Introduction
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
|
Damage
|
Guard
|
Meter
|
Stun
|
Startup
|
Active
|
Recovery
|
Adv. Hit
|
Adv. Block
|
Property
|
-
|
Mid
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
|
s.MP
|
Damage
|
Guard
|
Meter
|
Stun
|
Startup
|
Active
|
Recovery
|
Adv. Hit
|
Adv. Block
|
Property
|
-
|
Mid
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
|
s.HP
|
Damage
|
Guard
|
Meter
|
Stun
|
Startup
|
Active
|
Recovery
|
Adv. Hit
|
Adv. Block
|
Property
|
-
|
Mid
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
|
s.LK
|
Damage
|
Guard
|
Meter
|
Stun
|
Startup
|
Active
|
Recovery
|
Adv. Hit
|
Adv. Block
|
Property
|
-
|
Mid
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
|
s.MK
|
Damage
|
Guard
|
Meter
|
Stun
|
Startup
|
Active
|
Recovery
|
Adv. Hit
|
Adv. Block
|
Property
|
-
|
Mid
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
|
s.HK
|
Damage
|
Guard
|
Meter
|
Stun
|
Startup
|
Active
|
Recovery
|
Adv. Hit
|
Adv. Block
|
Property
|
-
|
Mid
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
|
Crouching
cr.LP
|
Damage
|
Guard
|
Meter
|
Stun
|
Startup
|
Active
|
Recovery
|
Adv. Hit
|
Adv. Block
|
Property
|
-
|
Low
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
An important button for extending juggles.
|
|
cr.MP
|
Damage
|
Guard
|
Meter
|
Stun
|
Startup
|
Active
|
Recovery
|
Adv. Hit
|
Adv. Block
|
Property
|
-
|
Mid
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
|
cr.HP
|
Damage
|
Guard
|
Meter
|
Stun
|
Startup
|
Active
|
Recovery
|
Adv. Hit
|
Adv. Block
|
Property
|
-
|
Mid
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
|
cr.LK
|
Damage
|
Guard
|
Meter
|
Stun
|
Startup
|
Active
|
Recovery
|
Adv. Hit
|
Adv. Block
|
Property
|
-
|
Low
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
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.
|
|
cr.MK
|
Damage
|
Guard
|
Meter
|
Stun
|
Startup
|
Active
|
Recovery
|
Adv. Hit
|
Adv. Block
|
Property
|
-
|
Low
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
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.
|
|
cr.HK
|
Damage
|
Guard
|
Meter
|
Stun
|
Startup
|
Active
|
Recovery
|
Adv. Hit
|
Adv. Block
|
Property
|
-
|
Low
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
Knockdown
|
Bison slides forward. Normally it's unsafe on block but can be cancelled into Electric Arc to make it safe.
|
|
Air
j.LP
|
Damage
|
Guard
|
Meter
|
Stun
|
Startup
|
Active
|
Recovery
|
Adv. Hit
|
Adv. Block
|
Property
|
-
|
High
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
|
j.MP
|
Damage
|
Guard
|
Meter
|
Stun
|
Startup
|
Active
|
Recovery
|
Adv. Hit
|
Adv. Block
|
Property
|
-
|
High
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
|
j.HP
|
Damage
|
Guard
|
Meter
|
Stun
|
Startup
|
Active
|
Recovery
|
Adv. Hit
|
Adv. Block
|
Property
|
-
|
High
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
|
j.LK
|
Damage
|
Guard
|
Meter
|
Stun
|
Startup
|
Active
|
Recovery
|
Adv. Hit
|
Adv. Block
|
Property
|
-
|
High
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
|
j.MK
|
Damage
|
Guard
|
Meter
|
Stun
|
Startup
|
Active
|
Recovery
|
Adv. Hit
|
Adv. Block
|
Property
|
-
|
High
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
|
j.HK
|
Damage
|
Guard
|
Meter
|
Stun
|
Startup
|
Active
|
Recovery
|
Adv. Hit
|
Adv. Block
|
Property
|
-
|
High
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
|
Universal Mechanics
Throws
Shoulder Throw Close b/f+MP or HP
|
Damage
|
Guard
|
Meter
|
Stun
|
Startup
|
Active
|
Recovery
|
Adv. Hit
|
Adv. Block
|
Property
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
Escapable, Counterable
|
|
Throw Counters
Throw Counter/Reversal u+HK
|
Damage
|
Guard
|
Meter
|
Stun
|
Startup
|
Active
|
Recovery
|
Adv. Hit
|
Adv. Block
|
Property
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
This input and data are for Bison's opponent after he lands a throw. See Throws for more information.
|
|
Slammaster d+HP
|
Damage
|
Guard
|
Meter
|
Stun
|
Startup
|
Active
|
Recovery
|
Adv. Hit
|
Adv. Block
|
Property
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
This input and data are for Bison's opponent after he reverses a countered throw. See Throws for more information.
|
|
Interrupts
Dashing Uppercut During blockstun, standing f+HP
|
Damage
|
Guard
|
Meter
|
Stun
|
Startup
|
Active
|
Recovery
|
Adv. Hit
|
Adv. Block
|
Property
|
-
|
Mid
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
Knockdown
|
|
Double Knee Press During blockstun, standing u+LK
|
Damage
|
Guard
|
Meter
|
Stun
|
Startup
|
Active
|
Recovery
|
Adv. Hit
|
Adv. Block
|
Property
|
-
|
Mid
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
Knockdown
|
|
Regeneration
Regeneration Hold MP+LK, release
|
Damage
|
Guard
|
Meter
|
Stun
|
Startup
|
Active
|
Recovery
|
Adv. Hit
|
Adv. Block
|
Property
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
Recovers 17 health over 34 frames. See Regeneration for more information.
|
|
Danger Move
Quick Punch Combo 10 health or less Hold LP, Release
|
Damage
|
Guard
|
Meter
|
Stun
|
Startup
|
Active
|
Recovery
|
Adv. Hit
|
Adv. Block
|
Property
|
-
|
Mid
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
Knockdown
|
|
Special Moves
Psycho Crusher [b]f+P
|
Damage
|
Guard
|
Meter
|
Stun
|
Startup
|
Active
|
Recovery
|
Adv. Hit
|
Adv. Block
|
Property
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
Knockdown
|
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 in the corner.
|
|
Electric Psycho Crusher [b+P]f + release P
|
Damage
|
Guard
|
Meter
|
Stun
|
Startup
|
Active
|
Recovery
|
Adv. Hit
|
Adv. Block
|
Property
|
-
|
Mid
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
Knockdown
|
|
Double Knee Press [b]f+K
|
Damage
|
Guard
|
Meter
|
Stun
|
Startup
|
Active
|
Recovery
|
Adv. Hit
|
Adv. Block
|
Property
|
-
|
Mid
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
|
High Knee Press [b+K]f + release K
|
Damage
|
Guard
|
Meter
|
Stun
|
Startup
|
Active
|
Recovery
|
Adv. Hit
|
Adv. Block
|
Property
|
-
|
Mid
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
|
Head Press [d]u+K
|
Damage
|
Guard
|
Meter
|
Stun
|
Startup
|
Active
|
Recovery
|
Adv. Hit
|
Adv. Block
|
Property
|
-
|
Mid
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
|
Somersault Sky Diver After Head Press P
|
Damage
|
Guard
|
Meter
|
Stun
|
Startup
|
Active
|
Recovery
|
Adv. Hit
|
Adv. Block
|
Property
|
-
|
High
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
This move can easily cross up because Bison's entire upper body is a hitbox, not just his hand.
|
|
Devil Reverse [d]u+PP
|
Damage
|
Guard
|
Meter
|
Stun
|
Startup
|
Active
|
Recovery
|
Adv. Hit
|
Adv. Block
|
Property
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
This move shares all of the properties and benefits of Somersault Sky diver, because it's the same move without the Head Press.
|
|
Electric Arc Hold HP, Release
|
Damage
|
Guard
|
Meter
|
Stun
|
Startup
|
Active
|
Recovery
|
Adv. Hit
|
Adv. Block
|
Property
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
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
Knee Press Nightmare [b]f,b,f+K
|
Damage
|
Guard
|
Meter
|
Stun
|
Startup
|
Active
|
Recovery
|
Adv. Hit
|
Adv. Block
|
Property
|
-
|
Mid
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
You can juggle after this and do some absolutely silly combos.
|
|
Head Press Nightmare [db]df,db,uf+K
|
Damage
|
Guard
|
Meter
|
Stun
|
Startup
|
Active
|
Recovery
|
Adv. Hit
|
Adv. Block
|
Property
|
-
|
High
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
Sometimes this move crosses up, and other times it will hit and do weird unsafe things. Roll the dice. You never know.
|
|
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.