of his punches, which were lost in this version. Although, not a top ranked character, with high damaging hits and one devestating super move, he can win a few matches. Nevertheless, he remains a fun character to play as he is easy to learn and his moves possess some interesting properties. Before you can play M. Bison/Balrog in the arcade, you first need to select him. To select M. Bison/Balrog in the arcade version, your machine has to have a blue title screen. This means the secrets have been time released. Put in your credits and press start. Hilight Karin, while holding start for 5 seconds. Then, still holding start, move to any random select box and hit a button, M. Bison/Balrog should appear. ------------------------------- 1.1 BIOGRAPHY AND BACKGROUND ------------------------------- -BIO- Name: M. Bison (Japan), Balrog (USA) Birthday: 09-04-68 Height: 6'6" Weight: 250 lbs Blood Type: A Fighting Style: Boxing Homeland: USA Allied with: Vega/M.Bison Game appearances: SF, SF2-SSF2X/T (5 games), SFZ/A3 (1 games), Capcom Vs SNK, Capcom Vs SNK 2. -STORY- M. Bison/Balrog was a big league boxer until he was exiled from boxing for being excessively violent and finally killing somebody in the ring. Without a league to fight in, he entered the original SF tournament to make money for a living. Later on he would be noticed and recruited by Vega/M. Bison as a member of Shadowlaw. Despite the SFZ/A3 ending, M. Bison/Balrog did not betray Vega/M. Bison in the official storyline. He would remain loyal to him and would become one of the three lords of Shadowlaw (in the Japanese storyline, Sagat is not a lord of Shadowlaw - his story was changed from what it was in SF2-SSF2X/T). M. Bison/Balrog appears to have a strong belief in the American dream. *The background information presented above was mostly from a message board posting form Saiki. If anyone wants the original thread, simply e-mail me. ====================================================================================== 2 BASIC COMMANDS ====================================================================================== ---------- 2.1 LEGEND ---------- Control positions U - UP UF - UP FORWARD D - DOWN DF - DOWN FORWARD B - BACK DB - DOWN BACK F - FORWARD UB - UP BACK Buttons LP - LIGHT PUNCH K - ANY KICK HP - HARD PUNCH P - ANY PUNCH LK - LIGHT KICK KK - TWO KICKS TOGETHER HK - HARD KICK PP - TWO PUNCHES TOGETHER MP - MEDIUM PUNCH KKK - THREE KICKS TOGETHER MK- MEDIUM KICK PPP - THREE PUNCHES TOGETHER Combo shorthand (where X is a button). -> - BUFFER TO + - LINK TO j.X - JUMP IN WITH X c.X - CROUCHING X s.X - STANDING X ------------------- 2.2 STANDARD MOVES ------------------- BLOCK - When attacked high, hold B. When attacked low, hold DB. AIR BLOCK - When attacked in the air, hold B or DB. GUARD METER PROTECTION - Perform a BLOCK or AIR BLOCK just before an attack hits. If done properly, your character will flash blue. ZERO/ALPHA COUNTER - When blocking and attack hold F and press HP and HK together (not available in X-ISM). THROW - When close to opponent hold F or B and press PP or KK TECH THROW - When opponent attempts to throw, hold F or B and press PP or KK. AIR RECOVERY - When knocked into the air, press PP. Hold F to recover slightly towards the opposition and hold B to recover slightly away from the opposition. GROUND RECOVERY - Press KK when knock down or after an AIR-BLOCK. Hold F to roll behind an opponent (not available in X-ISM). TAUNT - Press start buttton (not available in X-ISM). COUNTER HIT - Hit an opponent while before they finish the animation for a move. DAMAGE REDUCTION - Wiggle the controller and rapidly press the button while you are being hit. If done correctly, your character will flash red. DAMAGE REDUCTION (HOLDS) - Wiggle the controller and rapidly press the button while you are in a hold. If done correctly, your character will flash red (not available in X-ISM). STUN OPPONENT - Repeatedly get successful hits on your opponent. When stunned the opponent will have "birds" around his head and is completely helpless for a period of time. STUN RECOVERY - Wiggle the controller and rapidly press the button while stunned. DAMAGE INCREASE (HOLDS) - Wiggle the controller and rapidly press the button while you are performing a hold. If done correctly, your character will flash white. TRADE COUNTER HIT - If you are COUNTER HIT, you have a tiny window of time to force your would be disrupted move through. To do this hold any direction while receving a counter hit and press a button. If done properly your character will flash red and the attack will complete. GUARD CRUSH - Repeatedly force your opponent to block to decrease his guard meter to zero. When this occurs the opposition is momentarily open for attack. =========================================================================================== 3 MOVES =========================================================================================== ------------------- 3.1 SPECIAL MOVES: ------------------- M. Bison/Balrog has in his arsenal some pretty effective special moves. Many of them are very quick, high damaging, and combo friendly. They are meant to be used in a "mix-up" fashion, always keeping your opponent guessing. He has several surprise moves which should be used when the opponent leaves you an opening. NAME: Dash Straight COMMAND: Hold B (2 Seconds), F + P. DESCRIPTION: M. Bison/Balrog slides forward with a fast lunging punch. FUNCTIONS: Combo finishes, some anti-air, guard crush damage. COMMENTS: This is an excellent combo move as it is very fast, has good range and the damage is not bad. It can be comboed off light and medium attacks. When timed correctly, especially if an opponent is jumping towards you to gain ground, you can use this to knock them out of the air. This move when used in combos will give enough recovery time so you will not be punished by a counter attack. One weakness of this move is if blocked deep you are very close to your opponent which is not ideal if you are facing grapplers or characters with punishing supers. Against a high priority move (e.g., Zangief's Double Lariat) this move will be stuffed every time outside a combo. NAME: Dash Upper COMMAND: Hold B (2 Seconds), F + K. DESCRIPTION: M. Bison/Balrog slides forward with a lunging uppercut. FUNCTIONS: Anti air, combo finishes. COMMENTS: Almost as good as the Dash Straight (not as much range) with many of the same pitfalls. This is an excellent anti-air move. If the opponent jumps at you or jumps straight up this move wil be able to tag them. Be careful of opponents who want to jump behind you becuase if you dash too early you will miss the opponent completely. For variety, finish combos with this move or the Dash Straight. NAME: Dash Ground Straight COMMAND: Hold B (2 Seconds), DF + P. DESCRIPTION: M. Bison/Balrog slides forward and ends with a ducking punch to the legs of the opponent. FUNCTIONS: Knock-down attack, combo finishes. COMMENTS: This is another move that you'll use often. You want to mix this move with the Dash Upper and Straight, if you plan to attack with specials outside of combo range; although, I advise you don't do this often because you will be predictable. This move is best used in combos and when as a surprise move when your opponent jumps behind you. Many people think you lose your charge immediately if they switch sides with you but they fail to realise you turn around automatically, so if you finish your motion, even when your opponent is behind you, you will do the move in the appropriate direction. The key is not to panic when someone jumps towards, if you stand to block, you will lose your charge. Look carefully where his/her jump is directed at. Note: For cross ups, it is possible that the Dash Upper and Dash Ground Upper are better choices, but I have yet to verify this. NAME: Dash Ground Upper COMMAND: Hold B (2 Seconds), DF + K. DESCRIPTION: M. Bison/Balrog slides forward, and from a crouch ends with a lunging uppercut. FUNCTIONS: Combo finishes. COMMENTS: I don't use this move much. I find that there is no big difference between it and the Dash Upper. However one might use it similar to the Dash Ground Straight but for cross ups, but I have not verified if this works. I do know you can finsh combos with this move, but I don't have much to say about it. NAME: Buffalo Head COMMAND: Hold D (2 Seconds), U + P. (Reversal only) DESCRIPTION: M. Bison/Balrog laughs and springs up with a head charge. FUNCTIONS: Wake-up move. COMMENTS: You can only use this move when knocked down and coming out of block stun or hit stun. This sas a very good anti-air in SSF2 & SSF2X/T. Unfortunately, as a reversal only move in this game it is not as effective. The best way to use this move is to use it sparingly as a wake up tactic. You want your opponent to forget it exists and carelessly jump at you when you're down. Remember that it can be used if you are hit (usually only when not a deep hit) and when coming out of a block. Surprise the opponent and switch the momentum of the match. NAME: Turn Punch COMMAND: Hold PPP or KKK then release. DESCRIPTION: M. Bison/Balrog turns around, mutters a number or says "Final", and then performs a lunging punch. FUNCTIONS: Counter attack. COMMENTS: This is M. Bison/Balrog trickiest move to use. The longer you hold the move the more damage (both regular and block) and range it will have. This move has 10 levels and at 43 seconds (of real time) the move is maxed doing close to 55% damage. The trouble is you lose 3 buttons when using this move and it is not worth charging unless you're willing to wait for the higher levels (the low levels are really slow and low damaging). In addition, there is no guarantee it will hit even when fully charged. If you do use this move, be patient and let it go when (if) your opponent leaves a juicy opening. ---------------- 3.2 SUPER MOVES: ---------------- NAME: Crazy Buffalo COMMAND: Hold B (2 seconds), F, B, F + P. DESCRIPTION: M. Bison/Balrog slides forward and performs multiple Dash Straights. He will end the move with a turn punch at higer levels. FUNCTIONS: Combos, Counter attack, guard crush. COMMENTS: This super is good. It is very safe and quick. Whether you want to use it depends on your play style. If you're strategy revolves around hitting with a high damaging super, you probably won't use this move and save all three levels for the Gigaton Blow. If your strategy is geared towards guard breaks, this is the super to use. It is fast and has much of the same properties as the Dash Straight; however, during this move you can press and hold K to make him do Dash Uppers instead. You can switch back to Dash Straights be pressing and holding P. The Crazy Buffalo does not do huge block damage damage by itself, but when used in conjunction with standing HP/HK and low HK, it will be enough. You want your opponents guard meter to be flashing then break his or her guard with this move (depending how low you can get the meter, choose between level 1 or 2) and then go back to work with lowering the guard meter again and repeat. NAME: Gigaton Blow (level 3 only) COMMAND: Hold B (2 Seconds), F, B, F + K. DESCRIPTION: M. Bison/Balrog winds up, flashes, and unleashes with a devestating straight punch. FUNCTIONS: Wake-up, Counter attack, combo finish, just plain finish the match. COMMENTS: This move is why I began using M. Bison/Balrog. This move is very high damaging and is very fast after the initial wind up. I know of only one combo to use it in right now, but it's best outside of combos as you get the full damage. If you see and opening this is the move to super to use. If hit clean, the opposing sprite will flip around in circles. If blocked it still does very good guard meter damage. The only problems with the move is the initial wind up in which you are open to sweeps and the fact that it is lv3 only. This means you get one shot only and if you miss it is a complete waste. ------------------ 3.3 REGULAR MOVES: ------------------ As I hinted at in the intro. M. Bison/Balrog does not have a wide variety of regular moves. All his jumping regulars have the same animation. They differ in duration, damage, and priority only. He has no regular move variants when up close either. That is, his standing and crouching punches are the same regardless if he is positioned close or far to the opponent. Because of this I'm simply going to lump his light, medium and heavy attacks together to save time. ----- TAUNT ----- Punches his fists together. ------------------ ZERO/ALPHA COUNTER: ------------------ Z/A-Ism - Does a Buffalo Head. V-Ism - Does a low HK. ------- THROWS: ------- NAME: Head Bomber COMMAND: When close to opponent, F or B and PP DESCRIPTION: Clutches the opponent and delivers a series of headbutts. FUNCTIONS: Anti-blocking. COMMENTS: Make sure you use the damage increase function for holds. NAME: Kuuchuu Head Bomber COMMAND: When close and in the air, F or B and PP DESCRIPTION: Grabs the opposition in the air and headbutts him or her once. FUNCTIONS: anti air-blocking. COMMENTS: None. --------- STANDING: --------- LP/LK - M. Bison/Balrog does a typical boxing jab. This is a very quick high priority jab. Very good combo intiator as you can sneak in three of these then finish with one of his specials. Also you can use it as a last ditch anti-air if the opponent jumps in right on top of you. Against the CPU, you could continuously hold F and press LP/LK and get pretty far in the game (much like Rolento). MP/MK - M. Bison/Balrog does a quick standing upper cut. You can buffer his specials from this but the timing is a bit tricky. Not bad as an anti-air. The priority is quite good, but due to the lack of range, I don't use it often. HP/HK - M. Bison/Balrog performs a long ranged straight punch. This move is very good for poking. It has good damage (both normal and guard meter) and range but it's priority is not that good and it has lag. It is vulnerable to jabs and will be beaten by some higher priority normals. Be very carfeful not to be predictable against Dragon Punch wielding characters and watch out for sweeps. Best to hit the opponent with the very tip of the punch. I tend to use it when the opponent is a full HP/HK away or after a jump in with a medium attack. --------- JUMPING: --------- LP/LK - M. Bison/Balrog does a quick stiking aerial gut punch directed about 45 degrees towards the ground. Good priority and damage is not bad for a light attack, but not a move that is used often. MP/MK - Same animation as above. This move retracts later than the light version and again has good priority and is quite quick. Use this for jump ins then follow with a combo or standing HP/HK. This way if you hit you do some damage and if blocked you are pushed away far enough to avoid retaliation and will do good guard damage. Other notetable feature of this move is it can be used in cross ups fairly easily; although, as a charge character it is harder to fully take advangtage of a successful cross-up. HP/HK - Same animation as the two above. Longest duration and the most damage. This is the best jump in attack to initiate combos, but has the most lag. The timing for a successful hit is a little different from the medium version which is I personally prefer the medium attacks for jump-ins. ----------- CROUCHING: ----------- LP/LK - M. Bison/Balrog does a crouching version of the standing LP/LK. Same properties and uses. MP/MK - Same animation as the above but a bit more lag and damage. It has better range and is M. Bison/Balrog's best low poke. It can buffer into all his specials except the Turn Punch and Buffalo Head. Use this move often at intermedite range and if it connects, buffer to a special. HP - Finally a variant! M. Bison/Balrog does a crouching upper-cut. Probably his best anti-air normal and it does good damage. You can combo this move into the Gigaton Blow, but not into any specials. HK - M. Bison/Balrog does a low punch to the opponents legs for a one-hit knock-down. This is M. Bison/Balrog's sweep. I underestimated this move greatly. It is an excellent low poke on par in range and priority with Chun Li's low HK and it is very fast. Use this move often and mix it up with low medium attacks and standing hard attacks. It is best to hit right at the tip of the punch to avoid retalitory strikes. ============================================================================================ 4 COMBOS AND STRATEGIES ============================================================================================ ------------------------ 4.1 Here are some combos: ------------------------ ==SIMPLE== -s.LP/LK X 3 -> Dash Straight or Upper -c.LP/LK -> Dash Straight or Upper -s.MP/MK -> Dash Straight or Upper -c.MP/MK -> Dash Straight or Upper -j.HP/HK + s.LP/LK X 3 -> Dash Straight or Upper -j.HP/HK + c.MP/MK -> Dash Straight or Upper ==INTERMEDIATE== -j.HP + c.HP -> Gigaton Blow ==ADVANCED== -(Corner only) j.HP + c.LP/LK x 2 -> Crazy Buffalo (lv 2) -> s.LP/LK -> Crazy Buffalo (lv 1). -(Corner only) j.HP + c.HP -> Crazy Buffalo (lv 3) + s.LP/LK -> HK Dash Upper. --------------------------- 4.2 SOME TIPS & STRATEGIES: --------------------------- --General "Guard Breaker" approach-- M. Bison/Balrog is a heavy hitter. His strengths lie in his high damage and reach. Taking advantage of both these attributes you can break someones guard often and then punish them with your damage. To break the guard meter, you want to poke with your Standing HP/HK from a distance and after a jump-in. Even if the moves are blocked the opponent's guard meter will decrease quickly (a HP/HK takes about one block of guard meter). If you see an imminent guard crush, do a low level Crazy Buffalo. This is an excellent choice as you will break the guard and deal some damage. Then repeat with the pokes and break the guard again with another Crazy Buffalo and so on. It will become easier and easier to break the guard as the guard meter shrinks each time you successfully max it out. If you are more patient, break the guard completely then hit with a Gigaton Blow. Defensively, when being pressured or at close range use LP/LK and MP/MK instead to poke the opponent. These moves are quick and have good range so you can push the opposition away safely. If any of these low strikes connects though, buffer to a Dash Straight, Dash Upper, or Dash Ground Straight to switch back to the offensive. Your standing MP/MK is a decent anti-air but the low HP is best. Use the Buffalo Head as a wake up move. --General "Turn Punch" approach-- For those of you who want to utilise the Turn Punch, I suggest charging before the round starts and charge with PPP because even though you lose the low HP, you can always subsitute it with the Dash Upper or Ground Upper. Moreover, you still have access to the Gigaton Blow. To make your charge worthwhile you want it at the highest level you can get. (In future updates, I'll provide a chart of the times required for each level). You, in essence, are storing up for a second rate Gigaton Blow that does not require a charge. While storing the Turn Punch try to get in close and poke with low MK and low HK. The objective of these pokes is to get some damage if possible but more importantly to frustrate the opponent so they, hopefully, will leave and opening for your Turn Punch or Gigaton Blow. Alternatively, you could try turtling and hope your opponent slips up and gives you an opening that way. I don't think you can charge the Turn Punch between rounds. -Although you can switch from Dash Straights to Dash Uppers while doing the Crazy Buffalo, abstain from doing it too much. The transition animation can leave you open to counter attack. E.g., I switch to Dash Uppers while hitting Sagat with a lv 3 Crazy Buffalo and got a Tiger Uppercut for my troubles. -You can charge the Turn Punch before the round begins. You even get extra charge time against the computer during dialogues. ============================================================================================= 5 MISCELLANEOUS AND CLOSING ============================================================================================= -Trivia- 1. Not entirely sure which was the the true reason, but either for legal reasons or censorship (as Mike Tyson was going to jail around the time SF2 was to be released) the American version of the game changed M. Bison to Balrog. 2. M. Bison/Balrog was initially Mike in the original Street Fighter. ____________________________________________________________________________________________ Thanks for Reading!
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