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    M. Bison by SmuvMoney

    Version: 0.009 | Updated: 07/28/99 | Printable Version | Search Guide | Bookmark Guide

    Version 0.009
    July 28, 1999
    By David J. Antoine/$muvMoney 
    Copyright (c) 1999 David J. Antoine
    Unpublished Work Trademarked (tm) and copyrighted (c) David Antoine 1999.  All 
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    David Antoine acknowledges and respects all copyrights, patents (pending or 
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    respects all copyrights, patents (pending or not), and trademarks of ALL OTHER 
    FAQ AUTHORS (whether if it's Kao Megura, John Culbert, Henry LaPierre, Josh 
    Harring, or otherwise) and if for any reason I MUST USE any or all of the 
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    Acknowledgements section of this document.
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    must destroy this document at all costs.
    Street Fighter II, Street Fighter Alpha, M. Bison, and other related events and 
    objects are registered trademarks and copyrighted (c) 1991-1999 Capcom.  All 
    Rights Reserved. This document was carefully prepared and created by David 
    Antoine in respect to all Capcom Properties, as no copyright infringement was 
    I'll make this clear: This document is MINE and there is NO UNAUTHORIZED USE of 
    this document at any cost!!!  You are free to mirror this document at your web 
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    print this document into a magazine.  NO MONETARY COMPENSATION CAN BE MADE FROM 
    Note: This copyright is shared with Kao Megura's and Mark Kim's well-placed 
    copyright except that Mark decided to make the copyright a little more severe.  
    Notice that Mark Kim as well as I acknowledges ALL of Kao Megura's works and 
    admires his work and he wanted to imitate his copyright.  This copyright that 
    you see is similar to Mark Kim's copyright on his LA Machine Guns Anti-
    Terrorist Manual.
    - What Is This?
    - Where To Find This FAQ
    - Special Thanks : Special People, FAQ Writers/Contributors
    - Introduction To Street Fighter Alpha 3
    - Introduction To M. Bison
    - Legend : General Notation, Joystick/Button Layout, Button Presses
    - Universal Moves : ISMs, Moving & Blocking, Special/Other Universal Moves
    - M. Bison Command Attacks
    - M. Bison Throws : Deadly Throw, Psycho Fall
    - M. Bison Special Moves : Psycho Shot, Psycho Crusher, Double Knee Press, Head 
    Press => Somersault Skull Diver, Somersault Skull Diver, Bison Warp
    - M. Bison Super Combos : Psycho Crusher, Knee Press Nightname
    - Normal Moves : Standing/Crouching/Jumping LP/MP/HP/LK/MK/HK
    - Throws : Deadly Throw, Psycho Fall
    - Special Moves : Psycho Shot, Psycho Crusher, Double Knee Press, Head Press => 
    Somersault Skull Diver, Somersault Skull Diver, Bison Warp
    - Super Combos : Psycho Crusher, Knee Press Nightmare
    - Basic
    - 2-in-1
    - Variable
    - General : Poking, Jumping, Ticking, Countering, Recovering
    - Vs CPU : Akuma, Sagat, Ryu
    - Vs Human
    - Storyline : Opening Storyline (Personal Data, Special Moves, Opening 
    Introduction), Vs Akuma, Vs Sagat, Vs Ryu 
    - Ending
    - Win Quotes
    - Animations
    - Colors
    - Shin Bison
    - Acknowledgements : Vesther Fauransy, Kao Megura, Chocobo, Micheal Torres, 
    Nedfar, Svenyip & Shred-Man, Kailu Lantis, Robert Iu, Finny Merrill, Guy "Type 
    R", ShinJN, Gamefaqs.com
    - What's New In This Version : Version 0.008, Version 0.007, Version 0.006, 
    Version 0.005, Version 0.004, Version 0.003, Version 0.002, Version 0.001, 
    Before reading this FAQ, make sure that the following carats, hyphens, numbers, 
    asterisks, and periods line up.
    If they do not, please switch to a fixed font like Courier or Courier New or 
    else certain parts will be unreadable.
    What Is This?
    This is a FAQ detailing SFA3 M. Bison, the ruthless and evil dictator of 
    Shadoloo/Shadaloo/Shadowlaw (same organization).  He has been terrorizing the SF 
    universe since Street Fighter 2: World Warriors where he was the final boss 
    character after Sagat.  He has changed a lot since those days, but he is still 
    around making one last attempt to take over the world.  This FAQ will hopefully 
    help you achieve that end in the SFA universe.  I discuss his moves and super 
    combos and then analyze/discuss their uses.  I also include combos and versus 
    strategy towards the end of this FAQ.  I also list miscellaneous information 
    about M. Bison at the end.
    Where To Find This FAQ
    Sooner or later, I will post this on my web site at this location: 
    http://members.tripod.com/davidja/faqs/sfa3mbison.txt.  I will also attempt to 
    put this on gamefaqs.com.  In the meanwhile, enjoy.
    Special Thanks
    This FAQ would not be possible without the work and efforts of the following 
    Special People
    -God for allowing me to grace this earth
    -My parents and family for birthing, raising, loving, and tolerating me
    -Myself for finally deciding to be man enough to write a FAQ and face 
    criticism on my FAQ and SFA3 techniques
    FAQ Writers/Contributors
    -Vesther Fauransy for his help with the copyright information
    -Kao Megura, Chocobo, Michael Torres, Nedfar, Svenyip & Shred-Man, Kailu Lantis, 
    Robert Iu, Finny Merrill, Guy "Type R", and ShinJN for their FAQ's
    -Capcom for another great albeit flawed in some spots arcade and PSX SFA3 (and 
    hopefully DreamCast SFA3)
    -a.g.sf2 (alt.games.sf2) for being a good source of info for all SF games
    -Gamefaqs.com for having such a huge depository of information on so many 
    video games and posting my FAQ
    Full acknowledgements (FAQ titles, etc) are listed at the bottom of this FAQ.
    Along with M. Bison moves I will present a small introduction into SFA3.
    Introduction to Street Fighter Alpha 3
    In an effort to make this FAQ a whole lot shorter, I am assuming that you have a 
    working knowledge of Street Fighter.  If you are completely new to Street 
    Fighter Alpha 3, then I suggest you read the following FAQ's: 
    Kao Megura's Street Fighter Alpha 3 FAQ
    Nedfar's Street Fighter Alpha 3 Combo System and General FAQ
    They are both listed below in the Acknowledgements section and can be found at 
    http://www.gamefaqs.com.  If you have a basic understanding of Street Fighter 
    and can do without, then read on.
    Introduction to M. Bison
    M. Bison is the embodiment of evil in the SF/SFA universe.  Many people want his 
    butt on a stick for many reasons.  Of course, he wants nothing less than to take 
    over the world.  He has a good mixture of speed and power.  They have been 
    toning him down since SFA1, but he is still a very viable character.  His ISMs 
    do vary a lot (X-ISM is very different from the other two).  Let us begin our 
    lesson in World Domination, shall we? :)
    The format used in this legend is loosely based on James Chen's X-Men versus 
    Street Fighter combo model/format.  
    General Notation
    + : Perform simultaneously             _ : Or (or simply the word "or")
    , : Perform next motion                => : Perform next sequence          
    /\ : Leave ground for attack           \/ : Land from a jumping attack
    * : Hold direction/button              ^ : Release button(s) held down
    X n : Perform n times/repeatedly       XX : Cancel into special move/super combo
    J : Jumping                            CU : Cross Up
    Close : Standing close                 Far : Standing far
    (air) : Move can be performed in air   air : Move can only be performed in air
    360 : One full joystick rotation       720 : Two full rotations of the joystick
    (XAV) : Available in X, A, or V-ISM
    Joystick/Button Layout
               1P                            2P
    UB  U  UF                     UF  U  UB
      O O O                         O O O
       \|/    (LP)  (MP)  (HP)       \|/    (LP)  (MP)  (HP)
    B O-O-O F                     F O-O-O B
       /|\    (LK)  (MK)  (HK)       /|\    (LK)  (MK)  (HK)
      O O O                         O O O
    DB  D  DF                     DF  D  DB
    For the purposes of this FAQ, I am assuming that you are facing right, i.e., the 
    default 1P side.  If you happen to be on the 2P side, simply switch the left and 
    right joystick commands to get the same effect.  I will be using both letter and 
    joystick notation to describe each move.
    Up/Back(UB)    Up(U)       Up/Forward(UF)    Light     Medium    Hard 
                                                 Punch     Punch     Punch
          O             O             O 
           \            |            /           (LP)      (MP)      (HP)         
    Back(B)        Neutral(N)  Forward(F)        Jab       Strong    Fierce
          O-            O            -O          Short     Forward   Roundhouse
    Down/Back(DB)  Down(D)     Down/Forward(DF)  (LK)      (MK)      (HK)
           /            |            \           Light     Medium    Hard 
          O             O             O          Kick      Kick      Kick
    Button Presses
    P/K : Any Punch/Kick                PP/KK : Two Punches/Kicks 
    3P/3K : All Punches/Kicks           P_K : Any Attack
    LL : Light Punch + Kick (LP + LK)   MM : Medium Punch + Kick (MP + MK)
    HH : Hard Punch + Kick (HP + HK)    SS : Same Strength Punch + Kick (LL_MM_HH)
    START :  Arcade Start button        SELECT : PSX Select button 
    Universal Moves
    Most of these are self-explanatory, but it is good to mention them since the 
    game engine for Street Fighter Alpha 3 had undergone some major changes.
    The chart below is courtesy of Chris MacDonald's/Kao Megura's excellent FAQ on 
    Street Fighter Alpha 3.  It explains the differences between the 3 ISMs much 
    better than I could.
    ABILITIES               X-ISM               A-ISM               V-ISM
    Air Blocking            No                  Yes                 Yes
    Air Recovery            Yes                 Yes                 Yes
    Ground Recovery         No                  Yes                 Yes
    Taunts                  Only Dan            Yes                 Yes
    Guard Power Rating      High                Varies              Varies
    SC/OC Gauge Speed       Slow                Normal              Fast
    Levels Available        1                   3                   2 (50% / 100%)
    Alpha Counter Cost      n/a                 1 SC + 1 GP         50% OC + 1 GP
    Damage Rating           x1.2*               x1.0                x0.8
    Defense Rating          x0.8                x1.0                x1.0
    (OC = Original Combo aka Variable Combo)
    (GP = Guard Meter Point)
    (SC = Super Combo Level)
    I further break down what these ISMs mean to M. Bison in the MOVES ANALYSIS & 
    STRATEGY section.
    Moving & Blocking
    You have to move your character around somehow.  Second to importance to moving 
    is blocking.  Without blocking, you will eventually die from a dizzy or an empty 
    life bar.  However, too much blocking/defending and you will also die thanks to 
    the guard meter and guard crushing.  To reduce your guard meter, you can use 
    guard protection, which is blocking right when the attack strikes you.
    (XAV) Move Forward: F 
    (XAV) Move Backwards: B
    (XAV) Crouch: DB_D_DF
     / or | or \
    O     O     O
    (XAV) Jump: UB_U_UF
    O     O     O
     \ or | or / 
    (XAV) High Block: B
    (XAV) Low Block: DB 
    (AV) Air Block: air B_DB
    O     O     O
     \ or | or /  O- or  /
    Special/Other Universal Moves
    These are moves that every character unless the ISM dictates otherwise.  
    Remember that (SS) means Same Strength Punch and Kick.
    (XAV) Guard Protection: B_DB
    O- or  /
    (AV) Damage/Dizzy Reduction: B, F X n + P_K X n
    O- -O X n + P_K X n
    (XAV) Air Recovery: air B_N_F + PP
    O- or O or -O + PP
    (AV) Ground Recovery: N_F + KK
    O or -O + KK
    (AV) Alpha Counter: F + SS
    -O + SS
    (V) Variable Combo: (air) SS
    (air) SS
    (XAV) Throw: B_F + PP_KK 
    O- or -O + PP or KK 
    (XAV) Air Throw: air B_F + PP_KK  
    O     O     O
     \ or | or /  O- or -O + PP or KK 
    (XAV) Tech Hit: B_F + PP
    O- or -O + PP
    (AV) Arcade Taunt: B_N_F + START
    O- or O or -O + START
    (AV) Playstation Taunt: B_N_F + SELECT
    O- or O or -O + SELECT
    M. Bison Command Attacks
    M. Bison technically has no command attacks.  He does have some close standing 
    moves (MP, HP, MK, and HK).  In V-ISM, you can use these close moves anytime by 
    holding back while pressing the above attacks.  This is true for all V-ISM 
    characters that have close standing moves.  To perform the far standing moves in 
    V-ISM, hold forward or keep the stick in neutral.
    M. Bison Throws
    M. Bison only has one ground and one air throw, but they are really all he 
    needs.  His ground throw is still one of the highest priority and most damaging 
    throws in the game.
    (XAV) Deadly Throw: B_F + PP
    O- or -O + PP
    (XAV) Psycho Fall: air B_F + PP
    O     O     O
     \ or | or /  O- or -O + PP
    M. Bison Special Moves
    (AV) Psycho Shot: *B, F + P
    *O- -O + P
    (X) Psycho Crusher: *B, F + P
    *O- -O + P
    (XAV) Double Knee Press: *B, F + K
    *O- -O + K
    (XAV) Head Press => Somersault Skull Diver: *D, U + K => P
     | | + K => P
    (XAV) Somersault Skull Diver: *D, U + P => P
     | | + P => P
    (AV) Bison Warp: F, D, DF_B, D, DB + 3P_3K
    -O | \  or O- |  / + 3P_3K
       O  O       O O
    M. Bison Super Combos
    M. Bison has two Super Combos in A-ISM.  His Knee Press Nightmare is his X-ISM 
    Super Combo.  A-ISM has the Psycho Crusher as a Super Combo while X-ISM has it 
    as a special move.
    (A) Psycho Crusher: *B, F, B, F + P
    *O- -O O- -O + P
    (XA) Knee Press Nightmare: *B, F, B, F + K
    *O- -O O- -O + K
    Here is where I break the use and ability of M. Bison's normal moves, special 
    moves, and Super Combos.
    Normal Moves
    Since I haven't said much about M. Bison's normal moves, we will start with 
    Light Punch/Jab
    M. Bison throws a quick reverse punch, but it is not fast enough to chain into 
    itself.  Even though it is bufferable, it will only combo into Super Combos.
    M. Bison throws a short, quick punch.  It is decent for in-close poking but 
    useless in combos unless you have a Super Combo charged.
    This looks like an aerial version of his crouching jab Ė nothing more can be 
    said about it.
    Medium Punch/Strong
    M. Bison throws a quick gut punch when close.  This move is bufferable and can 
    be used to combo into all his special moves.  If he is not close, he throws a 
    reverse punch that looks like his standing jab but has a blue flame around it.  
    This doesnít hit crouching opponents like it did in SFA2 but could be useful in 
    anti-air.  I will have to play with it further.
    M. Bison throws out a powerful low punch with his hand surrounded by his Psycho 
    Power aura.  This move is bufferable as well Ė it also seems to have the longest 
    window to buffer special moves and super combos into.  It is also a good poke on 
    the ground.  You will find yourself using this move a lot.
    M. Bison attacks with his hands outstretched.  This looks like his Somersault 
    Skull Diver from SSF2T except the hands are at an angle.  This is more useful in 
    air-to-air combat.
    Hard Punch/Fierce
    M. Bison throws an uppercut when close.  This uppercut is slow and has poor 
    range.  However, it does hit very high and could potentially be used to take out 
    airborne opponents.  When further away, he throws a powerful reverse punch.  
    This looks exactly like this standing strong, but it stays out longer.
    M. Bison throws a crouching uppercut with an aura surrounding his hand.  Most of 
    his body is hidden behind arm.  This is pretty good at anti-air if the opponent 
    is close in the air above you.
    M. Bison strikes with his hand like a claw.  This is a pretty good jump-in and 
    it looks like it has some good air-to-air properties to it as well.  I will have 
    to do more research on this one.
    Light Kick/Short
    M. Bison performs a quick knee strike.  He can not chain the knee strike, but he 
    can combo it into Super Combos.  This is pretty difficult to do though.  It may 
    be useful for ticking or as a quick move to push away, but its range is very 
    M. Bison throws out a low kick.  If youíre going to use a foot sweep, use the 
    medium kick.  It has better priority and combos better as well.  Iím not saying 
    itís useless, but I havenít found any real use for it yet except for in-close 
    low poking and ticking.
    M. Bison jumps up and executes a quick knee strike.  This simply looks like his 
    standing light kick in the air.  You may have to use this move to jump in on 
    smaller characters like Chun Li to start combos.
    Medium Kick/Forward
    M. Bison kicks at thigh level when close.  The close forward is not bufferable, 
    but it is a quicker kick than the standing forward if youíre in close.  The 
    standing forward kick is M. Bisonís best poke.  It is a kick that goes straight 
    out.  The only move that has longer reach is his slide (listed below).  However, 
    the forward kick is much safer for poking.
    M. Bison kicks out at his opponentís feet.  Even though the move looks exactly 
    his crouching short, it stays out longer and allows for some very good 2-in-1 
    combos.  IMHO, this is his best bufferable attack because you have to block low 
    or else eat the oncoming special/super.  The crouching strong does reach a 
    little farther, but if you jump in deep enough, it usually doesn't matter.
    M. Bison jumps forward and crane kicks in the air.  This kick is weird but 
    useful in air-to-air.  Even if you think you hit with kick deep enough, the 
    opponent can sometimes block the next move.  I prefer Roundhouse for all my 
    jump-ins.  The timing is a little harder with the forward kick, but it is still 
    a good jump-in.  If you jump straight up, M. Bison does a jumping version of his 
    standing forward.  This makes it a very long kick and useful in air-to-air.  
    Hard Kick/Roundhouse
    M. Bison performs a standing round kick that hits twice in close.  This is your 
    most powerful bufferable move.  It only buffers off of the first hit, but if you 
    arenít able to do that, you will still take a decent chunk of energy from a 
    standing opponent.  When further away, M. Bison does a high round kick that only 
    hits once.  I tend to use both for anti-air, but you can get hit on the edge of 
    your boot so be careful.
    M. Bison quickly slides into the opponent, swiftly knocking them down.  Be very 
    careful using this move.  One wrong slide and you could be looking at an early 
    grave.  I tend to use this move from just over one-half a screen away.  At that 
    range, if they do block, it becomes much harder to retaliate than up-close.  You 
    can combo it off of a Jab Psycho Shot for an easy 2-hit combo.
    M. Bison performs a jumping side kick.  Make this kick your friend Ė I know I 
    have.  IMHO this is your best jump-in attack.  Anyone who is below you in the 
    air or ground should eat this kick once thrown.  Even if it doesnít hit very 
    deep as a jump-in, it is powerful enough to allow the next hit in the combo to 
    successfully hit.  The only problem is the hit range can be really fuzzy at 
    times.  The kick will look like it went through them, so occasionally mix this 
    up with the forward kick. 
    Deadly Throw (XAV) [B or F + PP]
    M. Bison grabs the opponent by the collar and tosses them across the screen. 
    What would M. Bison be without his trademark throw?  It still is quite powerful 
    in this age of dumbed down throws.  Do not be afraid to use it, but use it 
    wisely as the range is not once it once was.
    Psycho Fall (XAV) [air B or F + PP]
    M. Bison meets the opponent in the air, grabs him/her and throws him/her down to 
    the ground wrapped in a flaming aura.  CPU Shin M. Bison uses this throw very 
    well.  It has pretty good range for an air throw.  You get style points if you 
    get this off in a heated battle.  If you get a counterhit, Bison should be quick 
    enough to land this before they hit the ground.  Watch out for your opponent's 
    air recovery though.
    Special Moves
    M. Bison has some significant changes to his special move repertoire based on 
    the ISM you select.
    Psycho Shot (AV) [*B, F + P]
    M. Bison lurches back and uppercuts, releasing a black ball that horizontally 
    flies across the screen.  This projectile has my vote for the worst projectile 
    in the game.  Even though it is a charge move, Bison has a huge lag before and 
    after it and can be punished for it.  It does fly higher than most projectiles, 
    but otherwise it's not really the projectile of choice.  It doesn't even combo 
    very well.  I only use it occasionally, usually to counter projectiles thrown at 
    me.  Do not get into a projectile war with this.  There isn't very much I can 
    positively say about this move.  It's there, but use it wisely.  
    Psycho Crusher (X) [*B, F + P]
    M. Bison lunges forward and creates a large energy aura around him as he flies 
    horizontally across the screen.  In X-ISM, M. Bison doesnít have a projectile 
    since he didn't have one in SSF2T.  The non-Super Combo version of the Psycho 
    Crusher has its uses.  The Fierce Psycho Crusher combos very well while the Jab 
    Psycho Crusher is pretty good air defense when timed correctly.  The Jab Psycho 
    Crusher also pushes your opponent back, making retaliation more difficult but 
    not impossible.  The Fierce version goes all the way across the screen through 
    your opponent if need be, which makes it a good escape tool if you need one 
    especially since you lose the Bison Warp in X-ISM.
    Double Knee Press (XAV) [*B, F + K]
    M. Bison flips forward in the air and kicks his opponent twice on the way down.
    Once again, Capcom took a decent move and made it worse.  The Double Knee Press 
    only hits most crouching opponents once.  Hence, combos involving the Double 
    Knee Press have to be done on standing opponents or else the opponent can block 
    or counter.  That being said, this is still a decent move.  If you use the right 
    Knee Press, the push back will prevent most retaliation.  However, if you use 
    this in a corner, you may pay for it dearly.
    Head Press => Somersault Skull Diver (XAV) [*D, U + K => P]
    M. Bison flies through the air at the opponent and stomps on them.  He then 
    somersaults towards the ground and lunges towards the opponent, leading with his 
    hands.  This is part of what I call Air Bison.  If the Head Press hits as a 
    counter hit in the air, you can immediately do a Somersault Skull Diver for a 
    stylish two-hit combo.  The Somersault Skull Diver is optional on the Head Press 
    Ė if you donít press punch, you will simply land.  However, you do have a slight 
    lag if  you donít throw anything after the Head Press or you donít hit with the 
    ensuing Skull Diver.  In X-ISM, the Somersault Skull Diver from a Head Press 
    uses a different animation than the other versions.  He comes down with what 
    looks like his jumping strong punch.  This version is much more versatile and 
    quicker than the single glowing hand you get.  You can even combo off this 
    version of the Diver in X-ISM.
    Somersault Skull Diver (XAV) [*D, U + P => P]
    M. Bison leaps in the air, somersaults towards the ground, and lunges towards 
    the opponent, leading with his hands.  This move is the other aspect of Air 
    Bison.  If you do not press punch twice, you will simply float in the air and 
    land on the ground.  However, you do have a slight lag when you land.  Always 
    try to hit as low as possible with the Skull Diver to offset the lag.  If you 
    hit too high, the opponent can easily counter you.  You can use this as an 
    alternative to the Head Press to keep your opponent guessing.  Unlike the Skull 
    Diver from the Head Press in X-ISM, the Skull Diver always looks the same 
    regardless of ISM.
    Bison Warp (AV) [F, D, DF_B, D, DB + 3P_3K]
    M. Bison quickly disappears and reappears in another location.  This move is 
    great for getting out of corners, but used incorrectly it can be outright fatal.  
    If you use 3P, you tend to stay close to your opponent while 3K moves far from 
    your opponent.  To go behind your opponent, you have to use the F, D, DF motion.  
    To stay on the same side, use the B, D, DB motion.  Unfortunately, you do not 
    have this in X-ISM.
    Super Combos
    Psycho Crusher (A) [*B, F, B, F + P]
    M. Bison lunges across the screen completely wrapped in an aura.  Even though it 
    has lost a little priority from SFA2, the Psycho Crusher is still a very 
    damaging super combo even at level 1.  The only problem is getting all the hits 
    to connect sometimes.  I have had Psycho Crushers hit my opponent once on the 
    ground.  They do juggle pretty well though.  A level 1 can be used for air 
    defense against most jump-ins.  
    Knee Press Nightmare (XA) [*B, F, B, F + K]
    M. Bison flips forward through the air and performs back to back Double Knee 
    Presses, followed by a slide (Level 3 A_ISM/X-ISM).  This super goes through 
    fireballs at all levels and does incredible damage at higher levels.  If you do 
    perform a Level 3 A-ISM/X-ISM Knee Press Nightmare, please make sure it will 
    hit.  The slide at the end of the super combo can be hazardous to your health if 
    blocked.  Otherwise, this is the underrated of the two super combos.  It is 
    still a powerful Super Combo.
    Now that we have analyzed the moves, let's see how M. Bison can use these moves 
    in combos.
    Basic (3+ Hits)
    M. Bison does not have many basic (as in non 2-in-1) multi-hitting combos over 
    two hits.  His only 2-hit normal on the ground is his close roundhouse.
    (XA) Jumping Roundhouse \/ Close Roundhouse: J HK \/ Close HK
    /  HK \/ Close HK
    (V) Jumping Roundhouse \/ Close Roundhouse: J HK \/ B + HK
    /  HK \/ O- + HK
    This combo will hit 3 times on standing opponents.
    M. Bison has several bufferable moves:
    Standing/Crouching Jab/Light Punch
    Close/Crouching Strong/Medium Punch
    Standing/Crouching Short/Light Kick 
    Crouching Forward/Medium Kick 
    Close Roundhouse/Hard Kick
    Only the medium and hard attacks are useful in 2-in-1 combos.  The light attacks 
    can only buffer into super combos at very close range - special moves can be 
    blocked when buffered off of light attacks.  However, the other 4 more usable 
    bufferable attacks are used in the majority of his combos.  The one I use the 
    most is crouching forward because it must be blocked low.  However, anywhere you 
    can use a crouching forward you can use a crouching strong.  I'm just too lazy 
    to write up all the permutations of combos.  For the majority of the jump-in 
    combos, you can use Roundhouse.  You can also use Short or Forward for smaller 
    characters like Chun Li, but they have to hit deep.
    (XAV) Jumping Attack \/ Crouching Forward XX Double Knee Press: J P_K \/ *DB + 
    MK XX F + K
    /  P_K \/   / + MK XX -O + K
    This is your standard jump in combo on standing opponents.  It is a relatively 
    easy 4-hit combo especially if you use MK for the jump-in and the Double Knee 
    (XAV) Jumping Attack \/ Close Roundhouse XX Double Knee Press: J P_K \/ *B + HK 
    XX F + K
    /  P_K \/ *O- + HK XX -O + K
    Care needs to be taken with this combo.  Sometimes the far standing roundhouse 
    comes out instead of the close roundhouse if the spacing is off, which can be 
    disastrous.  However, if the combo is done quickly this should not be a problem.  
    On crouching larger characters, you can buffer a short Double Knee Press off of 
    the close roundhouse so that it will remain a true combo.  This may only work in 
    the corner though.
    (XA) Jumping Attack \/ Crouching Forward XX Knee Press Nightmare: J P_K \/ *DB + 
    MK XX DF, DB, F + K
    /  P_K \/   / + MK XX \   / -O + K
              *O           O O
    Fortunately, the Knee Press Nightmare will hit crouching opponents.  The main 
    problem is squeezing the timing in for the Super Combo.  It is difficult but not 
    impossible and definitely worth learning.
    Even though it is not obvious, there is a slight difference in how I do the 
    joystick motions for the super combos in the last two combos than listed in the 
    MOVES section.  Rather than use the standard *B, F, B, F motion, I am using the 
    diagonals (*DB, DF, DB, F) to perform the super.  The reason for this especially 
    in the third combo is to prevent from performing a Double Knee Press instead of 
    the Knee Press Nightmare. In case I just confused you, here is a better 
    explanation.  Since the Double Knee Press and the Knee Press Nightmare share a 
    common B, F motion, I can accidentally initiate the Double Knee Press if I press 
    the kick button too early while doing the combo.  In order to prevent this, I 
    move from DB to DF.  This does count as a forward motion for the super.  As a 
    matter of fact, all super combos requiring a back change can be done from DB, 
    DF, DB instead of B, F, B before the final forward.  In fact, it is much better 
    to perform your super combos this way because you don't do that super 
    wiggle/shimmy to give yourself away if you do a super out of the blue.  You just 
    suddenly stand up during the super animation and do the super.  Remember that I 
    can not do a Double Knee Press if I go from DB to DF.  I simply lose my back 
    charge but keep my down charge.
    (X) Jumping Attack \/ Crouching Forward XX Psycho Crusher: J P_K \/ *DB + MK XX 
    F + HP
    /  P_K \/   / + MK XX -O + P
    In X-ISM, this is your bread-and-butter jump-in combo due to the nature of the 
    Double Knee Press.  Just be careful that you donít accidentally go into a Double 
    Knee Press instead of the Psycho Crusher.  You can use MP or HP on the Psycho 
    Crusher, but the HP Psycho Crusher combos better.  You may also have to use 
    Short or Forward on the jump-in to insure that it's not blocked.
    (A) Jumping Attack \/ Crouching Strong XX Psycho Crusher: J P_K \/ *DB + MK XX 
    DF, DB, F + P
    /  P_K \/   / + MK XX \   / -O + P
              *O           O O
    This is bar none M. Bisonís most damaging combo.  At Level 3, your opponent will 
    have his/her mouth ajar if you hit them with this.  The timing is very similar 
    the Knee Press Nightmare combos.  If you have your opponent in the corner, you 
    can add a Jab Psycho Shot at the beginning of this combo:
    (A) Jab Psycho Shot /\ Jumping Attack \/ Low Forward XX Psycho Crusher: *B, F + 
    LP /\ UF P_K \/ *DB + MK XX DF, DB, F + P
    *O- -O + LP /\ /  P_K \/   / + MK XX \   / -O + P 
                             *O           O O
    Variable combos in general can do incredible amounts of damage especially if you 
    have your opponent in a corner.  The damage can rival and surpass even the best 
    super combos under ideal conditions. To start a variable combo, simply press any 
    two same strength buttons: LP + LK (LL) or MP + MK (MM) or HP + HK (HH).  In my 
    shorthand, these are known as LL, MM, and HH respectively (Light, Medium, and 
    Hard Strength).  At the beginning of a Variable Combo, you are somewhat 
    invincible to most normal and special moves.  In other words, you can blow 
    through someone's attack and launch a counterattack that can lead to a large 
    combo.  The only thing you need to watch out for is that you till have to charge 
    during Variable Combos, which was not the case for Custom Combos in SFA2.  If 
    you do not charge quickly in a VC, you will mess up the VC if a charge move is 
    involved. .  For some reason, I can not start a VC with a charge move with M. 
    Bison even if I had a charge before I started a VC.  Maybe I'm a scrub or 
    something.  I have to throw at least one move (usually two) and buffer into the 
    Double Knee Press for my VCs.
    Since there are two V-ISM FAQs out as I write this, I will defer to those 
    FAQs by Chocobo (JVP) and Michael Torres (MT) for the first sets of V-ISM 
    combos.  Note that most of M. Bison's Variable Combos involve juggling with the 
    Double Knee Press.
    (JVP) Opponent In Corner - Start VC w/ MM => Four Jabs /\ Jumping Fierce \/ 
    Repeat from Jab: MM => LP X 4 /\ UF HP \/ ... LP
    MM => LP X 4 /\ /  HP \/ ... LP
    This is very basic and can be used for guard crush damage.  The jabs will keep 
    the opponent pinned down while Bison jumps in again to get closer.  
    (JVP) Opponent In Corner - Start VC w/ LL => Repeated Fierce Psycho Shots: LL => 
    *B, F + HP X n
    LL => *O- -O + HP X n
    Even if the opponents blocks, you can potentially guard crush them, which will 
    lead to real damage.
    (DJA) Anywhere - Start VC w/ MM /\ Jumping Roundhouse \/ Crouching Forward XX 
    Roundhouse Double Knee Press => Repeated Roundhouse Double Knee Presses Until 
    Corner => Forward Double Knee Presses: MM /\ UF HK \/ *DB + MK XX F + HK => *B, 
    F + HK X n => *B, F + MK * n]
    MM => /  HK \/   / + MK XX -O + HK => *O- -O + HK X n => *O- -O + MK X n
    This is the best jump-in VC I could create.  I may have the strengths of the 
    Double Knee Presses mixed up - you may have to use Forward until you get to the 
    corner and then switch to Roundhouse on the Knee Presses.  I will research this 
    one.  The best way to start this VC is to jump and then start the VC in case you 
    need to blow through an anti-air counterattack.
    To crush your enemies and rule the world forever, you need good strategy for all 
    your opponents/victims.  
    There are strategies that are useful for any battle against any opponent.  I 
    list them first before I go into specific character strategies.
    His best poke is standing forward plain and simple.  However, I only use it at 
    the tip of its range.  When closer, M. Bison has better Ė and more importantly 
    bufferable Ė moves he can poke with at his disposal like crouching strong and 
    forward.  Crouching strong is also good for counter hits.  If youíre really up 
    close, a short or a crouching jab is advisable.
    M. Bison no longer has the standing middle kick for his animation for the 
    jumping B_F middle kick.  It is a new kick that is useful in both air and ground 
    jump attacks.  I prefer roundhouse for deep jump-ins.  If you jump straight up, 
    you do the standing middle kick animation for a jumping middle kick.  For 
    smaller characters like Chun Li, it may be necessary to hit with a deep jumping 
    short to start and finish combos.
    M. Bison has a great throw Ė do NOT use be afraid to use it or tick with it.  
    Most jump-in attacks can be stopped by a standing roundhouse or crouching 
    fierce.  However, some opponents can actually punch your hand/boot with good 
    timing.  A Level 1 Psycho Crusher or Knee Press Nightmare is also good to 
    counter certain jump-ins.  In fact, the Psycho Crusher usually juggles very well 
    to get all the hits.  As for the Nightmare, only the first Double Knee Press 
    will juggle unless they were very close to the ground.
    To counter missed moves on the ground, the roundhouse slide is very good for 
    this, but you have to make sure that you donít mess up when youíre countering.  
    Since you donít need to charge the move, you can counter moves like Dragon 
    Punches from a longer range without a charge.  Of course, you can also use 
    Double Knee Presses and the usual, but sometimes they are too slow for the 
    situation.  If youíre countering up close, then any bufferable move into a 
    special move or super (or the special or super combo on its own) will do or if 
    youíre lazy, throw. ;)
    Know when to recover and when NOT to recover.  If you think you need a wake-
    up/reversal attack when you land on the ground, recover using B_DB_D_DF.  Back 
    and down-back are more useful since you can charge super combos, but any of 
    those charge positions can be useful depending on how you want to air recover.  
    If an opponent recovers close enough to you, you may be able to pull off an air 
    throw or a jumping attack.  You can even do a special move or super.  However, 
    I'd reserve the super for grounded opponents.
    Vs CPU
    As always, I can use various tips to help M. Bison conquer the world.  If you 
    have any, feel free to email me.  These strategies are for the opponents you 
    will always face in a standard SFA3 arcade game.
    Vs CPU Akuma (Stage 5)
    I personally hate fighting CPU Akuma.  The CPU will actually tick you and if you 
    attempt to countertick, you'll eat a Dragon Punch or a foot sweep or worse.  If 
    you just sit there, he will throw you.  I usually have to perform a Super Combo 
    to get out of his ticks.  He also loves to use the dive kick so watch out for 
    that - he will usually perform a low forward XX Hadoken combo from the dive 
    kick.  However, his weakness comes in his fireballs.  If you can predict a red 
    Hadoken, Akuma will eat a 4-hit combo or worse.  If you get caught in a corner, 
    teleport or Use a Knee Press Nightmare to escape if he throws a fireball.  If 
    you see him go for the Instant Hell Murder, jump forward or back - do not stay 
    on the ground under any circumstance.  Don't stand too close to him - he tends 
    to Dragon Punch anything you throw at him at that range.  Only use Psycho Shots 
    at further than 3/4 screen since he can do that aerial roll.  On higher levels, 
    prepare to be trounced if you are not careful.  
    Vs CPU Sagat (Stage 9)
    Sagat has the annoying tendency to keep me pinned down in the corner until I 
    remember to Head Press him for any low fireballs he throws.  You can peck him 
    with the Standing Forward, but like Akuma, he tends to Tiger Blow anything up 
    close.  If you knock him down, you can sometimes Head Press him as he gets up.  
    If he tries to Tiger Blow you, you actually pass by him.  Feel free to slide 
    into him since you recover before he does.  This only becomes a hard match on 
    higher levels because he does so much more damage than you per hit.  Try not to 
    Double Knee Press too often as he does have a tendency to Tiger Blow it.  If 
    he's open, then go ahead, but otherwise, I'd advise against it.
    Vs CPU Ryu (Stage 10)
    Even at easier levels, this is a tough match.  Watch out for his Shinkuu 
    Hadokens.  If you get greedy while poking, this will be your reward along with 
    an MIA lifebar.  If he gets predictable with Hadokens, feel free to jump in and 
    combo.  If you are too far away, then attempt a Head Press to counter the 
    Hadoken.  The Somersault Skull Diver is also good for confusion.  Only use the 
    Psycho Shot to counter his Hadokens.  He can do an air hurricane kick over your 
    Psycho Shots to get inside if you throw one.  If you are pinned in the corner, 
    teleport or Knee Press Nightmare through a fireball.  This battle is similar to 
    CPU Akuma without the tick throws and Instant Hell Murder. He will also use 
    Dragon Punches at close range as well if you're not careful. You defeat him and 
    the world is yours.
    Vs Human
    I need much help with this section.  If you have any tips, feel free to email 
    This section covers the story, ending, win quotes, colors and animations of M. 
    M. Bison has one last chance to rule the world.  The storyline, courtesy of 
    Svenyip and Shred-Man, explains why this is the case.
    Opening Storyline
    This is the stuff you see when you start a regular SFA3 arcade game.
    Personal Data
    Height: 6.1 FT
    Blood Type:
    Special Moves
    (under construction)
    Opening Introduction
    Bison is the leader of the secret organization "Shadaloo."
    His inner power is about to exceed what his body can hold.
    Psycho Power needs a host that can trap its demonic strength.
    A new body that only the strongest of warriors possess...
    Stage 5 Mid-Boss Storyline: Akuma
    Bison: So, you're the master of fists...
    Akuma: ...What do you want?
    Bison: To see if your "evil intent" can hurt me!
    Akuma: Do not mock me... I will destroy you!!
    Bison: So this is your "evil intent..." ...It is less than nothing!
    Bison: There is no one who can stop me...!
    Bison: Ryu... Just you wait! Your body will soon be mine!
    Stage 9 Mid-Boss Storyline: Sagat
    Sagat: You!!! What are you planning to do with Ryu?
    Bison: Just know that your rival will be used to further my purposes.
    Sagat: So, you can't fight without someone's help...? Pathetic...!
    Bison: Fool! The body I have now is more than enough to crush you!
    Bison: If you interfere, you will be the first to perish!
    Stage 10 Final Boss Storyline: Ryu
    Bison: Ryu, your existence has been critical to my ambitions...
    Bison: My ambition to rule this world forever...
    Bison: And to be honored as the mightiest of all time!
    Ryu: All I care about... Is to battle and crush worthy opponents...
    Ryu: Now... It begins!
    This ending is courtesy of Kailu Lantis and his Endings FAQ.
    (Happy Bison.)
    Bison: At last! You are finally in my hands, Ryu....
    (In the Psycho Drive room, Bison looks over Ryu, who is floating in the tube.)
    Bison: You.... Your power.... I will use it well! For my ambition! Ha ha ha ha 
    (The Psycho Drive statue begins to move.)
    Bison: Perish! All you fools shall perish now!
    (The Psycho Drive statue fires a beam to outer space, which reflects itself on a 
    satellite, sent back to the Earth, and blows up a city. After the explosion, 
    there is a portrait of an eerie Bison, like in the intro.)
    Bison: Ha ha ha ha ha! Magnificent! The ultimate destructive power!
    (Happy Bison.)
    Bison: Nothing can stop my ambition! As long as Ryu's power and body are in my 
    hands, I am supreme!
    (Shadaloo symbol appears.)
    Bison: Let the name of "Shadaloo" echo for all eternity!
    Win Quotes
    I believe these come courtesy of Robert Iu's FAQ.
    Fear and respect... the supreme energy that is Psycho Power!
    I torment you, hoping you will return to better entertain me!
    I will CRUSH YOU!!!
    I'm happy you are alive. You are still capable of feeling pain.
    If you wish to live, make your vow of servitude to me... Now!
    My every victory signifies the crumbling of justice!
    The feelings of terror only prove your inferiority.
    What strikes horror into your heart, is simply humor to me.
    This section covers opening animation, win poses, and taunts.
    For some reason, M. Bison only uses one win pose when facing anyone but himself.  
    I think it has to do with RAM limitations of the PSX because he is not the only 
    character who does this on the PSX(R. Mika and Zangief do this AFAIK).  Anyway, 
    he will always perform the LP pose that is listed below if you play the PSX CPU.  
    In the arcade, this doesnít happen.  With that in mind, I will list all the 
    poses he performs based on button press.  The win poses are from Kao Meguraís 
    - LP/LK : M. Bison looks towards the screen and drags a thumb across his throat.
    - MP/MK : M. Bison crosses his arms and says "Hmph, nurui wa!" (You suck!)
    - HP/HK : M. Bison teleports into the air and floats there while laughing. 
    A side note: Is it just me, or does he sound like he's saying, "Know who you 
    are" rather than "Nurui wa", kind of like the way WWF's The Rock says "Know your 
    role"? =)
    The taunt animation is courtesy of ShinJN's Miscellaneous FAQ:
    [neutral] - Puts legs together, crosses arms, and says "Nurui wa!"
    The taunt is essentially the same animation as his MP/MK win pose listed above.
    M. Bisonís opening animation is that he floats down to the ground while laughing 
    before he enters his fighting stance.  The CPU M. Bison will have light blue 
    flames around him as he floats down.
    M. Bison has 6 different color outfits - 2 (P or K) per major ISM.  However, on 
    the Playstation, it is possible to choose any color from any ISM.  According to 
    ShinJN's FAQ, this is how the Playstation buttons map to the arcade version of 
    SFA3 for the color schemes:
    Square: Į\_ These buttons correspond to
    X:      _/  the X-ism colors 
    Triangle: Į\_ These buttons correspond to 
    O:        _/  the A-ism colors
    R1: Į\_ These buttons correspond to
    R2: _/  the V-ism colors
    On the PSX, Square, Triangle, and R1 are the Punch versions of each ISM while X, 
    O, and R2 are the kick versions IIRC.  You can not select characters with L1 or 
    L2 even if you have them mapped as attack buttons (like I do on my PSX 
    joystick).  That being said, here are the colors for M. Bison from the same FAQ:
    - Square : Dark-blue uniform, Gold shoulder plates/arm cuffs/leg plates, Dark-
    blue cap, Dark-brown cape
    - X : Dark-green uniform, Gold shoulder plates/arm cuffs/leg plates, Dark-green 
    cap, Dark-brown cape
    - Triangle : Red uniform, Dirty-silver shoulder plates/arm cuffs/leg plates, Red 
    cap, Dark-grey cape
    - O : Dark-purple uniform, Dirty-silver shoulder plates/arm cuffs/leg plates, 
    Dark-purple cap, Dark-grey cape
    - R1 : Dark-grey uniform, Dark sky-blue shoulder plates/arm cuffs/leg plates, 
    Dark-grey cap, Dark blue-grey cape
    - R2 : Light blue-white uniform, Dark sky-blue shoulder plates/arm cuffs/leg 
    plates, Light blue-white cap, Dark blue-grey cape
    Shin Bison
    Shin Bison (or Shin M. Bison) refers to the non-playable version (unless you 
    have a Game Shark) of M. Bison that most players have to fight against at the 
    end.  He doesn't have a standard ISM.  Rather he has all the moves of A-ISM M. 
    Bison but an X-ISM Super Combo Meter.  Instead of an X, he has the Shadaloo 
    symbol on his Super Combo meter.  His Super Combo is a wicked, full screen 
    don't-even-think-about-trying-to-escape version of his PsychoCrusher SC, dubbed 
    by some as the Psycho Drive Crusher or the Shin Psycho Crusher.  However, he can 
    also use the Knee Press Nightmare in this mode - he tends to use it especially 
    in PSX SFA3 Dramatic Mode.  He also has an uncanny ability to air throw 
    opponents and his ground throw is still as deadly as ever.  Some of his moves 
    also have added extra oomph to them, including his crouching and standing fierce 
    and the aforementioned throws.  
    I didn't know what to call this section, but this seemed like the most 
    appropriate term.  It lists the sources of information for this FAQ and the 
    changes between each revision.
    It is necessary to acknowledge the work of past FAQ writers without whose 
    tireless work, knowledge, and information I would not able to write this FAQ.  I 
    have listed the author and his/her FAQ and what information I pulled from 
    his/her FAQ into mine.  The FAQ is a compilation of information found, read, 
    researched or even discovered by me.  However, many people have found 
    information in this FAQ out and written about it long before I put together this 
    FAQ.  In fact, many of these FAQ's are good reading if you want to know more 
    about SFA3.  That being said, here are my main sources and references for this 
    FAQ outside of my own SFA3 experience:
    Mark Kim/Vesther Fauransy
    Web Page: http://www.verasnaship.net/ 
    Email: verasnaship@verasnaship.net
    FAQ: LA Machine Guns: Rage of the Machines For the Sega AM3 Arcade Game Anti-
    Terrorist Manual Version 0.0.2 (Build 0114)
    Copyright (c) 1999 Mark Kim.  All Rights Reserved.
    Chris MacDonald/Kao Megura
    Web Page: http://members.xoom.com/megura/ or http://i.am/kao
    Email: kmegura@hotmail.com
    Unpublished works Copyright (c) 1998-1999 Kao Megura.  All Rights Reserved.
    Joe VanPelt/Chocobo
    Email: chocobo@mindspring.com
    FAQ: Street Fighter Alpha 3 (arcade and PSX) VC Guide, version 1.8
    Copyright (c) 1999 Joe VanPelt.  All Rights Reserved.
    Michael Torres
    Email: michaeltorres@prodigy.com
    FAQ: SFZ3 V-Ism Faq for PSX/Arcade 2.0
    Copyright (c) 1999 Michael Torres.  All Rights Reserved.
    Colin Caldwell/Nedfar
    Web Page: http://members.spree.com/sip/nefdar   
    Email: nefdar@hotmail.com
    FAQ: Street Fighter Alpha 3 Combo System and General FAQ
    FAQ: Street Fighter Alpha 3 Comprehensive Adon Guide / FAQ
    Copyright (c) 1999 Colin Caldwell. All Rights Reserved.
    Michael "Svenyip" Troupe & Shawn "Shred-Man" Dumas
    Emails: Svenyip@Javanet.Com & Shredder@Bcn.Net respectively
    FAQ: Street Fighter Alpha 3 "PLOT FAQ" Version 1.0
    Copyright (c) 1999 Michael Troupe & Shawn Dumas. All Rights Reserved.
    Kailu Lantis
    Emails: jcarlo@hotmail.com, lantis@mailexcite.com, kailu_lantis_SNK@yahoo.com, 
    or al760412@campus.ira.itesm.mx
    Copyright (c) 1999 Kailu Lantis. All Rights Reserved.
    Robert Iu
    Email: robertsmac@aol.com
    FAQ: Street Fighter Alpha 3 Quotes and Dialogue Guide v1.0
    Copyright (c) 1999 Robert Iu. All Rights Reserved.
    Finny Merrill
    Web Site: http://browse.to/my_anime_site
    Emails: finnym@hotmail.com
    FAQ: M. Bison, AS AND VERSUS Version 1.0
    Copyright (c) 1999 Finny Merrill.  All Rights Reserved.
    Guy "Type R"
    Email: hsakuragi@xoommail.com
    FAQ: Street Fighter Alpha 3 (PSX) Final M.Bison/Vega FAQ
    Copyright (c) 1999 Guy "Type R".  All Rights Reserved.
    Email: shinjn@yahoo.com
    Copyright (c) 1999 ShinJN.  All Rights Reserved
    Web Page: http://www.gamefaqs.com/features/contribute/howtowrite.html
    FAQ: "How To Write a FAQ for GameFAQs"
    What's New In This Version
    Version 0.008
    -Revised Table of Contents
    -Revised legend
    -Shortened FAQ in some areas
    -Revised heading structure
    Version 0.007
    -Added win poses derived from PSX SFA3 Versus Mode
    -Started General VS Strategy
    -Revised heading structure
    -Revised legend structure
    Version 0.006
    -Revised legend structure
    -Added another FAQ writer to copyright
    -Added colors and taunts section
    Version 0.005
    -Edited copyright slightly
    -Fixed some minor errors
    -Added parents and family to "Special Thanks" list
    Version 0.004
    -Added for "FOR ARCADE & PLAYSTATION" to FAQ title
    -Removed "FOR BEGINNERS" from FAQ title
    -Added win poses
    -Edited errors
    -Made FAQ headings more readable
    Version 0.003
    -Moved acknowledgement section to bottom
    -Shortened FAQ and removed very basic stuff
    -Referenced Colin Caldwell's SFA3 General FAQ
    -Added VS STRATEGY section
    Version 0.002
    -Copyright added
    -Actually started to write this FAQ
    Version 0.001
    -First version
    -Skeleton architecture from my E. Honda FAQ
    -Counter hit combos
    -More combos as I can find them
    -More moves analysis & strategy
    -Other improvements based on feedback
    This is not the last word on SFA3 M. Bison by far.  However, I do hope that FAQ 
    may one day be the most complete word on M. Bison.  I would appreciate any tips 
    on the FAQ itself or any M. Bison tips you may have.  Email me at the address 
    below any comments/questions/critiques/flames.  Thank you for taking your time 
    to read this.
    This Electronically Published Document is copyrighted (c) and trademarked (tm) 
    by David Antoine.  All Rights Reserved.  This document is protected by 
    applicable copyright laws and international treaties.  Unauthorized 
    reproduction, retransmission, and/or a breach of copyright, partial or full, may 
    result in civil and criminal penalties and is subject to maximum punishment and 
    prosecution to the highest extent possible by law.  Please properly credit David 
    Antoine where credit is due.  This document is the sole property of David 
    David J. Antoine/$muvMoney
    Copyright (c) 1999 David J. Antoine
    John 14:27
    Numbers 6:24