Street Fighter: The Movie/Bison (Dictator): Difference between revisions
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==Normals== | ==Normals== | ||
===Standing=== | |||
{{MoveData | |||
|name=s.LP | |||
|image= | |||
|data={{AttackData-SFTM | |||
|damage= | |||
|guard=Mid | |||
|meter= | |||
|stun= | |||
}} | |||
}} | |||
{{MoveData | |||
|name=s.MP | |||
|image= | |||
|data={{AttackData-SFTM | |||
|damage= | |||
|guard=Mid | |||
|meter= | |||
|stun= | |||
}} | |||
}} | |||
{{MoveData | |||
|name=s.HP | |||
|image= | |||
|data={{AttackData-SFTM | |||
|damage= | |||
|guard=Mid | |||
|meter= | |||
|stun= | |||
|description= | |||
}} | |||
}} | |||
{{MoveData | |||
|name=s.LK | |||
|image= | |||
|data={{AttackData-SFTM | |||
|damage= | |||
|guard=Mid | |||
|meter= | |||
|stun= | |||
}} | |||
}} | |||
{{MoveData | |||
|name=s.MK | |||
|image= | |||
|data={{AttackData-SFTM | |||
|damage= | |||
|guard=Mid | |||
|meter= | |||
|stun= | |||
}} | |||
}} | |||
{{MoveData | |||
|name=s.HK | |||
|image= | |||
|data={{AttackData-SFTM | |||
|damage= | |||
|guard=Mid | |||
|meter= | |||
|stun= | |||
}} | |||
}} | |||
===Crouching=== | |||
{{MoveData | |||
|name=cr.LP | |||
|image= | |||
|data={{AttackData-SFTM | |||
|damage= | |||
|guard=Low | |||
|meter= | |||
|stun= | |||
|description=An important button for extending juggles. | |||
}} | |||
}} | |||
{{MoveData | |||
|name=cr.MP | |||
|image= | |||
|data={{AttackData-SFTM | |||
|damage= | |||
|guard=Mid | |||
|meter= | |||
|stun= | |||
}} | |||
}} | |||
{{MoveData | |||
|name=cr.HP | |||
|image= | |||
|data={{AttackData-SFTM | |||
|damage= | |||
|guard=Mid | |||
|meter= | |||
|stun= | |||
}} | |||
}} | |||
{{MoveData | |||
|name=cr.LK | |||
|image= | |||
|data={{AttackData-SFTM | |||
|damage= | |||
|guard=Low | |||
|meter= | |||
|stun= | |||
|description=A good poke that's very fast and chains into itself. Firing a couple of these off gives you enough time to charge a Double Knee Press for a combo. | |||
}} | |||
}} | |||
{{MoveData | |||
|name=cr.MK | |||
|image= | |||
|data={{AttackData-SFTM | |||
|damage= | |||
|guard=Low | |||
|meter= | |||
|stun= | |||
|description=A great anti-air because it lowers Bison's hitbox and sticks a leg out. If you hit an opponent out of the air with this you can get a juggle into Double Knee Press. | |||
}} | |||
}} | |||
{{MoveData | |||
|name=cr.HK | |||
|image= | |||
|data={{AttackData-SFTM | |||
|damage= | |||
|guard=Low | |||
|meter= | |||
|stun= | |||
|property=Knockdown | |||
|description=Bison slides forward. Normally it's unsafe on block but can be cancelled into Electric Arc to make it safe. | |||
}} | |||
}} | |||
===Air=== | |||
{{MoveData | |||
|name=j.LP | |||
|image= | |||
|data={{AttackData-SFTM | |||
|damage= | |||
|guard=High | |||
|meter= | |||
|stun= | |||
}} | |||
}} | |||
{{MoveData | |||
|name=j.MP | |||
|image= | |||
|data={{AttackData-SFTM | |||
|damage= | |||
|guard=High | |||
|meter= | |||
|stun= | |||
}} | |||
}} | |||
{{MoveData | |||
|name=j.HP | |||
|image= | |||
|data={{AttackData-SFTM | |||
|damage= | |||
|guard=High | |||
|meter= | |||
|stun= | |||
}} | |||
}} | |||
{{MoveData | |||
|name=j.LK | |||
|image= | |||
|data={{AttackData-SFTM | |||
|damage= | |||
|guard=High | |||
|meter= | |||
|stun= | |||
|description= | |||
}} | |||
}} | |||
{{MoveData | |||
|name=j.MK | |||
|image= | |||
|data={{AttackData-SFTM | |||
|damage= | |||
|guard=High | |||
|meter= | |||
|stun= | |||
|description= | |||
}} | |||
}} | |||
{{MoveData | |||
|name=j.HK | |||
|image= | |||
|data={{AttackData-SFTM | |||
|damage= | |||
|guard=High | |||
|meter= | |||
|stun= | |||
}} | |||
}} | |||
==Universal Mechanics== | ==Universal Mechanics== | ||
===Throws=== | ===Throws=== | ||
{{MoveData | {{MoveData | ||
|name=Shoulder Throw | |name=Shoulder Throw | ||
|input=b/f+MP or HP | |input=''Close''<br />b/f+MP or HP | ||
|image= | |image= | ||
|data={{AttackData-SFTM | |data={{AttackData-SFTM | ||
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|data={{AttackData-SFTM | |data={{AttackData-SFTM | ||
|damage= | |damage= | ||
|description=This input and data are for Bison's opponent after he lands | |description=This input and data are for Bison's opponent after he lands a throw. See [[Street Fighter: The Movie/Mechanics#Throws|Throws]] for more information. | ||
}} | }} | ||
}} | }} | ||
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}} | }} | ||
}} | }} | ||
===Interrupts=== | ===Interrupts=== | ||
{{MoveData | {{MoveData | ||
Line 85: | Line 281: | ||
{{MoveData | {{MoveData | ||
|name=Quick Punch Combo | |name=Quick Punch Combo | ||
|input=''10 health or less''<br />Hold LP, Release | |input=''10 health or less''<br />Hold LP, Release | ||
|image= | |image= | ||
|data={{AttackData-SFTM | |data={{AttackData-SFTM | ||
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==Special Moves== | ==Special Moves== | ||
{{MoveData | |||
|name=Psycho Crusher | |||
|input=[b]f+P | |||
|image= | |||
|data={{AttackData-SFTM | |||
|damage= | |||
|guard= | |||
|meter= | |||
|stun= | |||
|property=Knockdown | |||
|description=Hits multiple times. If the final hit lands and causes Bison to get pushed back, he can continue walking forward through the opponent after they stand up, causing [[Street_Fighter:_The_Movie/Advanced_Mechanics#Corner_Intersection|intersection in the corner]]. | |||
}} | |||
}} | |||
{{MoveData | |||
|name=Electric Psycho Crusher | |||
|input=[b+P]f + release P | |||
|image= | |||
|data={{AttackData-SFTM | |||
|damage= | |||
|guard=Mid | |||
|meter= | |||
|stun= | |||
|property=Knockdown | |||
}} | |||
}} | |||
{{MoveData | |||
|name=Double Knee Press | |||
|input=[b]f+K | |||
|image= | |||
|data={{AttackData-SFTM | |||
|damage= | |||
|guard=Mid | |||
|meter= | |||
|stun= | |||
}} | |||
}} | |||
{{MoveData | |||
|name=High Knee Press | |||
|input=[b+K]f + release K | |||
|image= | |||
|data={{AttackData-SFTM | |||
|damage= | |||
|guard=Mid | |||
|meter= | |||
|stun= | |||
}} | |||
}} | |||
{{MoveData | |||
|name=Head Press | |||
|input=[d]u+K | |||
|image= | |||
|data={{AttackData-SFTM | |||
|damage= | |||
|guard=Mid | |||
|meter= | |||
|stun= | |||
}} | |||
}} | |||
{{MoveData | |||
|name=Somersault Sky Diver | |||
|input=''After Head Press''<br />P | |||
|image= | |||
|data={{AttackData-SFTM | |||
|damage= | |||
|guard=High | |||
|meter= | |||
|stun= | |||
|description=This move can easily cross up because Bison's entire upper body is a hitbox, not just his hand. | |||
}} | |||
}} | |||
{{MoveData | |||
|name=Devil Reverse | |||
|input=[d]u+PP | |||
|image= | |||
|data={{AttackData-SFTM | |||
|description=This move shares all of the properties and benefits of Somersault Sky diver, because it's the same move without the Head Press. | |||
}} | |||
}} | |||
{{MoveData | |||
|name=Electric Arc | |||
|input=Hold HP, Release | |||
|image= | |||
|property=Knockdown | |||
|data={{AttackData-SFTM | |||
|description=You can charge this and Electric Psycho Crusher at the same time. It has a huge hitbox that stuffs almost everything, including jump-ins. A lot of times an opponent will hit you, then land on the lightning and lose the trade anyway. Has enough pushback to usually keep Bison safe if it's blocked, and it can be used in juggles. | |||
}} | |||
}} | |||
==Super Moves== | ==Super Moves== | ||
{{MoveData | |||
|name=Knee Press Nightmare | |||
|input=[b]f,b,f+K | |||
|image= | |||
|data={{AttackData-SFTM | |||
|damage= | |||
|guard=Mid | |||
|meter= | |||
|stun= | |||
|description=You can juggle after this and do some absolutely silly combos. | |||
}} | |||
}} | |||
{{MoveData | |||
|name=Head Press Nightmare | |||
|input=[db]df,db,uf+K | |||
|image= | |||
|data={{AttackData-SFTM | |||
|damage= | |||
|guard=High | |||
|meter= | |||
|stun= | |||
|description=Sometimes this move crosses up, and other times it will hit and do weird unsafe things. Roll the dice. You never know. | |||
}} | |||
}} | |||
==Combos== | ==Combos== | ||
Line 103: | Line 412: | ||
==Tips== | ==Tips== | ||
*It's not a bad idea to keep Electric Arc charged and ready to go at all times. | |||
* Psycho Crusher hits multiple times. If the final hit lands and causes Bison to get pushed back, he can continue walking forward through the opponent after they stand up, causing intersection if this occurs in the corner. [https://twitter.com/The_oppOnent/status/1242576632168267779] | * Psycho Crusher hits multiple times. If the final hit lands and causes Bison to get pushed back, he can continue walking forward through the opponent after they stand up, causing intersection if this occurs in the corner. [https://twitter.com/The_oppOnent/status/1242576632168267779] | ||
* Knee Press Nightmare ('''charge back, forward, back, forward + P''') can be used to cancel death state from a throw-induced stagger. | * Knee Press Nightmare ('''charge back, forward, back, forward + P''') can be used to cancel death state from a throw-induced stagger. |
Latest revision as of 12:03, 26 June 2023
Introduction
- Played by: Raul Julia
- Stagger frames: 26
The dictator is named Bison in all versions of the game, due to the movie using Capcom USA's character name changes in the Japanese dub.
Playstyle
Play Bison if:
Do not play Bison if:
- You don't like charge characters
Normals
Standing
s.LP
|
---|
s.MP
|
---|
s.HP
|
---|
s.LK
|
---|
s.MK
|
---|
s.HK
|
---|
Crouching
cr.LP
|
---|
cr.MP
|
---|
cr.HP
|
---|
cr.LK
|
---|
cr.MK
|
---|
cr.HK
|
---|
Air
j.LP
|
---|
j.MP
|
---|
j.HP
|
---|
j.LK
|
---|
j.MK
|
---|
j.HK
|
---|
Universal Mechanics
Throws
Shoulder Throw
Close b/f+MP or HP |
---|
Throw Counters
Throw Counter/Reversal
u+HK |
---|
Slammaster
d+HP |
---|
Interrupts
Dashing Uppercut
During blockstun, standing f+HP |
---|
Double Knee Press
During blockstun, standing u+LK |
---|
Regeneration
Regeneration
Hold MP+LK, release |
---|
Danger Move
Quick Punch Combo
10 health or less Hold LP, Release |
---|
Special Moves
Psycho Crusher
[b]f+P |
---|
Electric Psycho Crusher
[b+P]f + release P |
---|
Double Knee Press
[b]f+K |
---|
High Knee Press
[b+K]f + release K |
---|
Head Press
[d]u+K |
---|
Somersault Sky Diver
After Head Press P |
---|
Devil Reverse
[d]u+PP |
---|
Electric Arc
Hold HP, Release |
---|
Super Moves
Knee Press Nightmare
[b]f,b,f+K |
---|
Head Press Nightmare
[db]df,db,uf+K |
---|
Combos
Matchups
Tips
- It's not a bad idea to keep Electric Arc charged and ready to go at all times.
- Psycho Crusher hits multiple times. If the final hit lands and causes Bison to get pushed back, he can continue walking forward through the opponent after they stand up, causing intersection if this occurs in the corner. [1]
- Knee Press Nightmare (charge back, forward, back, forward + P) can be used to cancel death state from a throw-induced stagger.