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    M.Bison by TBui

    Updated: 10/31/00 | Search Guide | Bookmark Guide

    MARVEL VS CAPCOM 2: NEW AGE OF HEROES
    CHARACTER GUIDE: M. BISON
    10/31/00
    
    COPYRIGHT  2000
    THIS IS THE PROPERTY OF ONE, TRUNG BUI AND MAY NOT BE USED WITHOUT 
    CONSENT FROM SAID AUTHOR.
    
    By Trung "Supergeek" Bui
    trung_bui_2000@hotmail.com
    
    Version History:
    
    Ver. 1.0: First Edition
    
    Table of Contents:
    
    1) Copyright
    
    2) M. Bison Explained
    
    3) Move List
    
    4) Assists
    
    5) Strategies
    
    6) Combos
    
    7) Thanks 
    
    
    1) COPYRIGHT 
    
    THIS FAQ AND/OR GUIDE IS PROPERTY OF TRUNG BUI AND MAY NOT BE 
    DISTRIBUTED WITHOUT MY PERMISSION OR CONSENT. DOING SO WOULD BE A MAJOR 
    COPYRIGHT INFRINGEMENT AND WOULD HURT MY FEELINGS. THIS IS MY WORK AND 
    YOU SHOULD NOT TAKE IT, PERIOD. THANKS FOR AGREEING AND ENJOY THE FAQ!
    
    
    
    
    
    2) M. BISON EXPLAINED
    
    M. Bison is a very good, slightly unbalanced character with great 
    offense. A downside to Bison is his lack of attacking moves, he only 
    has 3 main attacks, and one of the first things to do is to learn his 
    moves, which are very easy to perform. Another downside is his 
    predictability, which is again contributed to his lack of attacks. Some 
    good sides are his very good, quick, and powerful Hyper Combos, two of 
    which can be comboed into very well. 
    
    
    
    
    
    
    3) MOVE LIST
    
    Launcher: c. HP 
    S.: Standing
    J.: Jumping
    C.: Crouching
    D.: Dash in
    SJ: Superjump
    QCF: Down, Down-Forward, Forward
    QCB: Down, Down-Back, Back
    HCF: Back, Down-Back, Down, Down-Forward, Forward
    HCB: Forward, Down-Forward, Down, Down-Back, Back
    DP: Forward, Down, Down-Forward
    LP: Low Punch
    HP: High Punch
    LK: Low Kick
    HK: High Kick
    XX: Cancel
    P: Punch
    2P: 2 Punches
    K: Kick
    2K: 2 Kicks
    A1: Assist 1
    A2: Assist 2
    
    THROWS:
    
    SPECIAL ATTACKS:
    
    Launcher: c. HP 
    
    This move is used to start an air combo or aerial rave.
    
    Psycho Shot: HCF + P 	Ground
    
    This is a basic fireball for Bison. He pulls his hand back and then 
    puts it forward, a small, purple fireball will appear and depending on 
    the punch strength used, Jab goes from down to up and Strong goes up to 
    down. Jab is used for anti air and Strong is for anti dashing.
    
    Psycho Field: HCB + P	Ground
    
    This is a GREAT move. Bison conjures a small, slow moving purple sphere 
    that moves across the screen that great for anti dashing. When it 
    connects, three giant orbs just encircle the opponent causing damage. I 
    really love this move, but it's not that great for anti air attacks, 
    and it's not very good for combos.
    
    Double Knee Press: HCF + K	Ground and Air
    
    This is probably Bison's best on the ground move, IMO. It basically is 
    a bicycle kick across the screen. The attack's distance will vary on 
    the strength of the kick, Short will go a small way, which is great for 
    ending combos, and the Forward will go almost all the way across the 
    screen. In the air, it's great for leading into Psycho Crusher.
    
    Bison Warp: DP + K or P 	Ground
    
    This is Bison's teleportation move, depending on which button used, be 
    it Jab or Forward, that is which corner of the screen he will end up. 
    This move is only good for a turtler when you want to surprise them. 
    
    Head Press: Charge D + P	Ground
    
    This one of Bison's old moves, from the ground, he jumps and lands on 
    the opponent with his fists out. This is an okay move because of the 
    surprise factor and the damage it does. I like it but I don't use it 
    too much.
    
    Somersault Skull Diver: Charge D + K	Ground
    
    This is exactly like the Head Press, but Bison uses his feet instead.
    
    HYPER COMBOS:
    
    Psycho Crusher: QCF + 2P	Ground or Air
    
    This is Bison's patented move. It starts out with Bison pulling his 
    right hand back and charging it with Psycho Energy and he just charges 
    forward, doused in Psycho Energy. This move is really, really flexible, 
    it's great in either ending combos or just finishing someone off. This 
    move is best utilized when you end a combo with it.
    
    Psycho Explosion: QCB + 2P
    
    This move is basically a giant version of Psycho Field. As Psycho Field 
    is performed, Bison produces a small purple sphere and it slowly moves 
    across the screen, if it hits the opponent, it explodes and the damage 
    is greater than Psycho Field, it also lasts longer than the field. It's 
    great for dash-ins and for block damage. 
    
    Knee Press Nightmare: QCF + 2K
     
    Like Psycho Explosion, Knee Press Nightmare is an elongated version of 
    the Double Knee Press, except there's a twist; THREE Bison's appear and 
    perform one Double Knee Press each causing massive damage! This is 
    probably my favorite Hyper Combo, just because of the coolness. 
    
    
    
    
    
    4) ASSISTS
    
    Bison's assists are probably top tier, IMO, even though nobody else 
    will probably agree with me. Let's begin:
    
    ALPHA: Psycho Shot/Psycho Crusher
    
    This move will perform a strong Psycho Shot, which is basically an 
    anti-dashing move.
    
    BETA: Psycho Field/Psycho Crusher
    
    This is probably Bison's best assist; it's great for the dash-ins and 
    good for a shield for YOU to dash in. It performs the strong version of 
    the Psycho Field.
    
    GAMMA: Double Knee Press/Knee Press Nightmare
    
    This move performs the strong version the Double Knee Press, good for a 
    defend-and-recover tactic. It performs the strong version of the Double 
    Knee Press.
    
    
    
    
    
    5) STRATEGIES
    
    M. Bison is sort of a challenge to play with, but when properly used, 
    he is VERY lethal. First of all, you have to note that he's very fast 
    for his size, use that to your advantage. Also, try to air combo right 
    off the bat; he's very powerful in the air combo business as well. 
    Using him as an assister is not top notch (unlike Dr. Doom or Iceman), 
    but his assists are very good when properly executed. Also remember 
    that his Hyper Combos are best deployed when ending a combo. 
    
    VS. ABYSS: 
    1st form: 	M. Bison is okay for the first form of Abyss; just do a 
    simple combo of s. LK, s. LK, Double Knee Press, and block, repeat. 
    Remember not to do this too much, because you will get hit on the lag 
    after the knee press. 
    
    2nd form:	Get as far away from him as possible, and do Fierce Psycho 
    Shots, when the bubbles come out, Superjump, and Jab.
     
    3rd form:	As soon as he comes out, pull a Triple Hyper Combo, 
    depending on what team you use and which assist you use, he'll either 
    die right away or be close to it.
    
    
    
    
    
    6) COMBOS
    
    1. Psycho Field, dash in, LK, LK, Double Knee Press.
    
    2. Psycho Field, dash in, c. LP, c. HP, SJ, LP, LK, LP, LK, Double Knee 
    Press, Psycho Crusher.
    
    3. Psycho Field, dash in, c. LP, c. HP, SJ, LP, LK, LP, LK, Double Knee 
    Press.
    
    4. Jump in with a HK, LP, LK, Psycho Shot.
    
    5. Psycho Field, Psycho Explosion.
    
    6. LP, LK, Psycho Crusher.
    
    If you have any of your own, e-mail me at: trung_bui_2000@hotmail.com 
    
    
    
    
    
    7) THANKS
    
    GameFAQs: For making the best site for guides in the world. 
    
    CJayC: For hosting my FAQ on his site. 
    
    My Friends: You know who you are. 
    
    Money: It makes the world go round. 
    
    Capcom: For making such a good game.
    
    God: Duh!
    
    Life, Liberty, and the Pursuit of Happiness: Where would we be without 
    it?
    
    
    

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