M. BISON / DICTATOR - MOVES COMBOS & STRATEGY
CHARACTER INTRO
M. Bison is by far and away one of the most powerful characters in the game. He has some of the best normals in Street Fighter IV (Medium and Hard Kick) which allow him to keep his opponent in check at all times. M. Bisons jumping Medium Kick is a great cross up and leads to many combos. His jumping Medium Punch is best used as an air-to-air move and can be followed up with his Ultra since he lands before his opponent. Its safe to say M. Bison can win rounds just using his normals alone.
Beyond that, he can play defensively through most of the match, using his Devil Reverse move to build meter safely on the other side of the screen forcing his opponent to come to him. His Light Kick Scissor Kick is one of the safest special moves in the game, leaving him at a safe distance even when blocked which allows him to wait and counter his opponents next move. The EX version of his scissor kick is extremely fast and goes through fireballs. His Headstomp is a great move to get around Shoto fireballs and the EX version is brutal when used as anti-air.
M. Bison also has the ability to teleport which relives him of many wake up situations that are difficult to get out of for other characters.
His Ultra can be used as anti air, and as mentioned before comboed after an air-to-air Medium Punch making it one of the better Ultras in the game. Although his combos take a bit more timing and skill than others, if you are playing to win in Street Fighter IV, M. Bison is a good place to start.
SPECIAL MOVES
PSYCHO CRUSHER
CHARGE BACK, FORWARD + PUNCH
SCISSOR KICK
CHARGE BACK, FORWARD + KICK
- Light kick version is safe on block.
HEADSTOMP
CHARGE DOWN, UP + KICK
- After initial hit, either right of left will guide bison in the air.
- Press punch after initial hit for follow up attack.
- EX version is great anti-air.
DEVIL REVERSE
CHARGE DOWN, UP + PUNCH ~ PUNCH
PSYCHO WARP:
BEHIND
FORWARD, DOWN, DOWN-FORWARD + THREE PUNCHES
FRONT
FORWARD, DOWN, DOWN-FORWARD + THREE KICKS
RETREAT (MID)
BACK, DOWN, DOWN-BACK+ THREE PUNCHES
RETREAT (FAR)
BACK, DOWN, DOWN-BACK + THREE KICKS
SUPER
KNEE PRESS NIGHTMARE
CHARGE BACK, FORWARD, BACK, FORWARD + KICK
ULTRA
NIGHTMARE BOOSTER
CHARGE BACK, FORWARD, BACK, FORWARD + THREE KICKS
COMBOS
MASTER GUIDE COMBOS
- jump in mk, cr.lp close standing lp, cr.mk, cancel into psycho crusher or hk scissor kicks
- cr.mp, cancel into hk scissor kicks
- cr.lk x3, cancel into lp psycho crusher
- sommersault skull diver, cr.mp, far standing mk
- anti-air jumping MP, ultra
- focus attack (level 2), dash cancel (into cr.mp, cr.mk, cancel into hp psycho crusher) or ultra
- jump in hp, standing far hp, cancel into hk scissor kick (1 hit), cancel to super

6 Comments
Reader Comments (6)
hell attack, ultra
whats hell attack, an AA jumping mp?
Yeah, I just changed it. I think that is the literal translation from the Japanese Master Guide..
which is the button CHARGE?
"which is the button CHARGE?"
rofl
"which is the button CHARGE?"
AHAHAHAHAHA
Seriously though, when I started playing SF i didn't know what charge was either.
Just holding that direction for two seconds = charge k?
why i dont see cpu change?