Psycho Impact 


| Startup |
5 |
|---|---|
| Active |
2 |
| Recovery |
18 |
| Guard Level |
THROW |
| On Hit |
D |
| On Guard |
— |
| VTX Hit |
— |
| VTX Guard |
— |
| Cancel |
— |
| Damage |
130 |
| Stun |
170 |
| Meter Gain |
80 |
Psycho Impact: M. Bison levitates his victim in front of him, then blasts them across the full length of the playing field. Defensively, this fits into M. Bison’s game plan because he likes dictating the pace but has trouble when he’s getting rushed down himself. Establishing full screen distance gives you flexibility to reengage on your own terms. While you don’t have any heavily advantaged follow-ups to pull on an opponent who quick-rises here, M. Bison’s incredible forward dash and ample movement tools give you a chance to mix it up after a throw. You can dash twice from full screen and simply throw the foe again, or dash once and then jump in with jumping
. As a change-up to those, you can start charging down just after the throw begins, then immediately Head Press. None of these options is guaranteed—they won’t be advantaged/meaty, so they’re susceptible to reversals. To make them somewhat safe, you’ll have to condition your adversary. You can do this by throwing them, then sometimes dashing forward and just waiting for their next move, or by throwing them, performing an immediate Head Press, then pulling it short with Devil Reverse. Creating uncertainty about when you’ll actually attack is how you can pull off opening gambits that aren’t airtight.
Psycho Fall 




| Startup |
5 |
|---|---|
| Active |
2 |
| Recovery |
18 |
| Guard Level |
THROW |
| On Hit |
D |
| On Guard |
— |
| VTX Hit |
— |
| VTX Guard |
— |
| Cancel |
— |
| Damage |
140 |
| Stun |
200 |
| Meter Gain |
100 |
Psycho Fall: Shadaloo’s leader blasts his target’s face with psycho power, then throws them backward, switching sides. Midscreen, this leaves the opponent a dash’s distance away, in great position for you to pressure them. Facing a cornered foe, where the screen doesn’t “drag” as aggressively to keep both characters somewhat centered, the challenger ends up farther away. (You shouldn’t be throwing people backward out of the corner anyway, though, so use Psycho Impact when facing a corner.) If you perform 

(Psycho Axe) immediately after back throwing the enemy midscreen, it will hit perfectly timed with their quick-rise wakeup. If they try to wake up with a dash or with any attack that isn’t invincible, Psycho Axe will Crush Counter them! If they don’t quick-rise when you go for this Psycho Axe setup, you can cross them up by taking a slight step back after 

recovers, then forward-jumping over them with
. For a meaty attack from the same side against normal wakeup after Psycho Axe whiffs, whiff standing
for timing and then use standing
. If your adversary clams up, fearful of Psycho Axe and your other options, you can simply dash in and begin close-range offense.