Capcom vs. SNK 2: Millionaire Fighting 2001 M.Bison Character FAQ For the Dreamcast Version 0.4 (30 October 2001) By ProTect (e-mail: protectiam@yahoo.com) Copyright (c) 2001 ProTect The game Capcom vs. SNK 2 (hereafter referred to as CvS2) and M.Bison are copyrights of Capcom. I do not claim M.Bison as my intellectual property in any way. My contribution is solely the organization of M.Bison's history, moves,etc. into one FAQ. I should note that by M.Bison I am referring to the character whose Japanese name is Vega (the one with the hat and the armor). This FAQ is mine, ProTect's. Do not post it to public forums without my permission. Do not in any way claim it as your own. DO NOT rewrite it and pass it off as your Character FAQ for another game and/or character! Plagiarism is a very serious crime. It is intellectual theft. ----------CONTENTS---------- FAQ Disclaimers Contents Purpose of This FAQ Abbreviations Used in This FAQ Standard CvS2 Gameplay Features Statistics Official Story History Game Appearances Tactics Combos Colors Bison Quotes Version History Links Credits ----------PURPOSE OF THIS FAQ------------ This FAQ is a document all about M.Bison in CvS2. ----------ABBREVIATIONS USED IN THIS FAQ---------- B - Back: hold the control pad in the opposite direction of the opponent T - Toward: hold the control pad in the direction facing the opponent U - Up: press up on the control pad D - Down (Ducking): press down on the control pad; this will cause the character to duck UB - Up/Back: press up and back on the control pad at the same time UT - Up/Toward: press up and toward on the control pad at the same time DB - Down/Back: press down and back on the control pad at the same time; this will cause the character to duck DT - Down/Toward: press down and toward on the control pad at the same time; this will cause the character to duck C - Charge: hold the direction indicated for about 2 game seconds DP - Dragon Punch: press T, D, DT on the control pad RDP - Reverse Dragon Punch: press B, D, DB on the control pad J - Jab (also known as LP): the weakest, yet quickest punch (X button in the default button configuration) St - Strong (also known as MP): the punch that is average in strength and speed (default: Y button) Fi - Fierce (also known as HP): the strongest, yet slowest kick (default: L button) AP - Any Punch: press either J, St, or Fi 2P - Two Punches: press any combination of J, St, and Fi simultaneously Sh - Short (also known as LK): the weakest, yet quickest kick (default: A button) Fo - Forward (also known as MK): the kick that is average in strength and speed (default: B button) R - Roundhouse (also known as HK): the strongest, yet slowest kick (default: R button) AK - Any Kick: press either Sh, Fo, or R 2K - Two Kicks: press any combination of Sh, Fo, and R simultaneously Cl - Close: press the button indicated while standing within throwing range of the opponent F - Far: press the button indicated while standing outside throwing range of the opponent D - Ducking: press the button indicated while pressing D, DB, or DT (ducking) JS - Jumping Straight: press the button indicated while jumping straight up into the air (U) A - Jumping Angled: press the button indicated while jumping toward or away from the opponent (UB, UT) SC - Super Combo: a powerful move which requires a certain level of super gauge to perform L - Level: the degree (section) to which the super gauge is filled, or the strength of an SC ----------STANDARD CvS2 GAMEPLAY FEATURES---------- GROOVES The six grooves of CvS2 provide more than simply fan service nostalgia. Groove selection takes a number of factors into account in the process of capturing the feel of classic Capcom and SNK fighting games. C-Groove is a groove based on Street Fighter Alpha. The super gauge is divided into three sections, which fill mainly as the player attacks and slightly upon taking damage. As each of these sections fill, one after the other, Super Combos of varying strengths become available. Also, the amount of damage a player does to the opponent increases slightly as the gauge fills. L1 normal and special Moves do 101% the damage that L0 moves do. L2 normal and special Moves do 102% the damage that L0 moves do. L1 SCs performed with two levels of gauge do 101% the damage that L1 SCs do. L3 normal and special Moves do 105% the damage that L0 moves do. L1 SCs performed with a full gauge do 102% the damage that L1 SCs do. Unique feature: Air Blocking Other features: Dash, Roll, Counter Attack, Tactical Recovery A-Groove is based loosely on Street Fighter Alpha 3's V-Ism. The super gauge has two sections, which fill like C-Groove. When the first section is full, the player can do L1 SCs. When the gauge is completely full, Custom Combos (CCs) can be activated by pressing Fi and R simultaneously. CC mode causes the character to cause less damage in exchange for being able to do moves more quickly, effortlessly, and spontaneously than normal. It is possible to cancel the CC into an SC at any point. Blocking is not possible during a CC; any attack that hits the player will end the CC. Non-CC normal and special moves do the same amount of damage that L0 C-Groove moves do. Non-CC SCs do the same amount of damage that L1 C-Groove SCs performed with one level of gauge do. CC normal moves and SCs do 72% the damage that non-CC normal moves and SCs do. CC special moves do 80% the damage that non-CC special moves do. Unique feature: Custom Combo Other features: Dash, Roll, Counter Attack, Safe Fall P-Groove plays a lot like Street Fighter III. The super gauge (which fills in the same way as C-Groove) is not divided into sections; to do an SC a full gauge is necessary. Normal and special moves do the same amount of damage that L0 C-Groove moves do. SCs do the same amount of damage that L3 C-Groove SCs do. Unique feature: Parrying Other features: Dash, Small Jump, Tactical Recovery S-Groove is the classic King of Fighters system. The super gauge is not divided into sections, but different levels of SCs are available. The gauge does not fill automatically when the player attacks; there is a manual charge (activated by pressing Fi and R simultaneously) which fills the gauge. L1 SCs are available when the gauge is full. When the player's health is reduced below a certain amount, the health gauge begins flashing red. At this point, the player can use unlimited L1 SCs, or fill the gauge to perform one MAX level (L3) SC. (Empty)When the super gauge is not full and the health gauge is not flashing, normal and special moves do the same amount of damage that L0 C-Groove moves do. (Desperation)When the super gauge is not full and the health gauge is flashing, normal and special moves do 105% the damage that Empty moves do. Desperation SCs do 105% the damage that L1 C-Groove SCs performed with one level of gauge do. (Charged)When the super gauge is full but the health gauge is not flashing, normal and special moves do 115% the damage that Empty moves do. Charged SCs do 115% the damage that L1 C-Groove SCs performed with one level of gauge do. (Charged Desperation)When the super gauge is full and the health gauge is flashing, normal and special moves do 105% the damage that Charged S-Groove moves do. Charged Desperation SCs do 105% the damage that L3 C-Groove SCs do. Unique features: Dodge, Manual Super Gauge Charge, Desperation Mode Other features: Run, Counter Attack, Small Jump, Tactical Recovery N-Groove resembles the Advanced system of more recent King of Fighters games. Like S-Groove, the super gauge is not divided into sections. It fills, like C- Groove's gauge, as the player attacks. When it is full, it will begin to fill again, with the previous full gauge becoming a stock (a small dot), up to three of which can be stored. This stock can be used to perform an SC, or it can be broken (press Fi and R simultaneously) to power up the player's attacks (the character will flash yellow). If the player has two or more stocks, it is possible to do a MAX level (L3) SC by first breaking a stock, then doing the SC as normal. Non-powered up normal and special moves do the same amount of damage that L0 C- Groove moves do. Non-powered up SCs do the same amount of damage that L1 C-Groove SCs performed with one level of gauge do. Powered-up normal and special moves do 120% the damage that non-powered up moves do. Powered-up SCs do the same amount of damage that L3 C-Groove SCs do. Unique features: Counter Movement, Stock Breaking Other features: Run, Roll, Counter Attack, Small Jump, Safe Fall K-Groove is similar to Samurai Shodown gameplay. The super gauge is like P- Groove's gauge, undivided and with no stocks, but it fills only from being attacked, not by attacking or manually charging. When the gauge is full, the character will flash red and enter Rage mode. In Rage mode, the character's moves become substantially more powerful. Rage mode continues until the gauge runs out or the player does an SC. Non-Rage normal and special moves do the same amount of damage that L0 C-Groove moves do. Rage normal moves do 135% the damage that non-Rage moves do. Rage special moves do 130% the damage that non-Rage moves do. SCs do 110% the damage that L3 C-Groove SCs do. Unique features: Just Defense, Rage Mode Other features: Run, Small Jump, Safe Fall SPECIAL FEATURES Air Blocking (press B, DB, or UB in the air): Guard against attacks in mid-air. Only available in C-Groove. Dash (press T T or B B): Quickly move forward or backward a short distance. Available in C-Groove, A-Groove, and P-Groove. Run (press T and hold T): Quickly move forward. Available in S-Groove, N-Groove, and K-Groove. Roll (press J and Sh simultaneously): Roll a short distance to avoid incoming attacks. Available in C-Groove, A-Groove, and N-Groove. Dodge (press J and Sh simultaneously): Step to the side to avoid incoming attacks. Only available in S-Groove. Counter Attack (press T, St, and Fo immediately after blocking): Attack an attacking opponent with a pre-set move (uses super gauge). Available in C- Groove, A-Groove, S-Groove, and N-Groove. Counter Movement (press B or T and J and Sh immediately after blocking): Move forward or backward a short distance to attack an attacking opponent with a move of the player's choice. Only available in N-Groove. Tactical Recovery (press and hold 2P when knocked down): Stay on the ground slightly longer than usual to avoid follow-up attacks. Available in C-Groove, P- Groove, and S-Groove. Safe Fall (press 2P when knocked down): Flip backwards to avoid follow-up attacks. Available in A-Groove, N-Groove, and K-Groove. Parrying (press T while being hit): Take no damage from attacks and set up counters. Only available in P-Groove. Just Defense (press B while being hit): Absorb the energy of attacks as a small amount of health and super gauge. Only available in K-Groove. Small Jump (tap U quickly): Jump in such a way as to avoid most attacks. Available in P-Groove, S-Groove, N-Groove, and K-Groove. ----------STATISTICS---------- Birthdate: 17 April ???? Height: 182 cm (6'2") Weight: 80 kg (256 lbs.) 3 sizes: B129 W85 H91 Likes: To rule the world Dislikes: The weak, incompetent followers Employees: Balrog, Vega, Sagat, Cammy, Birdie, Juli, Juni Street Fighter Rivals: Chun-Li, Guile, Zangief, Cammy (Super SF2, Super Turbo), Akuma, T.Hawk, Rose, Guy, Adon, Karin SNK Rivals: Geese Howard, Iori Yagami, Rugal Bernstein Blood Type: A Nationality: Unknown Fighting Style: Ler Drit (military Muay Thai), Psycho Power ----------OFFICIAL STORY HISTORY------------ M.Bison is the very evil boss character introduced in the classic Street Fighter II (SF2) series. In Street Fighter II: The World Warrior (WW), he appeared after Sagat as the game's final boss. He employed Sagat, the defeated boss of Street Fighter I (SF1), as well as the fallen boxer Balrog and the insane matador Vega, as warriors and assassins in his criminal empire Shadaloo. It was revealed in various character endings that Bison and/or Shadaloo was responsible for the death of Chun-Li's father, as well as the death of Guile's friend Charlie. The next two games in the SF2 series, SF2: Champion Edition (CE) and SF2: Turbo Hyper Fighting (THF) used these same endings, so Bison kept the same story. In Super SF2, Cammy and T.Hawk, two of the game's new characters, were linked to Bison. Bison claimed to have had a previous romantic involvement with Cammy (which she could not remember, possibly because she had amnesia, possibly because he was lying). Cammy was certain, however, that Bison had double-crossed her and somehow caused her face to be scarred. And Bison had stolen the land which T.Hawk's people called their home. In Super SF2 Turbo (Super Turbo), Bison stood once again as the game's final boss, but he was suddenly attacked by Akuma. After suffering Akuma's Shun Goku Satsu technique, Bison fell unconscious, apparently killed by the power of Akuma's ultimate move. The Street Fighter Alpha (Alpha) series, which was developed and released after SF2, actually comes before SF2 in storyline. In Alpha 1 (A1) and Alpha 2 (A2), Bison does not appear as the final boss for every character. In fact, he is the boss for only a few characters, but he makes cameos in many of the endings. Also, much of the A1 storyline is repeated (or retold) in A2, so I will refer to both these games as Alpha, designating which game(s) which stories come from parenthetically. Alpha 2 Gold has the exact same endings as A2, so it is not mentioned. Chun-Li realized that Bison killed her father (A1 and A2). Adon, a cocky former student of Sagat, attracted Bison's attention and was offered a position in Shadaloo. Adon declined the invitation (A1 and A2). Guy, a Bushin-style ninja from the Final Fight series (and Maki's brother-in-law), challenged Bison to prove his strength and to reveal Bison's weakness (A1 and A2). The mystic Rose (who appears in CvS2 in the later rounds in the London stage; the woman on the left side with the angled hair and the red dress), bearer of Soul Power, came to seal away Bison's evil Psycho Power (the source of his hateful and destructive energy) and nearly died in the attempt, yet Bison miraculously survived her attack (A1 and A2). Birdie, from SF1, a street punk occasionally working as a bouncer, fought Bison to prove himself worthy to join Shadaloo and Bison accepted him (A1 and A2). Dhalsim, an Indian monk, challenged Bison to improve the condition of his suffering people (A2). Bison himself began looking to draft a powerful Shadaloo soldier, finding a fitting specimen in the disciplined yet unwilling young warrior Ryu (A2). Alpha 3 took place after Alpha but still was set before SF2. In this game, Bison was a boss for every character once again. He wanted to capture Ryu and use Ryu's body to contain his Psycho Power, but many Street Fighters opposed him in this goal. Zangief was on a mission to defeat Bison for the glory and safety of Russia. Karin Kanzuki, a rival of Sakura, sought to show she was not scared by Bison's efforts to intimidate her family's zaibatsu (corporation). Charlie was intent on bringing down Bison and is believed to have lost his life in the attempt, telling his friend Guile to leave as he held Bison at the scene of the exploding Shadaloo Headquarters and Psycho Drive (by which Bison intended to conquer the world by gathering the life forces from defeated warriors). Birdie was a member of Shadaloo, as were Balrog, Vega, and Sagat, yet they all turned traitor. Cammy also worked for Shadaloo; it was revealed she was engineered to be Bison's substitute body. She somehow escaped Bison's mind control, possibly with the assistance of Vega. The fate of Cammy's colleagues, Juli and Juni, who had been brainwashed as she had been, is uncertain. Rose once again appeared as the force of pure good against Bison's pure evil. She tried to destroy Bison (who was once her master) by her own hand. After her fight with Bison, she fell weak and was carried away by Guy. Bison's spirit lingered on in the form of a chill which Rose could feel. Exactly how Bison managed to reappear in SF2 is unknown. In the Street Fighter III series (SF3), no mention is made of Bison explicity, but in the third SF3 game, SF3: Third Strike, Chun-Li's mid-boss Urien alluded to her having defeated "that organization," presumably Shadaloo. ----------GAME APPEARANCES---------- Bison has appeared in the following fighting games: Street Fighter II: The World Warrior Street Fighter II': Champion Edition Street Fighter II': Turbo Hyper Fighting Super Street Fighter II: The New Challengers Super Street Fighter II: The Tournament Battle Super Street Fighter II Turbo: Grand Master Challenge Street Fighter The Movie Street Fighter Alpha Street Fighter Alpha 2 Street Fighter Alpha 2 Gold X-Men vs. Street Fighter Street Fighter EX Street Fighter EX Plus Marvel Super Heroes vs. Street Fighter Street Fighter EX Plus Alpha Street Fighter Alpha 3 Street Fighter EX2 Plus Marvel vs. Capcom 2 Street Fighter EX 3 SNK vs. Capcom: Match of the Millennium (produced by SNK) Capcom vs. SNK Capcom vs. SNK Pro Capcom vs. SNK 2 Bison has made cameo appearances in these games: Pocket Fighter Marvel vs. Capcom ----------TACTICS---------- All damage amounts were found using a Ratio 2 C-Groove Bison at L0 against a Ratio 2 C-Groove Bison on normal (2 stars) Damage Level and a Normal Groove Gauge setting. Actual damage in gameplay will vary based on the ratio and groove of Bison and his opponent. NORMAL MOVES Cl J: Bison jabs his opponent's chest. 400 damage. Cl St: Bison smiles and punches his opponent in the stomach. 1000. Cl Fi: Bison lunges forward and punches his opponent in the stomach. 1500. Cl Sh: Bison knees his opponent in the stomach. 300. Cl Fo: Bison kicks his opponent in the chest. 1100. Cl R: identical to Cl Fo. 1500. F J: identical to Cl J. 300 damage. F St: Bison punches his opponent in the face. 1100. F Fi: Bison uppercuts his opponent's face. 1300. F Sh: identical to Cl Sh. 300. F Fo: identical to Cl Fo. 1000. F R: identical to Cl Fo. 1400. D J: Bison jabs his opponent's crotch. 300 damage. D St: Bison swings at his opponent's crotch. 1100. D Fi: Bison punches his opponent in the crotch. 1300. D Sh: Bison kicks his opponent's shin. 400. D Fo: identical to D Sh. 900. D R: Bison slides into his opponent's leg. This move knocks down the opponent. 1400. JS J: Bison jabs. 600 damage. JS St: identical to JS J. 1100. JS Fi: Bison swings a fist downward. 1400. JS Sh: Bison does a short kick. 600. JS Fo: Bison stretches out his leg and kicks. 1100. JS R: identical to JS Fo. 1300. A J: Bison holds out both his hands. 500 damage. A St: identical to JS St. 500. A Fi: Bison holds his fists together. 1300. A Sh: Bison thrusts his knee up. 600. A Fo: Bison thrusts up a knee. 1100. A R: Bison stretches out his leg and kicks. 1300. Punch throw (Press T or B and Fi Cl): Bison throws his opponent over his shoulder. 1900 damage. Kick throw (Press T or B and R Cl): Bison lifts his opponent onto his heel and slams the opponent to the ground. 2000 damage. SPECIAL MOVES The name of the move, in conventional English spelling, is given first, followed by the name as translated from the katakana in the manual and/or game command lists, the command input, sometimes alternate names (if there are any) then a description of its properties. I should note here that all Bison's special moves and super combos can be cleanly countered (hit so that the opponent takes no damage) with a Counter Attack, so be wary when using these moves! Psycho Banish (Saiko Banisshu) DP AP Psycho Vanish Bison raises his Psycho Flaming fist above his opponent's head and swipes downward, briefly Psycho Flaming the opponent and hitting a number of times depending on the strength of the button used. This move also destroys projectile (fireball) attacks. J: 3 hits, 900 damage St: 4 hits, 1200 damage Fi: 5 hits, 1500 damage Psycho Crusher Attack (Saiko Kurasshaa Atakka) C B, T AP Psycho Crusher Bison uses his body as a torpedo to attack his opponent. This move Psycho Flames and knocks down the opponent. The button used determines the move's speed, range, and damage. J: 1300 St: 1400 Fi: 1500 Double Knee Press (Daburu Niipuresu) C B, T AK Scissor Kick Bison jumps into the air and kicks with one leg after the other. The button used determines the move's speed, range, and damage. Sh: Third of screen, 1200 Fo: Two-thirds of screen, 1300 R: full-screen, 1500 Head Press (Heddo Puresu) C D, U AK Head Stomp Bison leaps high into the air and stomps on his opponent's head. All buttons do 1400 damage. Somersault Skull Diver (Samaasoruto Sukaru Daibaa) After the Head Press, press AP Flying Punch Bison turns in mid-air and dives at his opponent's skull with a move that looks like his A J. All buttons do 100 damage. Devil Reverse (Debiru Ribaasu) C D, U AP Flying Psycho Fist Bison leaps high into the air and slams his Psycho Flaming fist against his opponent's head. All buttons do 1300 damage. Bison Warp (Vega Waapu) DP 2P or DP 2K or RDP 2P or RDP 2K Teleport Bison "vanish" teleports to a new location, depending on the command input. This move does no damage; it is a strategic postioning technique. SUPER COMBOS All damage amounts were found using a Ratio 2 C-Groove Bison against a Ratio 2 C-Groove Bison on normal (2 stars) Damage Level and a Normal Groove Gauge setting. The Gauge was only as full as necessary to perform the move. Actual damage in gameplay will vary based on the ratio and groove of Bison and his opponent. Knee Press Nightmare (Niipuresu Naitomea) C B, T, B, T AK Super Scissor Kick, Super Knee Press Nightmare Bison does two Double Knee Presses followed by additional kicks depending on the level of the super. Level 1: Only two Double Knee Presses; 2800 damage Level 2: Two Double Knee Presses followed by a D R; 4000 damage Level 3: Two Double Knee Presses and a series of mid-air kicks; 5800 damage Mega Psycho Crusher (Mega Saiko Kurasshaa) C B, T, B, T AP Psycho Crusher Super, Super Psycho Crusher, Psycho Drive Crusher, Psycho Break Smasher Bison uses his body as a huge torpedo to attack his opponent, Psycho Flaming and knocking down the opponent. This super can only be done at Level 3 or MAX Level and does 2400 damage. ----------COMBOS---------- This section is very short as Bison never has been much of a combo-based character. However, in this game, he has perhaps the most well-rounded arsenal in terms of combo potential of any game he has been in yet, so it may expand considerably as I experiment with him. Meanwhile, if you have any good Bison combos, please feel free to send them to the e-mail address at the top of this FAQ. Cl J, Cl J, Cl J, Cl J Cl Sh, Cl Sh, Cl Sh, Cl Sh D J, D J, D J D J, D J, F J D J, Psycho Crusher J Fi, F J J Fi, F St J Fi, Cl Sh, F Sh A Fi, F J A Fi, F St A Fi, F Sh A Fi, D St A R, F Sh A R, F J A R, Cl Fi A R, Cl St A R, D J A Fi, D Fi A Fi, D Sh A R, F Fi ----------COLORS---------- These are Bison's default colors in CvS2. X: Red uniform, white armor (WW) Y: Blue uniform, yellow armor (Super Turbo) L: Grayish green uniform, purple armor A: Bluish gray uniform, orange armor B: White uniform, purple armor R: Sick green uniform, yellow armor X+Y+L: Charcoal uniform, white armor (Super SF2 Start) A+B+R: Tan uniform, charcoal armor (Super SF2 Forward) The following are edit colors I have made for Bison you may want to try. The colors are listed left to right as the blocks appear on the bar at the bottom of the screen, with the numbers representing red, green, and blue in that order. Yellow uniform, bright blue armor 31-31-0 29-29-0 25-23-0 23-21-0 17-17-0 12-31-31 6-25-25 0-19-19 0-13-13 4-4-6 25-21-17 19-15-11 14-10-6 12-8-4 0-4-4 Magenta uniform, copper armor 31-15-31 29-11-29 27-5-27 24-2-24 22-0-22 22-17-9 17-11-7 13-6-5 8-3-3 4-4-4 29-28-20 23-20-14 16-12-7 14-9-5 0-4-4 Orange uniform, blue armor 31-15-0 27-13-0 23-11-0 17-8-0 13-6-0 14-21-31 12-15-26 6-9-20 0-3-14 4-4-6 27-25-17 21-19-11 14-12-6 12-10-4 0-4-4 Khaki uniform, olive-green armor 21-17-13 18-14-10 14-10-6 11-7-3 8-4-0 18-18-10 14-14-6 11-11-3 8-8-0 4-4-4 25-17-16 19-11-10 14-6-5 12-4-3 2-2-2 Bright blue uniform, pink armor 9-31-31 7-27-27 5-21-21 2-18-18 0-16-16 31-22-31 26-16-26 22-11-22 17-8-17 4-4-4 28-20-16 22-14-10 17-9-5 12-9-4 0-4-4 Light gray uniform, orange armor 20-20-20 18-18-18 16-16-16 13-13-13 11-11-11 31-15-5 26-10-0 20-7-0 14-4-0 4-4-4 27-21-14 21-15-8 13-9-6 11-7-4 0-4-4 Blue-green uniform, purple armor 9-20-20 7-18-18 5-16-16 2-13-13 0-11-11 25-11-31 20-6-26 16-3-26 11-0-26 4-4-4 28-22-18 22-16-12 17-10-7 15-10-5 0-4-4 Pale purple uniform, gold armor 17-13-17 14-10-14 10-6-10 7-3-7 4-0-4 22-21-10 18-17-6 15-14-3 12-11-0 4-4-4 26-22-18 20-16-12 15-11-7 13-9-5 2-2-2 Brown uniform, orange armor 17-10-0 13-8-0 8-5-0 3-3-0 0-0-0 31-20-6 26-14-0 22-14-0 17-9-0 4-5-6 31-29-24 21-19-14 17-15-8 13-11-0 0-4-4 Blue-gray uniform, greenish armor 6-9-13 5-8-12 3-6-10 1-4-8 0-3-7 23-31-26 17-25-20 11-19-14 5-13-8 4-4-4 26-21-16 20-15-10 15-10-5 15-8-3 2-2-2 Bright green uniform, orange armor (inspired by his CE color) 14-31-6 11-25-5 8-13-4 5-9-3 3-6-3 31-20-0 25-14-0 18-7-0 12-0-0 5-2-0 28-22-21 21-15-14 15-9-8 13-7-6 0-4-4 White uniform, red armor (inspired by his THF color) 31-31-31 24-24-24 15-15-15 11-11-11 9-9-9 31-6-0 25-0-0 18-0-0 12-0-0 8-3-0 27-24-19 20-17-12 14-11-6 12-9-4 0-4-4 Purple uniform, green armor (inspired by his Super SF2 Roundhouse color) 23-15-31 21-11-29 19-5-27 16-2-24 14-0-22 19-28-22 14-22-17 10-17-13 5-14-8 4-4-4 29-26-22 23-20-16 18-13-7 16-10-5 0-4-4 ----------BISON QUOTES---------- From the SF2 Animated Movie: Your pathetic efforts are futile against my Psycho Power! From Alpha: You are a fool to challenge me! You were almost entertaining. From Alpha 3: I'll show you true strength! The awesome might of Psycho Power! I wonder if you'll still be confident in about 10 seconds... Soon you will kneel before me and call me "master!!" I'm happy you are alive. You are still capable of feeling pain. I torment you, hoping you will return to better entertain me! Fear and respect... the supreme energy that is Psycho Power! There is no one who can stop me...! From the US Street Fighter cartoon series: I killed my father, too, and you don't hear me whining about it! ----------VERSION HISTORY---------- v. 0.4 (30 October 2001) - Added standard CvS2 gameplay features section; revised tactics section's damage information; expanded combos and quotes sections v. 0.3 (20 October 2001) - Added links and Bison quotes sections, new colors (CE and THF), new info in statistics section; deleted info on basic move blocking (depends on opponent; some Counter Attacks are better than others) v. 0.2 (19 October 2001) - Added combos section, info on basic move blocking; minor formatting correction v. 0.1 (18 October 2001) - First version which contained everything not mentioned above ----------LINKS---------- GameFAQs www.gamefaqs.com The best resource for gaming information I've seen anywhere (but if you're reading this you should already know that) Shingotink's Capcom vs. SNK 2 Color Edit Archive http://geocities.com/shingotink/ OR http://shingotink.tripod.com/ A fantastic resource for color edits ----------CREDITS---------- I, ProTect, wrote this. Move names came from the CvS2 manual's command lists. Bison's official history came from other Street Fighter games as mentioned. Bison's statistics came from the All About Capcom Head-to-Head Fighting Games FAQ and from Street Fighter Collection 2. All other material came directly from the author's trial-and-error experimentation with CvS2. Capcom made the game and all other games mentioned. M.Bison and Street Fighter belong to Capcom.