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    M.Bison by Stuc2k

    Updated: 05/25/01 | Search Guide | Bookmark Guide

    Marvel Vs. Capcom 2: New Age of Heroes
    M.Bison FAQ
    Written by: Stuc2k (Brilliance Straun)
    I.     Author's notes (Introduction)
    II.    M.Bison basics
    III.   M.Bison specials
    IV.    M.Bison Hyper Combos
    V.     M.Bison Combos
    VI.    M.Bison assists
    VII.   General Bison Strategy
    VIII.  Character specific strategy
    IX.    Bison from a different perspective (Words from Jay "Viscant" 
    X.     Misc. Stuff
    XI.    Credits
    I.     Author's notes (Introduction)
    Well, if you come to the MvC2 boards often, you see a lot of me. And 
    most people know that of all the 56 characters in this game, Bison is my 
    favorite by a long shot. This FAQ isn't to persuade you to feel the same 
    way I do about him, but obviously you've taken an interest in him and I 
    made this FAQ in hopes to keep you interested, and to let it be known 
    exactly why Bison is my personal favorite. Well, let's get down to 
    business shall we?
    II.    M.Bison basics
    First things first, here's a key of abbreviations that will be used 
    throughout this FAQ: (All information will be given in the assumption 
    that your character is facing the right...duhh)
    U      Up 
    D      Down 
    B      Back
    F      Forward
    DF     Down-Forward
    DB     Down-Backward
    C      Crouching
    S      Standing
    J      Jumping
    SJ     Super-Jump
    OTG    Off-the-ground
    AAA    Anti-Air Assist
    QCF    Quarter circle forward
    DPM    Dragon Punch Motion (Forward, Down, Down-Forward)
    HCF    Half circle forward
    HCB    Half circle backward
    LK     Light Kick
    MK     Medium Kick (obtained by hitting light kick twice)
    HK     Heavy Kick
    LP     Light Punch
    MP     Medium Punch (obtained by hitting light punch twice)
    HP     Heavy Punch
    KK     Light & Heavy Kick buttons simultaneously
    PP     Light & Heavy Punch buttons simultaneously
    On with the basics:
    Here, we'll get into the basic attacks. Which ones will help you and 
    which ones won't. For the most part Bison's basics hit hard, but a good 
    number of them lack range. There are ways around this, but allow 
    yourself time to read through these as I make the basics known and what 
    they'll do for you.
    Bison throws a quick straight-forward jab. Quick, and is actually the 
    second longest reach of any of his standing basic attacks. Not bad at 
    all, use it.
    Just like the LP, this time the ol psycho energy emits from his fist. 
    It's a decent combo filler when you wanna do something short and snazzy 
    on the ground. Not many moves can follow this one (unless in a corner) 
    because Bison knocks them back a little with this one. More on what to 
    follow up with in the combo section.
    A uppercut. It's about as useful as the MP seeing as it also pushes the 
    opponent back quite a bit. Anything you can follow a MP with, it's ditto 
    for the HP. One big exception is that unlike the MP, you can't follow 
    this up with too many moves even in a corner. Overall, not of much use.
    HP (In close)
    This is his throw. He grabs the opponent by the throat, spins around and 
    slings em to the far end of the screen. You'll want to get accustomed to 
    doing plenty of throwing if you're gonna play a good Bison. There will 
    be times (and characters) in which this will be the definitive part of 
    making him a top contender. If you don't throw with characters already, 
    I suggest you play a few rounds with Sabertooth or Venom (they have very 
    high priority throws) and sorta get the feel for throwing effectively.
    This is a quick knee. I prefer the LP to this in any situation because 
    it reaches farther and is slightly quicker. Overall the same usefulness 
    as the LP, but a lot of the time you'll need that extra bit of reach so 
    try to go with the LP as much as you can.
    Bison extends his whole leg this time. Again, a combo filler and much 
    like the MP and HP, it pushes the opponent back and not much can follow 
    it outside of a corner. Whether you use this or the MP in combos, it 
    doesn't really matter.
    Bison plants a foot in the opponent's face. Hits twice when done very 
    close and has the most range of any of Bison's normal standing attacks. 
    Works rather well when someone misses a super and you're not close 
    enough for anything big, very useful when compared to most of his other 
    standing attacks.
    A basic Jab. Shorter reach than the standing LP but slightly more reach 
    than the standing LK. As far as crouching attacks, this one is not the 
    way to go. You have much better alternatives.
    Same as that crouching LP, but the psycho energy emits from his fist 
    again. It's the same as the standing medium attacks in that it pushes 
    the opponent back and can only be followed by few attacks unless in a 
    corner. You have a much better alternative and it's the attack just 
    below this one. 
    This is Bison's launcher, an uppercut similar to the standing HP, with 
    the psycho energy glowing in his fist. This doesn't have much range but 
    can follow any SINGLE weak attack, doing two weak attacks (as you can do 
    for some characters) will push the opponent back too far so be aware of 
    that. Though Bison has a bad launcher, landing it is very rewarding. 
    I'll explain later.
    The better of the crouching weak attacks. Always use this one instead of 
    the crouching LP because it has more reach and comes out quicker. Ideal 
    for leading into the Bison's launcher and overall pretty useful.
    Same thing here as all the other medium attacks. The animation is the 
    same as the crouching LK, but this one pushes the opponent back out of 
    your immediate reach. Anytime you connect with a single crouching weak 
    attack PLEASE DO THE LAUNCHER afterwards. I'll give some alternative 
    methods, but nothing will be of more use to you than landing an air 
    combos with Bison as much as possible.
    This one is Bison's classic slide. This should be used for a pressure 
    tactic. It stops some supers because it's rather quick and obviously has 
    the most range of the crouching attacks. I'll explain the pressure 
    tactics further into the FAQ.
    A quick forward jab. Certainly not what you'd want to jump in with 
    although you can pull off a guard break with it. Hardly any range on 
    this one. Only use it if you've mastered the art of guard breaks (if you 
    haven't, i'll give a description of it further into the FAQ).
    Same exact punch as LP, a combo filler, nothing more. Let me reiterate, 
    don't jump in with LPs.
    A downward palm thrust (with the glowing psycho power of course). This 
    move is decent when mixing up cross up game, but certainly not the best 
    thing to jump in with. Yet another attack that lacks range.
    A quick knee. If you value Bison on your team, don't jump in with this. 
    Only use it as a combo filler.
    A forward kick. Again, a combo filler.
    This powerful downward kick is Bison's best jump in attack and is 
    actually better than quite a few other characters' jump ins. It has nice 
    priority and hits at a nice downward angle so you can get it out before 
    the opponent can respond effectively sometimes. If you tend to work off 
    of jump ins, use this one.
    III. Bison Specials
    Psycho Shot - HCF + Either punch button
    With a huge grin on his face, Bison forms a ball of psycho energy in his 
    hands and thrusts it toward the opposition. This move isn't popularly 
    used, but it's underrated. It can be very effective in some keepaway 
    game (with the use of assists) and can be used to guard break those that 
    aren't used to Bison players actually using this move. It moves very 
    fast and has rather small startup so don't hesitate to toss this out 
    every now and then when you need to back off for a breather.
    Scissors Kick - HCF + Either kick button
    Bison flips his body horizontally into the air and thrusts himself knee 
    first toward an opponent. A great move because of it's versatility. If 
    you like to play rushdown (if you don't know what I mean, i'll explain 
    later in the FAQ) then you'll need to get comfortable with this move. I 
    perfer the LK version of this move because it's more sudden. It's one of 
    the quicker expansive moves in the game (to me anyway). So if you're 
    hesitant to dash/jump in due to fear of an Anti Air Assist (AAA) or 
    something, just throw the LK version of this out to keep them on their 
    toes or draw out their assist, then dash in and handle your business.
    Psycho Field - HCB + Either punch button
    Bison releases a small ball of energy from his palm that makes a huge 
    explosion at a predetermined distance. The LP version of this move 
    explodes immediately in front of Bison, and the HP version travels a 
    little over half screen. A definitive part of a good Bison player, is 
    knowing how and when to use this move so that it helps you a great deal, 
    but doesn't get you killed due to it's lengthy startup. Against most 
    characters (a few exceptions) you'll want to try to keep an HP version 
    of this move out on the field at all times. It chips very well and can 
    make most players go defensive. If they start to turtle or try to jump 
    away, throw them back into it. Bison's throw has a lot of priority so 
    even against very skilled players, this can work like a charm. The LP 
    version of this move makes for great pressure tactics. I like to corner 
    opponent's and dash in c.LK c.LK c.HK and immediately throw a LP Psycho 
    Field and call an assist. Anyone goofy enough to not pick an AAA on 
    their team against Bison or those who don't understand pushblocking 
    can't do anything about this, but it's not a trap so be careful and do 
    it in moderation. I'll talk more about the pressure tactics later in the 
    Head Stomp - Hold down for 1 second, press up + Either kick button
    Bison leaps into the air and comes down on the opponent feet first. 
    Another underrated move. The LK version of this move is great against 
    turtlers or really defensive players and the HK version is a quick and 
    effective way to evade some supers. I will say this...it's underrated 
    for a very understandable reason. That reason being if you miss, YOU'LL 
    HAVE HELL TO PAY, and the price tag is huge lol. This move can be used 
    in conjunction with 3 of Bison's other moves to make it a little safer 
    and trickier to deal with. I'll explain them throughout the rest of this 
    Skull Diver - Hold down for 1 second, press up + Either punch button (or 
    press either punch button after a Head Stomp)
    Bison does a sommersault and swoops down toward the opponent fist first 
    with psycho energy emitting from his palms. Needless to say, you should 
    follow the headstomp with this move if it connects. When using it by 
    itself, it has pretty much the same properties as the headstomp, but a 
    neat thing about this move is, it can be delayed in a big way. The punch 
    will come out when you tell it to basically. This can be used to trick 
    some opponents in a few ways. One way is to throw a HP psycho field and 
    go into the Skull Diver. If the Psycho Field makes the opposition go 
    defensive, you can actually make Bison sommersault to the other side of 
    the character and trap them in the middle. I try to either throw the 
    punch out while the Psycho Field is exploding or a split second before 
    to ensure safety. I prefer to the Head Stomp over this move because it's 
    quicker, but like the headstomp, this can be used with other moves to be 
    made more effective.
    Teleportation - DPM + Either punch or Either Kick button
    Arms folded (and grinning ^_^), Bison appears in 4 different places on 
    screen and reveals the "real" Bison in a pre-determined spot. Another 
    definitive part of a good Bison player, is abusing the speed of Bison's 
    teleport to get you out of pretty much any kind of big trouble. It's 
    probably just as fast as Spiral's, but the fact that you have to do a 
    dragon punch motion, makes it appear a tad bit slower. Know the places 
    to teleport and when like the back of your hand, if you want to ensure 
    Bison's survival. The places in which he teleports are in the exact 
    position of the button you pressed after the dragon punch motion, for 
    example if you pressed LP (located in the top left) he'd appear at the 
    top left corner of the screen), if you pressed HK (located on the bottom 
    right) he'd appear at the bottom right corner of the screen, etc. 
    Remember when I said Bison's Head Stomp and Skull Diver could be used in 
    conjunction with other moves? This is one of them. Get in the habit of 
    holding down immediately after you enter the teleport command just in 
    case you'll need to execute either of these moves coming out of a 
    teleport. There will be times that your opponent will take a wild guess 
    where you'll appear (please don't be predictable) and they'll guess 
    correctly. The quickness of the headstomp will almost always get you out 
    of a teleport safely (especially the HK version) so always be ready to 
    go for it. The Skull Diver however, should only be used when you're 
    teleporting into either of the air locations. Again, KNOW THIS MOVE if 
    you want to live.
    Flight Mode - QCB + both kick buttons
    Arms folded (and grinning again) Bison levitates himself into the air. 
    Not much can be said about this move, because unlike all other 
    characters in the game that have flight mode, Bison doesn't have an air 
    dash. Going into flight mode means 1 of 2 things. 1) Escaping a super 2) 
    You want to die quickly and painfully. Lol...seriously the only use for 
    this move is escaping a super. Flight Mode is never better than doing a 
    teleport. Although the move isn't all that bad because once in flight 
    mode you can either Teleport, Head Stomp, or Skull Dive, or another very 
    special move that i'll get to next. It's cool to use this against 
    Wolverines, Zangiefs, etc., but don't overdo it.
    IV. Bison Hyper Combos
    Psycho Crusher - QCF + both punch buttons
    Bison draws back, ignites his whole body with psycho energy, and lunges 
    forward at the opponent palm first (spinning and yelling "Psycho 
    crushaaaaaaaaaaa" ^_^). This move is gonna end most of your combos with 
    Bison. It does serious damage (damage buffer or not, this thing is 
    harsh) and when used out of the blue, it even has a few frames of 
    invincibility in the beginning. A lot of priority also. The only 
    problem, is if you're gonna use this outside of combos, people will tend 
    to see it coming due to the big startup. Try to only use it in combos or 
    if you're going to DHC Bison out or something. Oh, and be sure to mash 
    all the buttons and wiggle the joystick as fast as you can to add more 
    hits to it.
    Psycho Explosion - HCB + both punch buttons
    Bison goes into the same animation for the Psycho Shot, and throws a 
    small ball of psycho energy at the opponent that explodes on impact. 
    This move is very good for chipping and when DHCing into the match. It's 
    a good way to damage an assist character without putting yourself in 
    immediate danger also, so be ready to use this when an assist happy 
    character goes a little overboard. It has about the same startup as a 
    Psycho Crusher so be aware of that.
    Knee Press Nightmare - QCF + both kick buttons
    Smiling big time, Bison duplicates himself twice (one behind him, one 
    above him) and all three Bison's lunge at the opponent knee first ending 
    in a slide. This is a good move for punishing mistakes and for all of 
    your ground combos (which i'll talk about later). A decent damaging move 
    and little startup. Be very careful with this move, because if he 
    misses, you're gonna get it big time.
    V. Bison Combos
    Didn't skip here did ya? If so, SHAME ON YOU. At any rate on to some 
    Bison combos. Before I start, let me say that a Psycho Field can be 
    thrown out before any of these, but do consider the damage buffer and by 
    the way.....all of these were done on Cable. ^_^
    1) LK MK HK (hits twice) xx Kneepress Nightmare - 59% damage
    A necessity combo for punishing mistakes. A very easy one at that. 
    Remember this one next time an Iron Man player misses a Proton Cannon or 
    something lol. This is actually the only solo ground combo you'll ever 
    1) c.LK c.HP sj.LP LK MP MK xx Psycho Crusher - 74% damage
    This is the very basic Bison air combo, sometimes you'll feel the need 
    to keep it simple (believe me, with Bison you sometimes will). Very 
    damaging...see what I mean about that Psycho Crusher? Lol. Don't forget 
    to mash.
    2) c.LK c.HP sj.LP LK MP MK HK/HP - 51% damage
    Another very basic combo, but damaging nonetheless if you don't have any 
    super meter to spare.
    3) c.LK c.HP sj.LP LK MP MK xx HK Scissors Kick (Hits TWICE) xx Psycho 
    Crusher - 78% damage
    Not a lot more than combo #1, but every little bit helps. Use this one 
    as much as you can, it's not a hard combo as long as you remember to let 
    BOTH hits of the Scissors Kick connect before cancelling into Psycho 
    4) In a corner, c.LK c.HP sj.LP LK MP MK xx HK Scissors Kick (Hits 
    TWICE) xx Psycho Crusher, LK MK xx Psycho Crusher - 85% damage
    This one HURTS! It can only be done in corners, but if you're in a 
    corner, by all means go for it. The timing on the LK following the 
    Psycho Crusher can be tricky, but with a little practice you'll get it 
    down pat.
    Helper Combos
    Bison has a few noteworthy capabilities when teamed up with certain 
    characters. They are as follows:
    1) Bison/Doom (AAA): c.LK c.MK c.HK + Doom's AAA, LP Psycho Field, Jump 
    straight up and pause for a sec, Psycho Crusher - 61% damage. If done 
    correctly the opponent can't roll out of this one because Doom's assist 
    should connect at the exact same time as the c.HK. It's more flash than 
    anything, but nonetheless a rather effective combo.
    2) Bison/Zangief (Ground): LP + Zangief assist, HP xx Psycho Explosion - 
    53% damage
    A good use for that quick jab. A decent combo overall.
    3) Bison/Ken (AAA): c.LK c.HK + Ken assist - 43% damage
    This combo is really weird because it doesn't look like it would take 
    1/4 of an energy bar, but what can I say? It does. No meter required 
    either. This also can't be rolled out of if done properly.
    4) Bison/Tron Bonne (Projectile): In a corner, c.LK + Tron assist, dash 
    in c.LK c.HP sj.LP LK MP MK xx HK Scissors Kick xx Psycho Crusher, LK MK 
    Psycho Crusher - 108% damage
    Guaranteed to leave many characters hanging by a thread. You can do this 
    combo outside of the corner for an easy 97% damage (cause you can't add 
    the second Psycho Crusher). As you probably know Tron's projectile 
    assist is considered to be glitched. Meaning she's great to put on a 
    team with Bison ^_^
    5) Bison/Spiral (Ground): In a corner, LK MK HK + Spiral assist, LP 
    Psycho Field, dash in c.LK c.HP sj.LP LK MP MK xx HK Scissors Kick xx 
    Psycho Crusher, LK MK Psycho Crusher - 68% damage
    Pretty much for flash...not much I can say about it.
    More to come as I find them ^_^
    VI. Bison Assists
    Projectile - Psycho Shot
    Don't use this one! I mean it! Lol...I won't even bother explaining it, 
    it stinks. Unless you guard break that is, but that doesn't do it much 
    good. On triple hyper combos(THCs), he does Psycho Crusher.
    Variety - Psycho Field
    One of the better assists in the entire game. Mainly because Bison 
    leaves as soon as he puts it out, meaning you can call out yet another 
    assist while Bison's is still on the screen (considering that the assist 
    is blocked of course). No other assists can do that...so take advantage 
    of it. This is definitely Bison's best assist type. In THCs, you get the 
    Psycho Crusher.
    Expansion - Scissors Kick
    Decent. It can be OTG'ed by a lot of things so if you're a combo person, 
    you might go for this one. Doesn't help for much else. Kneepress 
    Nightmare in THCs.
    VII. General Bison Strategy
    Here, i'll go over Bison in his entirety. The use of his moves and 
    general things that prove effective against a large mass of other 
    characters in this game. Read through carefully.
    1) Ok, first things first. Any chance you get, establish your offense 
    and your mobility. What I basically mean is, let the opponent know that 
    you have more than one way to get around the screen and a multitude of 
    ways to attack. I don't mean throw stuff out at random at the start of a 
    match, but in the beginning don't be afraid to try certain things more 
    than once. With Bison, you actually WANT the opponent to be aware of 
    you. Bison isn't a sneaky, slithery, kinda character. He's more the "Man 
    oh man...i'm gonna love beatin the snot out of you" type of character. 
    By letting them know what you're capable of, you'll tend to make them 
    play really defensive or force mistakes. Needless to say doing either of 
    these in MvC2 will get you killed quickly.
    2) This really isn't a gameplay strat, but it must be said. When you're 
    playing Bison, REMAIN CALM. Meaning if Bison gets nailed with a super or 
    something, don't sweat it and go tagging out in a hurry. Especially if 
    you're just starting to use him. See how far he gets you the first 
    couple of times. By all means, don't let any "cheese" tactics or 
    whatever upset you. Be relaxed.
    3) Use his moves. Don't expect Bison to be a huge asset to you when you 
    first begin to play him, it takes time and some experimentation on your 
    behalf. Use all his moves and figure out what works for you and against 
    the people you play against.
    4) Be very agile. Meaning constantly on the move. Bison is a big guy, 
    but he's rather quick. Use that to your advantage. I like to think of 
    Bison as a good mixture between  Ruby Heart and Spiral. He can be like 
    played like Ruby Heart because he can put a multitude of things on the 
    screen at once and can match a lot of character's fighting styles in a 
    unique way. He can play like Spiral because he can chip very well and 
    has a very quick teleport making him rather evasive. Again, never stay 
    in the same place too long.
    5) Assists. To properly cover Bison, you'll need some good help in the 
    background. Generally speaking, characters with good Anti Air Assists 
    and assists that will help in keeping the opposition in a defensive 
    posture is the best thing to line Bison up with. To name a few: Doom on 
    AAA, Captain Commando on AAA, Storm on Expansion, Bone Wolverine on 
    Variety, Sentinel on Ground, Cyclops on AAA, Tron Bonne on Projectile, 
    Iron Man on AAA, etc. Feel free to put him with whoever you like, but 
    Bison can get an extremely good rhythm going with the characters listed 
    and a few others. Doom is probably Bison's best teammate by a large 
    margin. He chips good and makes the opposition go defensive with little 
    effort. Here are two lockdowns (or traps) that Bison has with two of the 
    previously listed characters:
    A) Bison/Doom: c.LK c.MK + Doom AAA, teleport (above and behind 
    opponent), Skull Dive, land and repeat. This will hold big characters 
    more so than any others, but if the opponent does escape, you'll be safe 
    so don't have any second thoughts about using this if you need some 
    quick chip damage.
    B) Bison/Bone Wolverine: Normal Jump straight up, LK Scissors Kick + 
    Wolverine's Variety assist. (Thanks to Roger for this one)
    This trap can be effective against people who haven't seen much of it, 
    but if you get too repetitive with it, the opposition can AAA out of it, 
    leaving Wolverine open for attack and you knocked a good distance away 
    so you can't protect him lol. It has it's uses, but don't overdo it.
    VIII. Character Specific Strategy
    Bison is my favorite character in this game, but not the best in the 
    entire game unfortunately. There are characters that will give Bison a 
    very very hard time and some you just flat out shouldn't use him 
    against. Here i'll make them known, and if you are gonna play him 
    against these characters, i'll try my best to tell you how.
    Pixies - (Strider, Marrow, Psylocke, Wolverine, Spiderman, etc.)
    Bison doesn't really have a lot of trouble with the speedy, big combo, 
    type of characters, but keep #2 from the General Strat section floating 
    around in your head. At times, pixie characters can be extremely 
    annoying and pesty. Just remain calm and never let them gain initiative 
    on you. The Head Stomp is pretty useful against characters of this 
    nature because they tend to jump in a lot. Using it in conjunction with 
    flight mode and teleports is also very helpful. Also, remember your 
    assists. You wanna keep these opponents from putting pressure on you at 
    all costs. This means a lot of low risk assists (safe assists that won't 
    get your helper killed rather) and a lot of Psycho Fields. ALWAYS try to 
    keep one of these out. The real reason I said Bison generally doesn't 
    have problems with these characters, is because he's tons stronger than 
    roughly all of them, and they generally take bad damage. One air combo 
    will leave them on the brink of extinction so DON'T MESS UP when given 
    the opportunity to do one.
    Beamers - (Cable, War Machine, Cyclops, Iceman, Doom, etc.)
    Teleports will definitely come in handy against characters like these. 
    Though they can burden Bison plenty (most beamers tend to play keepaway 
    and run like wimps), Bison can take a good number of them if you 
    remember a few things. One of those things being that teleport. Being 
    able to do this on instinct will definitely be a great help to you 
    because sometimes a missed projectile will present a free opportunity 
    for an air combo or another combo of some sort. Other than teleporting, 
    BE VERY AGILE. Don't let them lock you down or get too many beams off on 
    you. Stay on the move using your assists to cover your tracks and watch 
    closely for opportunities to throw Psycho Fields. Against beamers, the 
    chances can be rather scarce.
    Power Characters - (Colossus, Hulk, Juggernaut, Jin, Sentinel, etc.)
    With the exception of Sentinel, these characters have to be close to you 
    to bring you any harm. This doesn't mean run like a punk, but it means 
    be extremely careful. Don't throw out random supers, beware of assists 
    that can set you up for deadly combos and such, and be very careful when 
    using your assists. A lot of the time, against characters like these, it 
    turns into a waiting game of sorts. Either you're waiting for them to 
    mess up or vice versa. Just take the initiative of your speed advantage 
    and chipping ability to make this as short and safe as possible. Against 
    Sentinel, it's a whole different story. Sentinel players love to chip 
    and nail you with Rocket punches so with that in mind, play against 
    Sentinel as you would Beamers in that you want to be very agile, but 
    DON'T teleport unless you're absolutely sure Sentinel won't nail you 
    with a Rocket punch (or worse) coming out of it. Lock him down with good 
    chipping assists and Bison Fields whenever you can and look for Sentinel 
    players to abuse his flight mode. Be ready to Head Stomp as soon as they 
    go for it if you can. There isn't anything Sentinel can do about it if 
    you go for it soon enough.
    Other noteworthy characters - (Storm, Blackheart, Magneto, Spiral, 
    These are four characters that you generally should NOT use Bison 
    against. Reason being, because four of them can play keep away in a way 
    that Bison isn't fit to handle without the right assists, and chip him 
    safely. I'll try to help you with these characters because I admire your 
    bravery ^_^
    Against Storm, if you don't have Captain Commando or Blackheart, you can 
    forget it. You can try all day to catch a GOOD Storm player, but unless 
    you luck up, it ain't happenin. If you are indeed that brave, try to 
    Head Stomp your way in close when she takes to the skies. She has low 
    defense so anytime you can combo her, DO IT. Take almost any measure 
    possible (you're at risk by just putting yourself against her anyway) to 
    keep her from super jumping and suprisingly enough, your wrecklessness 
    might catch some Storm players off guard and with one or two good 
    opportunities, Bison can kill Storm in a small amount of hits.
    This big time chump will try to stay out of your reach most of the time 
    by throwing demons and chipping you with supers. The only time you 
    should really worry about him is when he isn't even in the match. His 
    AAA takes away 3 modes of your transportation. You can't teleport, 
    Flight Mode, or Head Stomp without getting nailed if the person knows 
    what they're doing. In a match, you generally won't have much trouble if 
    you play off of your reflexes and punish mistakes and blocked attacks.
    Magneto is a big time problem in every sense of the word. Magnus is 
    faster than you, builds meter better than you, and can run away from you 
    if need be and there isn't very much you can do about it. I've beaten 
    Magnus players with my Bison, but NONE of it came easy. Now is the time 
    to use Bison's throw. Throw his butt any chance you get and if you can, 
    without a moments hesitation, throw out Psycho Fields. LP Psycho Fields 
    generally ruin his rushdown game and doesn't allow him to get in close 
    and get the c.LK off. Playing against him with Captain Commando makes 
    this match tons easier because he stops all attempts Magneto has at 
    pressuring you. As far as the running away, if you don't have Captain 
    Commando or Blackheart, just forget it. If they start playing keepaway 
    with you, use the same strategy listed for Storm and just hope for the 
    best. Other than that, play dirty. If he's coming in after a killed 
    character, guard break him by throwing a HP Psycho Shot that he will 
    block as soon as he comes in, and immediately throw a Psycho Explosion. 
    If he doesn't air dash after the blocked hit, you got a free super (in 
    which I suggest you cancel into another super, then another if you can, 
    damage is the keyword in this fight).
    I'm very serious in saying that you should not bother with this one if 
    you don't have Doom's AAA or Captain Commando's AAA. If you don't have 
    either of these and this Spiral player is good, you don't begin to stand 
    a chance AT ALL. I know it's sad, but the truth hurts. Spiral can own 
    Bison if he doesn't have the backup. If you do however, abuse it. Bison 
    will simply act as a place holder punishing mistakes when possible and 
    other than that, just nailing her with assists and/or nailing her with 
    combos/supers if the player is dumb enough to call out swords with no 
    protection. Not much else I can say about this, but if you don't have 
    Doom or CapCom, please let someone else try to take her on.
    Didn't expect to see a non-top-tier character in this section did ya? 
    Well, Rogue can be quite a handful for Bison, but only if the Rogue 
    player is EXTREMELY good. Meaning they will abuse the Power drain, her 
    throw, and her rushdown ability. An AAA will snuff it her out of these 
    moves, but if you don't have one, this is the only case with Bison in 
    which you'll be playing defensively. Just pick your openings and take 
    every chance you get to exact damage on her. DON'T UNDERESTIMATE ROGUE 
    when playing with Bison. You'd be suprised what she could do to him when 
    she gets ahold of him.
    -Now i'll tell you 5 of Bison's best teammates and basic things you'll 
    want to make note of when using them.
    1) Doctor Doom - I dare anyone find a better teammate for Bison than 
    Doom. He is clearly the best teammate for all situations because he 
    gives you freedom to be more aggressive and is capable of making some 
    very big things happen. His AAA assist is considered the best assist in 
    the entire game by many and with good reason. I definitely recommend 
    using Doom with your Bison if you're just starting out. Also the trap 
    previously mentioned will be very useful to you on some occasions.
    2) Spiral - She basically is the same type of companion as Doom is in 
    that her ground assist allows you to be more 'pushy' with your offense, 
    but she doesn't chip as good. Regardless, it will only do you good to 
    have a stand-alone character like Spiral to help you out in case Bison 
    dies on you. Her projectile assist is also great for chipping and 
    locking opponents down in the corner. The way I do it is: Dash in c.LK 
    c.MK + Spiral Projectile xx Psycho Field, repeat. Beware of AAAs when 
    doing this.
    3) Sentinel - Sentinel's ground assist is the same as the first two 
    assists in that it leaves you more room to be aggressive. A nice trick 
    with this guy, is that when you play him with Ground assist, you can 
    call it out, and throw an opponent into it if they start to turtle and 
    follow with a Psycho Crusher or something. A nice assist capable of 
    making big things happen, but beware for Cable players when using 
    Sentinel. You don't wanna get him killed.
    4) Cyclops/Ken/CapCom/Blackheart - AAAs, try to have one of these on 
    your team at all times. They give you more freedom to play the air if 
    need be, and even makes Flight Mode a good idea sometimes. I like to 
    teleport above and behind the opponent and immediately cancel into 
    Flight Mode and call out my AAA. If they try to attack, they get nailed 
    by the AAA (sometimes the AAA even comes out behind them) and from there 
    I go into Psycho Crusher. A pretty safe trick, but not to be abused. The 
    AAAs are generall for defensive purposes and for catching chumps that 
    like to run...always try to have one.
    5) Tron Bonne - As you've seen in the combo section, her Projectile 
    assist truly comes in handy. It even makes rushdown with Bison safe. A 
    good rushdown tactic is to dash in c.LK c.MK + Tron assist c.HK sj xx LK 
    Scissors Kick. A neat trick that you might not have known about 
    cancelling the super jump into Scissors Kick, is that you can make it a 
    lot easier by Tiger Knee-ing the Scissors Kick motion. What I mean by 
    that is, after going a half circle forward, if you go to Up-Forward 
    before you hit kick, Bison will superjump and quickly come back down 
    with that Scissors Kick. A very good pressure tactic...especially in 
    -Any other assists generally are ok, but any assist that fall into the 
    above 5 categories, are the ones you'll pretty much rely on. If you have 
    any question about a specific character teamed up with Bison, feel free 
    to e mail me at Jcstucke@aol.com and ask. I'll help as best as I can.
    IX. Bison from a different perspective.
    If you're really into this game and the websites that deal with it, you 
    know Jay "Viscant" Snyder. He's one of the more popularly known players 
    in the west coast. A few things he's known for is the fact that he 
    doesn't always use heavily abused top tier characters. I admire that 
    uniqueness, so I asked him for his take on Bison. So without any further 
    holdup, here's a brief synopsis on Bison from Jay (used with his 
    permission of course):
    I don't do much that most people don't do, the trick is just to stay 
    within yourself with Bison. He plays a little like Cyclops...not overly 
    offensive, not overly defensive, but that odd mix. 
    --Basic air combo (I'm sure you know this), launch, jab, short, strong, 
    forward, scissor kick, psycho crusher, short, forward, scissor, pc is 
    all I ever do. Don't even bother with the 3 pc variant, it's a waste of 
    time. Name of the game with Bison is damage anyways. 
    --Trapping with Doom assist. I consider Bison like Ruby and Strider. 
    Good with Doom, not much point to picking him without. Exploding ball + 
    Doom assist is too good. Exact pattern I use is j.rh, jab, strong (hit 
    jab and Doom assist together), jab exploding ball, jab, strong, jab 
    exploding ball, j.rh, short, forward, rh (call doom now), exploding 
    ball, etc. If I'm feeling creative I make the 2nd ball a fierce one and 
    push them into it (fullscreen only). 
    --Assist. He has two good ones. Expansion you can use like Psylocke (fun 
    with Magneto) in combos. Neat trick though is that his B assist is 
    weird. He runs away before the ball goes away. So if they block it, you 
    can call another assist immediately. So I have a pattern I do with 
    Storm. Drop Bison, dash in and do a short combo. They're blocking and 
    while stuff is still on the screen, drop Doom on top of them. Great way 
    to get some guaranteed block damage. 
    This is just basic stuff though. I don't even try a lot of hard stuff 
    like using teleport in combos or anything like some of these nutcases 
    around here, just keeping it short and sweet works well. The 3 notes I 
    mention above are all I ever do with him and it's working so far..." 
    -Insightful no? Well he resides over at Shoryuken.com if you've got any 
    questions for him...
    X. Miscellaneous Stuff
    I think Bison looks better this way than in the older Street Fighter 
    games (bigger...more evil looking), but that's just my opinions. If you 
    aren't familiar with his colors here they are and the buttons pressed to 
    get them. First color is the costume, second the armor, third the cape.
    LP - Default Red/Silver/Grey
    LK - Blue/Silver/Grey
    HP - Maroon/White/Greenish Grey sorta color (I know it sounds ugly, but 
    it's actually pretty cool ^_^ )
    HK - White/Silver/Grey (I hate this one.....but if you wanna color 
    coordinate your teams, do what you gotta do)
    Assist 1 - Black/Silver/Blueish Grey (I love this one!)
    Assist 2 - Navy Blue/Gold/Brown (My personal favorite)
    Intro - Bison appears from above and slowly descends to the ground. He 
    makes a rather lenghty statement saying "Koko ga Haka bada!" (No, he 
    doesn't say anything about coconuts lol). In English, this means "This 
    place will be your Grave." Just figured i'd add this because there was a 
    lot of speculation as to what exactly is being said during this intro. 
    Well, a friend of mine who aced Japanese class this past Spring 
    confirmed it for me...but believe what you want lol.
    First, I'd like to thank Capcom for makin cool games and such. GameFAQs 
    for gathering so much useful information into one easy-to-use website. 
    Viscant, for the briefing on Bison. JackOfClubs, for the extended help 
    in making this FAQ look presentable. Roger, for general information on 
    MvC2 as a whole and helping me to get better. Bison, for being such a 
    badass. And all of you for reading. PRAISE BISON. Maintain...many 
    blessings...all that stuff. Later! ^_^

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