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