-------=====================================================-------
--------========Marvel Vs Capcom FAQ : M.Bison v 1.0=========------
---------======== Compiled by Lemur-X, 4-6-2000 ========-----------
--------=====================================================------


Index :   1: Intro/disclaimer/other BS.
         2:  Legend of keys
         3:  Overview of character
         4:  Normal attacks (standing & flying)
         5:  Special attacks & Supers
         6:  Introductory combos

This faq was written for personal and private use. Feel free to
distribute if desired, just make sure to give credit where credit is
due (that'd be Steve White, 2000).   You may not alter the following
and claim it as your own or use it for money-making purposes otherwise
your knees belong to Guido……

Revision History : 4-6 Original FAQ completed :
---------================ 1: Introduction =================-----------

   I first started playing the VS series w/ the advent of "X-Men vs
Street Fighter"'s release on the Sega Saturn.  Good Lord…….Now there
was a game….And none of the followups have really shined as it did
(IMO) up until "Marvel Vs. Capcom 2".
   The series of FAQs I'll be putting out will be related to all the
funky, freakish, or 'Darkhorse' characters of the game. Characters
people rarely use….and when they do use, use ineffectively at best.
    I'm doing this due to the fact that * every * single character in
this game is very playable…..very…….And knowing this can give you quite
an edge over people that would underestimate them….

---------=================== 2: Legend ===================------------


Here's the legend of keys and terms used in the following FAQ.

Attacks : Jab = Light Punch
         Fierce = Hard Punch
         Short = Light Kick
         Roundhouse = Hard Kick
         b = Back
         f = Forward
         d = Down
         u = Up
         B = Charge back for 2 seconds
         D = Charge Down for 2 seconds
         P = Punch
         K = Kick
         PP = Both punches
         KK = Both kicks
         HCB = Half Circle Back (Roll controller from forward, to
               down, to back.)
         HCF = Half Circle Forward (Roll controller from back, to
               down, to forward)
         QCF = Quarter circle forward (Roll from down to forward)
         QCB = Quarter circle back (Roll from down to back )
         OTG = Off the ground. Getting your licks in whilest they be
               Down for the count.
         Launcher = Any move which sends your opponent to the heavens.

NOTE : All percentages given are from damage taken by Cable (a fairly
balanced character). Your mileage may vary.


---------====== M.Bison (Vega to you anal fanboys) ========-----------

       M.Bison. Where should I start. Well…..the guy has fallen on hard
times. He's obviously a little softer now, but has gained some speed
etc. since his last excursion in the Vs. series (Marvel vs
Streetfighter, for the ignorant =) ).  Hmm. I used to play a really
mean M.Bison, but now it's a bit tougher. It seems his evasion game has
been watered down a bit. Read on….

    Here are a few of his main strengths.

1 :   The Knee Press : Bison's  'Kneepress' is, in short, a great move.
                      Good for travelling, and keeping the heat on
                      your opponent. Block damage is minimal, but
                      usable.  Is a knockdown on second hit.

2 :    Relatively Fast :  For a larger character, he gets around. The
                        teleportation doesn't hurt either.

3 :    His pressure game : Since Bison isn't exactly the toughest
      S.O.B. on the block, he has been blessed with 3 very useful
      pressure attacks. And 2 of them do signifigant block damage.
      He's a turtle's dream.

Of course you must take the good with the bad. =(


1:    Defense (Lack thereof) : His middle name must be bitch. Because
                              he is the PERFECT size/height/weight to
                              absorb all sorts of punishment, and be
                              able to go home to cry about it. How the
                              mighty have fallen. =(

2:    The 'Hackey Sack' syndrome : He's a juggle-magnet. AVOID corners.
                                  I have been kept up in the air for
                                  14 hits by Chun-Li w/o a Super
                                  involved. =(

3:    Predictability : Bison has never been the most unpredictable guy
                      out there.  Just the most powerful.  Well….now
                      that he's neither, you're going to have to work
                      for your wins.  Since he's so reliant on 3 moves
                      in general, LEARN TO USE THEM WELL! If you're
                      going to be predictable, make sure it's an iron
                      clad pattern! And you can be competent out of it


---------================  Normal Attacks ================-------------

Standing Jab :   Good range for a jab. Expected damage. Low. Second hit
                has same range. Useful after a jump-in

Standing Short:   Ghetto range. Short. Second hit is a mid-level kick.
                 Stick with the Jab variation.

Standing Fierce :  Short range. The standing Jab twice does the same
                  damage, and is longer reaching. Good for blocking
                  jump-ins though.

Standing Roundhouse : First strike has good range, as does the second.
                     Causes a decent stun that leaves a perfect gap
                     for a buffered "KneePress Nightmare" Super.

Ducking Jab :  Nearly a carbon copy of his standing Jab.

Ducking Short :  Is this a joke? Extremely short range, and pushes on
                second hit.

Ducking Fierce :  Average windup, average range. Vertical launcher.

Ducking Roundhouse :  Good range. Average damage. Single-hit-knockdown.

Jumping Jab : High-hitting punch. Only use in Aerial Raves. Leaves
             bottom wide open.

Jumping short :  Miniscule range. Low hit. Use only for jump-ins.

Jumping Fierce :  Decievingly long range. Shoves back. Good keepaway
                 hit. Hits downward.

Jumping Roundhouse : Good range. Hits downward. Can combo out of!



---------================== Special Moves ====================---------

Psycho Ball : HCF, P :   Jab executes a ball that travels from the
                        ground up, Fierce does an up to down version.
                        Good speed. Nice to use in any "Psycho Field"
                        patterns you have.

Psycho Field : HCB, P :  Ranged by the Punch button used. Drifts slowly
                        across the screen, before exploding upon a
                        designated distance. GREAT move to either
                        supress rushing, or to set up a field behind
                        people (it travels through anything).  Nice
                        damage, and good block damage. This move is
                        your best buddy when you need a breather.

Knee-Press : HCF, K :    Ranged by the Kick button used. Jab for
                        Extremely short range, Fierce for a screen-wde
                        cover.  Good travelling move as it's quick,
                        and shoves back blockers.  Great move in the
                        air (use it to get inside of fireballer's
                        patterns with ease >=D )

Flight : HCB + KK :      Bison takes to the skies. Average in use. He's
                        a slow mover in the air.

Teleport : F, QCF any attack : Bison teleports to one of 4 points on
                              the screen. The points are mirrored by
                              the buttons on your controller. Jab is
                              upper left, etc.  Kind of pointless now
                              that he only has 4 points to go
                              to….unless you're running away from a
                              pattern or corner.

Flying Head Stomp : D, U +K : Good move to use for travelling. Flies
                             over nearly any projectile, and lands
                             DIRECTLY on opponent.  Follow up by
                             hitting Punch to execute a 'Diving Fist'
                             which is done exactly like the 'Head
                             Stomp', only with Punch.



---------================ Super Attacks ==================---------

Psycho Crusher: HCF, PP (in air) :  Fairly fast startup. Very fast
                           release. Great in the air, use sparingly on
                           the ground, as you're VERY open upon
                           blocking.

Psycho Explosion: HCB, PP :  Same exact startup as the 'Psycho
                            Crusher', and just as fast a release. But
                            it's a projectile. Make sure you have a
                            clean shot….Good block damage, and
                            distances like a bitch.

Knee-Press Nightmare : HCF, KK : Good start, if not telegraphed easily
                                by the 2 Bison's that appear. Good
                                block damage, and can be combo'd into
                                from his standing Roundhouse(!).


--------================Elementary Combos================-----------
   I've decided to not put a slew of "True" comboes in this section
due to the fact that there's so damn many……Instead here are some of the
more reliable/simple comboes and pressure tactics…

20 % 5-hitter: (very close) Standing Short, Standing Roundhouse, Jab
                           Kneepress (learn to like that move)

40% 16 hitter : (very close) Standing Short, Standing Roundhouse,
                            Buffer into 'Kneepress Nightmare' upon
                            second hit of Roundhouse.

30% 9 hitter : (Close) Ducking Fierce, Jumping Short, Jab, 'Psycho
                      Crusher'. NOTE: Leave some time to wind up for
                      the 'Psycho Crusher, orhterwise you'll have
                      wasted a while Super.

Submit Your Combos to [email protected]


---------================= Assist Modes ==================------------

Assist Mode A : Bison jumps out with an upwards 'Psycho Shot'

Assist Mode B : Jumps in with a Jab 'Kneepress'. Very useful for
               landing the elusive 'Psycho Explosion'

Assist Mode C : Launches a Fierce 'Psycho Shield'. Great if you are
connecting with one already…..

---------=================================================-------------

Special thanks to :  Derrick and Chris for playing such a whorish keep
away game with Morrigan and Sakura. Without you I would not have to
resort to using people you don't know how to anticipate. >=D

                     Mtn Dew : For filling my veins with enough
                               caffeine to kill a small elephant.

                     Capcom : For advancing the Vs series yet again!

Submissions? Mail em to [email protected]

This and other FAQs are up for grabs at http://www.drunkenlemur.com