Pros
- His unique dash can rapidly cross the entire playing field.
- He has frame advantage after many attacks.
- He has great Crush Counter and reversal punish counter-hit moves.
- His striking V-Trigger alters all specials and opens up unique combo potential.
- He has an easy, built-in way to deal with most projectiles.
Cons
- His unique dash is heavily telegraphed and punishable.
- He has the worst walk speed, which leads to a simplified footsie game that can boil down to “mash crouching
.” - He has no real reversal, apart from his Critical Art.
- He’s reliant on EX Gauge and V-Gauge for his strongest offensive openings.
The dictator returns with great pokes and Crush Counters that have below-average startup. His jumps travel far, but it’s easy for opponents to see them coming. He has dominant but not overwhelming specials at any range. And he has a unique forward dash, briefly invincible as it warps forward. But his walk speed is in its own class for sluggishness. M. Bison’s best plan is as a passive-aggressive mid-range force. He isn’t a rushdown character, but his suffocating mid-range presence and ability to move quickly between different ranges together mean that he’ll get shots at offense frequently, keeping him from being a purely defensive character.
Your objective is to control mid-stage screen space, looking for chances to safely strike up close. Achieve this by:
- Controlling horizontal space with Psycho Blasts (especially EX), Double Knee Press, and the threat of crouching
slide - Feinting with Head Press into Devil Reverse, discouraging your opponent from treating all your airborne periods as counterable
- Jumping in with Head Press variants, frontal jumping
, and cross-up jumping
when the foe is distracted from effective anti-air tactics - Anti-airing the enemy’s telegraphed mid-range jumps with crouching
and Hell Attack