Street Fighter EX Plus Alpha

Street Fighter EX Plus Alpha

14.10.2013 08:40:43
Bison FAQ
~B
CAPRON'S
STREET FIGHTER EX +ALPHA M. BISON FAQ

You can do anything you want with this FAQ AS LONG AS YOU DON'T ALTER IT
OR PUBLISH IT WITHOUT GIVING ME CREDIT!

Special Thanks: My younger brother Ferdy for beating the crap out of me
so many times I had to get good at it to keep up, my parents who force
me to play only on weekends(being time restrained forces you to make the
best of it!), Arika(for creating Kairi, which will be covered by my
brother in another FAQ, keep posted!), and Capcom(duh). Oh yeah, and
also God(the MAN!).


Contents:

1. Who's M. Bison anyway?
2. Basic Moves and Strategies
3. Special Moves and Strategies
4. Super Combos and Strategies
5. Guard Breaker and Strategies
6. Overall Tips


1. WHO'S M. BISON ANYWAY?

If you don't know the answer to this question already, you should be
dragged to your backyard and shot in the head. Anyway, M. Bison is the
all powerful leader of the criminal organization Shadoloo(or Shadowlaw,
but I prefer the other spelling). His organization does everything, from
drug dealing, to bribing military officials into its service, to
kidnapping warriors to turn them into soldiers. Members of Shadoloo
include Vega, Balrog, Cracker Jack(which is introduced in SFEX+A, by the
way), and Birdie(at least for a while, anyway). Nobody knows Bison's
origin, where he was born, how he became the leader of Shadoloo, or
where he got his powers(although its hinted in Street Fighter Alpha 2
that Rose and Bison have a common past, maybe they studied under the
same master or something). Bison uses in battle what is called Psycho
Power. This is evident in his glowing hands and his patented Psycho
Crusher. Apparently at present time(Street Fighter 3), Bison is dead.
Many people could have done it(Chun-Li, Guile, And Akuma being the main
suspects), but then again, maybe he's just hiding and waiting for the
best moment to resurface. Bison has fought many powerful opponents, the
most prominent which are Ryu(another character which if you don't know
you deserve to die), Guile(the Machine!), Akuma(evil incarnate),
Rose(Supah Dupah Babe), Chun-Li(the strongest woman in the world),
Dorai(Chun-Li's father, whom we sadly never see in a game),
Charlie(Guile's best friend, and the reason Guile hates Bison so much),
and many more. I'm still not sure of Bison's reasons for fighting in the
EX tournament(i.e. I haven't beaten the game with him yet) but I'll
update the FAQ as soon as I do.


2. BASIC MOVES

I won't go into detail on blocking and doing punches and kicks because
you should know this by now, and if you don't, there are more FAQs on
this game which can tell you. I'll just give a summary of the basic
punches and kicks and strategies for their use. Please note that all of
Bison's normal moves two-in-one(that is, all can be joined to a special)
and Super Cancel(can be joined to a Super). That's good news!

Jab: Bison actually has a pretty fast jab in this version of the game.
It isn't very good to tick(pressure enemies with a constant barrage of
them) unless you do the crouching version. The jumping version is a
great jump-in, with very good priority. Against Ryu, it hits his
standing strong about half the time, and the other half it trades.

Strong: The standing version is your average straight punch. It isn't
worth squat as an anti-air move, but the crouching version is the best
move to join to a special or Super. As a jump-in, it has great priority.

Fierce: This is probably the punch you'll be using the most. It's very
fast for a fierce punch, it's his best anti-air(next to the Psycho
Cannon, but we'll get to that later), his best jump-in(looks just like
the strong, but has amazing priority), and can be joined to a special or
Super(cancel the standing fierce into a Knee Press Nightmare for a nasty
looking combo which will make your opponent cry!).

Short: A pretty decent kick which is primarily used to hit your
opponents' limbs. The crouching version is a good two-in-one/cancel, but
you'll probably only two-in-one with it, since you want the move to
cancel with a little slower than a short(so you have a little more to do
the combination for the super). It's a very poor jump-in, so don't use
it as such.

Forward: A straight kick with very good range. It's great to tick with
because of its long range, and the crouching version is almost as good
as the crouching strong to two-in-one/cancel. It's a very poor jump in
too(in fact, all of Bison's kicks are poor jump-ins).

Roundhouse: A good ranged, pretty fast kick. The crouching version is
Bison's slide, which in this game has great speed and short recovery
time. Still don't abuse it. The standing version is a great two-in-
one/cancel, as well as a great anti-air move from far away. The slide,
although it two-in-ones/cancels, is worthless as such because the moves
always miss(what was the use of programming it to do that?!). As with
all kicks, don't jump-in with it.

Punch Grab: Bison flips the opponent over his shoulder. It's a good move
to do to a blocking opponent, but I personally like the kick grab
better.

Kick Grab: Bison kicks his opponent, raises him with one leg, and slams
him against the ground. This grab does good damage, looks nasty, and if
timed correctly can be joined to a roundhouse for a two-hit combo! Even
better, if you are insanely good, you can cancel the roundhouse to a
Psycho Cannon for huge damage!


3. SPECIAL MOVES AND STRATEGIES

This will focus on Bison's special moves. Bison's moves are all done by
charging(except his warp), so he's a very defensive character. Yet his
defense is what makes him so formidable! Also, you can use him
offensively, and his powerful moves are great for combos and always
leave you back on defense. Sadly, Bison's specials are extremely hard to
Super Cancel, but you don't need to. His overall game is enough. But I'm
getting ahead of myself. Let's take a look at the specials, shall we?

Psycho Crusher
Charge Back, forward + punch.
Bison propels himself forward engulfed in flames, with his hands
pointing ahead. This is mostly used in combos or to hit ground moves
which miss. Another use is when the opponent tries to jump in. As soon
as you see your opponent start his jump, and if he is between close and
half-screen range, do the Psycho Crusher and Bison will fly underneath
the opponent, changing sides. This is great when you are cornered or
when the opponent is getting very aggressive. This will also make the
opponent confused for a moment, and possibly make him feel stupid.

Double Knee-Press
Charge back, forward + kick.
Bison does a forward flip ending with a kick which hits the opponent two
times. This is a move which should only be used in combos, since missing
with it leaves you wide open for retaliation. Not Bison's best move.
Besides, every time you can use a Double Knee Press, you can do a Psycho
Crusher instead.

Head-Press
Charge down, up + kick.
Bison flies toward the opponent and smacks him/her on the head with a
stomp. If your opponent is not an Uppercut Brother(i.e. not a Ryu/Ken
clone) you can do this move almost with impunity. After doing a Head-
Press you can press punch to do the Somersault Skull Diver, in which
Bison flips backward and hits his opponent with a punch before landing.
I don't recommend doing it a lot, because you can easily get hit out of
the Skull Diver. A better alternative to the Skull Diver is, after doing
the Head-Press, redirecting your flight. Doing a Head-Press and holding
back will make Bison fly back, placing you far away from the opponent
and in a charging position. If the opponent tries to jump in afterward,
you're charged, so you can easily punish his jump in with a Psycho
Cannon! Another strategy is directing your flight back, but at the last
minute flying forward with the Skull Diver. This catches a lot of people
by surprise.

Bison Warp
Dragon Punch forward or back + all three punches or kicks.
Bison teleports away from danger. The direction you do the combination
in controls(duh!) the direction Bison warps to. Pressing punch or kick
controls the distance. This is Bison's best and most annoying defensive
move. It really ticks of people when they go for a jump in and as soon
as they are gonna hit you vanish into thin air! Doing many warps in a
row and in different directions is a great confusion tactic, and makes
the opponent anxious to jump in, which gives you a chance to(you guessed
it!) punish him with the Psycho Cannon.


4. SUPER COMBOS AND STRATEGIES

Finally, the part of the FAQ you've been waiting for! This is where I
describe the wondrous properties of the Psycho Cannon and the usefulness
of the Knee-Press Nightmare. Welcome to the jungle, baby, you're going
to DIIIIIEEEE!

Psycho Cannon
Charge back, forward, back, forward + punch. Hold punch to increase the
size and number of hits.
As you can already tell, this is Bison's best move. Bison shouts "PSYCHO
CANNON!", charges an energy ball, and all hell breaks loose. Use this to
counter fireballs from close range and Super Fireballs from mid range.
The best use for this Super is as an air counter. Wait till your
opponent jumps in, and as soon as his/her jump-in its about to hit start
the move and hold the punch button. If done correctly, the opponent will
be bounced back by the first hit/s of the Psycho Cannon. Now just wait
for him/her to start falling an let go the punch button. Bison will let
the Cannon go and it will hit the opponent as he/she's coming down for
HUGE AND NASTY DAMAGE! I've gotten up to SIXTEEN HITS with this tactic!

Knee-Press Nightmare
Charge back, forward, back, forward + kick.
Bison laughs as he flips forward two times, kicks the opponent into the
air, and starts hitting the poor bastard in mid-air. Although the weaker
of Bison's Supers, this move is still quite powerful and is great to hit
an opponent while he/she is stuck in a ground move. Nasty combo: Do a
jump-in fierce, followed by a standing fierce, canceled into a Knee-
Press Nightmare. I've had people let go of the controller in frustration
after this combo!


5. GUARD BREAKER AND STRATEGIES

Bison's Guard Breaker(press any punch and kick of the same strength and
at the same time) is a pretty useless technique, and a waste of one
Super Energy block. Still, it has its use: making people look bad! Try
this NASTY looking combo as an example: do a Guard Breaker as the
opponent is in the air. If you are able to land it, the opponent will be
bounced high into the air. As he/she's coming down, jump toward him/her
with a jump-in fierce. Quickly after landing, and before he/she has
landed, do a crouching fierce two-in-oned into a Head-Press. It may not
do a lot of damage, but it's a crowd pleaser! If by some miracle you do
land the Guard Breaker on the ground, do a big, nasty looking combo.


6. OVERALL TIPS

Bison is one of(if not THE) most powerful characters in SFEX+A. His
basic moves are well balanced and excel on defense, he has great
specials for offensive and defensive purposes, and his Supers are
brutally effective and can utterly destroy his opponent. Bison is best
played on defense, countering any missed attacks and punishing jump-ins
with his normal moves and Psycho Cannon. He can easily escape pressure
with his Head-Press an Bison Warp. He can confidently jump in with his
great punches, and two-in-one and cancel his way into brutal combos.
Bottom line, defense until you have at least one Super Bar filled, then
it's your call.



Well, that's it for my FAQ. If you have any questions, comments, praise,
criticism, or requests, e-mail me, Good Ol' Capr¢n at daniel-alentin@msn.com .
Until my next FAQ, this is Capr¢n, saying SAYONARA and SHORYUKEN!

 
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