M.Bison (Vega)FAQ
For Capcom vs SNK 2 on Arcade, Dreamcast, and Playstation 2.
Written by Kenny "Kenshi" Tam
Contact: [email protected]

===============
Version History
===============

Version 1.0
January 24, 2002
Everything.

Version 1.1
January 27, 2002
Added Groove info etc.

=================
Table of Contents
=================
I.    Introduction
II.   Profile
III.  Annotations and Abbreviations
IV.   General Moves
V.    Special Moves
VI.   Desperation Moves
VII.  General Notes
VIII. Strategies
IX.   Combos
X.    Miscellany
XI.   Notes and Credits

===============
I. Introduction
===============

This is an FAQ for M.Bison.  We've all be whipped by this dude back
in the Street Fighter 2 days, but lost when we tried to harness his
power.  He is much more powerful in this game (aside from Street
Fighter Zero 3) and without the fixed ratio system, can be unleashed
with impunity.  This is for the North American release, where he is
named "M.Bison."

The move lists and descriptions I got from sitting next to my machine
and watching the move several twenty times on training mode.

===========
II. Profile
===========

Full Name: M.Bison
Style: Ler Drit
Nationality: ?
Height: 182 cm
Weight: 96 kg
From: Street Fighter II

==================================
III. Annotations and Abbreviations
==================================

 UB  U  UF       UB= Up-Back       U= Up         UF= Up-Forward
  \  |  /        B= Back           N= Neutral    F= Forward
  B--N--F        DB= Down-Back     D= Down       DF= Down-Forward
  /  |  \
 DB  D  DF


LP= Light Punch   MP= Medium Punch   HP= Hard Punch
LK= Light Kick    MK= Medium Kick    HK= Hard Kick

P= Any Punch                      K= Any Kick
PP= Two Punches Simultaneously    KK= Two Kicks Simultaneously
PPP= All Three Punches            KKK= All Three Kicks

QCF= Quarter Circle Forward  (D, DF, F)
QCB= Quarter Circle Back     (D, DB, B)
DPM= Dragon Punch Motion     (F, D, DF)
RDP= Reverse Dragon Punch    (B, D, BD)
HCF= Half Circle Forward     (B, DB, D, DF, F)
HCB= Half Circle Back        (F, DF, D, DB, B)
360= Spin Joystick in Full Circle

Super Jump= Tap Down, then Up or any Up direction quickly to do a
further, large jump.  A trail will appear behind the opponent if done
correctly.

Dash= Tap Forward or Back twice quickly to move quickly in that
direction.

Throw= When near an opponent, press either Forward or Back and Hard
Punch or Hard Kick to execute a throw attack.

Throw Escape= When being grabbed for a throw, Press either Forward or
Back and Hard Punch or Hard Kick to escape.

Evasion= Press Light Punch and Light Kick simultaneously.  Depending
on the groove, the character will perform an action that will evade
most moves for the duration of the action.

Taunt= Press Select to do a special taunt.

Grooves
*******

C-Groove:
---------

This mode is similar to the Alpha Series as well as Capcom Groove in
the original game.  The character has a gauge at the bottom of the
screen, which is divided into three sections, shown by a larger area
as the level increases. Attacking and performing moves will increase
this gauge.

Depending on the Level, Different levels of Super Combos can be
performed:

Level 1- Super Combo Command + LP or LK
Level 2- Super Combo Command + MP or MK
Level 3- Super Combo Command + HP or HK

The higher the level, the more powerful it usually will be.  The
levels are cumulative, so doing a level 2 super on with a Level 3
gauge will leave the bar with 1 level left.

Dash- Tap either Forward or Back Twice quickly to do a small dash in
that directly.

Rolling- Press LP and LK simultaneously to perform a moving dodge,
which can pass through most Special and Super moves, as well as the
opponent.

Counter Attack- While blocking, immediately tap Forward + MP+MK to
perform a counterattack.  Note that it requires 1 level of the Super
Gauge to perform this move.

Air Block- Press Back whilst in the air to block.  Super moves cannot
be air blocked.

Tactical Recovery- When Knocked down, press all 3 Punch Buttons to
delay your character getting up.

A-Groove:
---------

This mode is similar to the Custom Combo Groove, the V-ism from
Street Fighter Zero 3.  At the bottom of the Screen is a Custom Combo
Gauge, which can be filled up by attacking.  At 50% full, a Level 1
Super combo can be performed.  When full, a Custom Combo can be
performed.

Level 1- Super Combo Command + Button
Level 2- Custom Combo - HP and HK Simultaneously

Dash- Tap Forward or Back Twice to do a quick small dash towards the
enemy.

Safe Fall- Press All Three Punch Buttons whilst Landing to recover on
the ground.

Rolling- Press LP and LK simultaneously to perform a rolling dodge
which can pass through most Special and Super Attacks, as well as the
opponent.

Counter Attack- While blocking, immediately tap Forward + MP+MK to
perform a counterattack.  Note that it requires 1 level of the Super
Gauge to perform this move.

P-Groove:
---------

This Groove is the most similar to the Street Fighter 3 system.  It
includes the Parry Command as well as a single level Super gauge
which fills up when attacking.

Super Combo- Super Command +Button
Note that there is only one level in P-Groove, and that it will be a
Level 3 combo.

Parry- The Instant the opponent makes contact with a hit, Tap forward
for High Attacks, and Down for low attacks.  The opponent will Parry
the away the opponent, leaving them open for a counterattack.  The
timing window has been decreased significantly though, making it
harder to perform.

Dash- Tap Forward or Back Twice to do a quick small dash towards the
enemy.

Safe Fall- Press All Three Punch Buttons whilst Landing to recover on
the ground.

Small Jump- Tap Up, or any Up Directional to do a small jump.

S-Groove:
---------

This groove is similar to the Extra mode from the King of Fighters
series, as well as the original SNK-Groove from the Original Capcom
vs. SNK.

The Super Gauge is filled by Charging, Pressing the HP and HK
simultaneously.  The Character will begin charging up their powers
and their gauge will start increasing.  Note that the character
cannot move or perform any attacks whilst doing this.  When the Bar
is full, the character is slightly stronger as well as being able to
do a Level 1 Super Combo.  Note that the bar will start decreasing
once it reaches the maximum and the opportunity to perform Super
combos will end when the bar is empty.

When the Character takes enough damage, the Vitality Gauge will begin
flashing.  At this point the Character can do unlimited Level 1 Super
moves, and if the Super Gauge is also full, a Level 3, MAX Super
Combo.

Run- Tap Forward or Back Twice to run towards the enemy.

Tactical Recovery- When Knocked down, press all 3 Punch Buttons to
delay your character getting up.

Counter Attack- While blocking, immediately tap Forward + MP+MK to
perform a counterattack.  Note that it requires 1 level of the Super
Gauge to perform this move.

Dodge- Press LP and LK simultaneously to do a quick dodge animation.
The character does not move, but has the same properties as the roll.

Small Jump- Tap Up, or any Up Directional to do a small jump.

N-Groove:
---------

This Groove is similar to the Advance Mode from the King of Fighters.
The character can perform Super combos when they have 'stock.'

The super Gauge is filled by attacking.  When full, the Super gauge
will reset but a Counter will appear in the box next to it,
indicating the character now as 'stock.'  The Character can perform
as many Level 1 super Combos as there are number of stock.

The character can 'Power MAX' by pressing HP and HK together.  It
will cost a single stock unit, but the character will become more
powerful.  In addition, MAX level moves can be performed.

Run- Tap Forward or Back Twice to run towards the enemy.

Safe Fall- Press All Three Punch Buttons whilst landing to recover on
the ground.

Rolling- Press LP and LK simultaneously to perform a moving dodge,
which can pass through most Special and Super moves, as well as the
opponent.

Counter Attack- While blocking, immediately tap Forward + MP+MK to
perform a counterattack.  Note that it requires 1 level of the Super
Gauge to perform this move.

Small Jump- Tap Up, or any Up Directional to do a small jump.

K-Groove:
---------

This groove is he most similar to that of Samurai Spirits (Showdown.)
the gauge fills up as the character gets hit and receives damage or
performing Just Defense.  When the gauge fills up, the character will
be in Rage MAX mode, which allows the character to perform MAX Super
combos as well as dealing more damage.  Note that the bar will start
decreasing once it reaches the maximum and MAX mode will end when the
bar is empty.

Just Defense- Tap Back right before the enemy makes contact with
their hit.  If done successfully, the character will take no Guard
damage as well as gain some vitality.  The character will also
recovery sooner and be able to counterattack.

Run- Tap Forward or Back Twice to run towards the enemy.

Tactical Recovery- When Knocked down, press all 3 Punch Buttons to
delay your character getting up.

Small Jump- Tap Up, or any Up Directional to do a small jump.

=================
IV. General Moves
=================

Standing-
*********

Light Punch- A left hand, quick jab.  Comes out as quick as you can
mash the button.  Combos into other moves. Useful as a good poke.

Medium Punch- A stronger looking type of punch, leaning into it.
Comes out quite fast but has some recovery time.

Hard Punch- A Right handed uppercut, rising to slightly above his
head.  Can counter air if time properly, but has quite short range.
Quite good priority but not a good interrupting move.  Good for
mashing in corners though against slower opponents.

Light Kick- Quick forward to the midsection of the opponent.  Has
short range but comes out very quickly, and useful in combos.  Comes
out as fast as you can press the button.

Medium Kick- The extended version of LP, where he stretches his whole
leg out.  Has good range and good poking ability.

Hard Kick- A stronger, slower version of the MK.  This is a very
useful move, since it has good range as well as priority.  I am sure
many of us remember Bison kicking our butts with his kick.  Great
poke and interrupting move, guaranteed to piss many opponents off.

Jumping-
********

Light Punch- A flying punch downwards.  Good for light punch jamming
combos.  Pretty short range though.  Jumping towards it becomes a
flying, swimming stroke like move.  Aims directly in front of Bison.

Medium Punch- A flying punch downwards.  Not very high priority.
Same as Light Punch.

Hard Punch- Same as Medium punch, but does more damage and slightly
higher priority.  Becomes a stronger version of LP when jumping
towards enemy, but using Forearms instead.

Light Kick- A really weird looking kick.  Aimed forward.  Becomes
flying knee when jumping towards opponent.  He maintains his attack
through out the duration of his jump.

Medium Kick- A weird looking side kick.  Turns body slightly so leg
hits.  Has long range and good for air to air counter.  Becomes short
ranged knee when leaping towards opponent that has little attack
animation.

Hard Kick- While Jumping Straight Up- looks the same as MK, but
becomes a cool looking jump kick when leaping towards opponent.  Good
priority and range too.  Good combo starter.

Crouching-
**********

Light Punch- A very fast punch the crotch region.  Moves as fast as
you can jam the button.  Cancelable into many moves.  Standard crouch
punch similar to many characters.

Medium Punch- A slow right punch.  Same as everyone else really.

Hard Punch-A stronger version of the crouching medium punch.  Comes
out at same speed too.  I dunno why they left it as it was.  Maybe
they were as lazy as I am.

Light Kick- Sticks his foot out and tries to hit the opponent's
ankles.  Quite good range.  Pretty fast in coming out, but not
button-jamming fast.

Medium Kick- Same as above.

Hard Kick- A sliding sweep.  He doesn't actually duck down when doing
this move, but he looks like he slipped or something.  Covers a long
range and is a good counter or surprise move.  Has terrible recovery
time though, since he will keep on "traveling the distance" even
though he is stopped.  It reaches 3/4 screens, if blocked, it takes
that long to recover.

================
V. Special Moves
================

Almost all of Bison's moves are charge based, but given how powerful
they are, they need some limit on how offensive one can be with him.

Command Moves:
--------------

-nil

Throws:
-------

Famous Cheap Throw (B or F+HP)
Bison grabs enemy and chucks them away.  He has this throw in every
game, and pulled off by CPU with perfect timing.

Kick..thing (B or F+HK)
Coolest looking throw.  Kicks back of leg to knock opponent off their
feet.  Catches them with the other left and raises them Similar to
Krizalid.  Flings them away.  Taken from Street Fighter EX series.

Special Moves:
--------------

Psycho Crusher - (Charge B, F+P)
Bison flies forward in a torpedo of flaming psycho energy.  Strength
of punch button used determines how far he will fly forward.  This is
the classic M.Bison move; not the Super Duper Psycho Crusher of Death
from Alpha 3 (Gotta admit it looked cool) that can beat out a lot of
moves.  It can be beat by projectiles as well as DMs like the Raging
Storm and Power Geyser. Nonetheless it can travel over ground
projectiles, such as the Power Wave.  It has also been slowed down in
this game.  Good as a counter attack and will pass through opponent
if blocked.  HP version goes full screen, so you maybe safe if you
land far enough.

Psycho Banish - (DPM+P)
Bison does a downwards flaming punch.  Hits as an overhead and
strength of punch button used determines strength and number of hits
done.  Has short range though, so do it as a surprise move.  It can
negate projectiles though.  Can be used as a combo ender, but does
not knock down.

Double Knee Press (Scissor Kick) - (Charge B, F+K)
Bison flip forward and does a two hit kick attack.  Strength of kick
button used determines distance the move travels.  It does not travel
through projectiles and is pretty easy to beat as well as counter.
If it is blocked prepare for some hurt.  Jam on the HK and try to go
for a sweep afterwards if blocked.

Head Press - (Charge D, U+P)
Bison leaps into the air and stands directly onto the opponent's
head.  Moves slightly faster than a jump, but can easily be
countered.  Counts as an aerial move, and can be followed up.
                    -Dive Punch (B or F+P)
     Bison recovers and does a flying punch.  You can control the
general direction until he lands, gets hit or lands an attack.  Be
warned the opponent maybe able to recover and counter your follow up.

Devil Reverse - (Charge D, U+P.  then B or F+P)
Bison leaps in a similar manner to the Head press but flips upside
down and does a punch.  Button used makes no discernable difference
though. Good for confusing the opponent.

Bison Warp (DPM or RDP + PPP or KKK)
Bison does teleport depending on what button is used.  DPM motion
moves Bison towards the enemy, where as RPD moves opponent away.
Using Punch will move Bison a shorter distance where as Kick moves
further.  There is a slight delay before and after he does the move,
but it is still good for escaping corners or surprising the opponent.
Don't warp right into a Super though...

===================================
VI. Super Moves/Desperation Attacks
===================================

Knee Press Nightmare
                                          (Charge B, then F, B, F+P)

Bison does two scissor kicks in rapid succession.  MK ends with sweep
where as HK ends with a special series of Mid-air kicks.  Has
invincibility frames at start up that can go through projectiles, but
has major recovery time.  Try to use it as a counter.

Psycho Crusher
"Psychooo Crushraaaa!"       (Charge B, then F, B, F+P) Lv. 3 and Max

This isn't the Super Duper Psycho Crusher from Street Fighter Zero 3,
but it is still pretty powerful.  The psycho flame surrounding Bison
is much larger, and he travels MUCH faster.  It does about 50% damage
on grounded opponents, but air borne opponents will only get hit for
half.  It can override Projectiles I think but it still gets stopped
by those special Defensive DMs, like the Raging Storm.

==================
VII. General Notes
==================

Bison is still powerful in this game.  His loses his projectile and
weird dashing move from CvS.  He seems to be improving.

================
VIII. Strategies
================

Bison is a very powerful character, but has long recovery time after
his moves.  His HK is a good move, and can be abused.  His game is
based a lot on confusion too, mixing up the Devil reverse and Head
Press to confuse the opponent

Versus;

Shotokans (Gouki,Ken,Ryu)
-------------------------

Most of them still rely on the fireball/dragon punch trap.  With the
onset of rolling however, their game now includes some offense to
counter rolling.  Try to counter their fireball from with a head
press, but they may recover in time to Dragon Punch you.  Try to fake
them out with a Devil Reverse, but they might be able to reach you
with their uppercut.  The Psycho Crusher is stopped by their
fireballs, so predict it early and try to teleport in.  It does beat
their Hurricane kick though.

Geese Howard
------------

Not as hard for Bison as for other characters.  The Psycho Crusher
can zoom past the Reppuukens, but the Shinpuuken can defeat your
psycho crusher.  Geese can Atemi-nage counter the Head Press as well
as Devil Reverse, so try delaying them and make Geese whiff the
counter.  The timing is hard though.  Don't jump in, as usual.

Rock Howard
-----------

A powerful character, pupil of Terry.  He has Terry's Rising Tackle
and modified versions of the Burn Knuckle.  Couple that with Geese's
Repukken's, counters and command grabs and you get a hard fight.  His
shine knuckle is EXTREMELY fast, so try not to whiff moves which
Bison's lag can prove fatal for.  Jumping in against Rock is not
advisable, since he has 26649908 ways of countering.  Try to confuse
his counters and hit as hard as you can, as with Geese.  He is at bay
to your Psycho Crusher though.

Kusanagi Kyo
------------

Not as Hard.  Psycho Crusher him to death, since he has no
projectile.  If it misses though, Kyo can inflict a world of hurt.
Bison can't beat him up close though, so try to beat and push him
away with the Standing HK.  Play a counter role and make Kyo miss an
attack.
Yagami Iori
-----------

Iori seems to have a hard time against Bison at times.  The Psycho
Crusher will go over the Yama Barai, and his Aoi Hanas or Ya Otome
are beaten by the Psycho Crusher.  Up close he can beat you no matter
what, unless you take your chances an do a point blank Psycho
Crusher.  If he blocks though you are screwed.  His HK is supreme; so
don't go up against it.  Don't bother with the Scissor kicks since
Iori can easily beat it though.  The Air attacks are not recommended
due to Iori's super Jumping HK...


==========
IX. Combos
==========

Coming soon . . .

=============
X. Miscellany
=============

Win Quote:
----------

"Psycho power will never lose..."

"This is not a fight to decide a winner and loser. but to decide life
and death!"

"Do you want to come work or me? You will have to do better than
that!"

"The weak always makes me sick!"

"Today is the last day in your life..."

"Relax! You can't stop me, so why even try?"

"You should thank me for keeping you alive!"

Special Intros:
---------------

-Vs Geese: Geese launches a Double Reppuuken at Bison.  It blasts
away his cape but Bison stands laughing.

-Vs Iori: Iori stands with his back to Bison.  Iori throws a Yama
Bari at Bison, which Bison jumps over to starting position.

-Vs Rugal: They chat.  Rugal's panther growls.

-Vs Vega: Vega spins and hurls a rose.

Comments:
---------

-Nice uniform.. Bright Red??

=====================
XI. Notes and Credits
=====================

-Capcom Vs SNK 2 is Trademark and Copyright of Capcom.  All
Characters mentioned relating to the game are as such property of
Capcom.

-Mr. Jeff Veasey at Http://www.Gamefaqs.com for hopefully hosting
this FAQ.

-W.W for getting whipped by my Bison.

-N.H; To be with you, I'd even work for his kind of strength and
power..

-If, for any part, I may have borrowed or referenced information that
originally stemmed from your work, PLEASE do notify me and I will
immediately remove or a credit the work from this FAQ.

This document Copyright 2002 by Kenny "kenshi" Tam, and may not be
duplicated or reproduced (in part or in full) for profit without the
explicit permission of the author.  Chances are it will be rare if
anyone would want to use this crappy FAQ.

This document is supposed to appear on
http://www.gamefaqs.com.
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