Skip to main content
M.Bison

ベガ

M.Bison — 对策

Key Info

  • Sustained overhead with combo: 6HP (Psycho Hammer)
  • Defense
    • No invincible OD reversal
    • 2HP (Psycho Upper): 10F startup anti-air invincible normal
    • SA1 Knee Press Nightmare (236236K): 10F startup, no projectile invincibility
    • SA2 Psycho Punisher (214214K): 26F startup, projectile invincible
    • SA3 Unlimited Psycho Crusher (236236P): 10F startup
  • Plus-on-block moves
    • HP: +1 on block
    • 4HK (Evil Knee): +1 on block
    • [2]8K→P (Devil Reverse): +4 or more
    • [2]8K→K→P (Somersault Skull Diver): +3 or more
    • [2]8K→KK→K (OD Head Press): +5 or more

Neutral Game (Focus Points)

  • Use neutral jumps occasionally — you need to put risk on his Double Knee Press and heavy normals. Make it a habit to throw out neutral jumps
  • Jump in occasionally — M.Bison's anti-air is mostly normals, so crossup and empty jumps are effective on offense
  • Stay aware of low blocks — getting hit by 2MK allows him to plant a mine, and three bad reads can end the round. Commit to blocking low more than usual
  • Understand quick-rise vs back-rise and use them deliberately — especially in the M.Bison matchup, denying easy oki matters. Learn which combo enders disable his walk shimmy on quick-rise and memorize all of them
  • Keep a projectile option in mind — M.Bison has no projectile invincibility outside SA3. Projectile-based characters can consistently build Drive Gauge advantage by layering fireballs. Research the optimal timing for your character
  • Keep a safe jump option in mind — all of M.Bison's Super Arts are 10F or slower. Every character can safely time a 5F light normal as a meaty, so keep this option available at key moments
  • When a mine is planted, consider Drive Reversal — blocking any of his specials with a mine active detonates it and gives him huge advantage. After a mine detonation, blocking his heavy normals bleeds your gauge and puts you in a losing position. Use Drive Reversal to interrupt at the detonation

Understand what oki sequence follows each version so you can respond correctly.

  • 214LP — Vega is -14F on block
  • 214MP — Vega is -15F on block
  • 214HP — Vega is -15F on block

Recommended counters

After 214LP or 214MP hits (Vega +20~21F)

  • In-place tech
    • 4HK lands on it
    • Throw does NOT land in time
  • Back tech
    • Neither throw nor strike is buried
    • Even if Vega tries to bury a MP it leaves 8+ frames of gap

Take in-place tech and mash with a medium normal that has good reach.

After 214HP hits (Vega +31F)

  • In-place tech
    • If Vega uses Drive Rush, his walk shimmy becomes impossible
  • Back tech
    • Throw AND 4HK both land on back tech — this is dangerous

Watch out

After 214LP or 214MP — if Vega reads your fastest reversal attempt

He may use 236K to land a Punish Counter.

After 214LP or 214MP — if Vega uses 236K to punish your reversal

Place a neutral jump to avoid it.

After 214HP — against in-place tech

Vega can shimmy with Drive Rush → 2LP or LK. Confirming the tech direction is difficult, so in practice Vega usually forgoes this option and accepts no oki.

With Psycho Mine active

When Psycho Mine is on you, blocking any of Vega's specials detonates it and gives him massive advantage. Always consider Drive Reversal when you have a mine attached.

Drive Reversal to escape mine pressure:

If you read Vega pressing a special, Drive Impact is a guaranteed punish:

Double Knee Press has different on-block frames per strength, with both L and M leaving a guaranteed punish window. Mixing in neutral jumps is also key to discourage M.Bison from throwing it pre-emptively.

Recommended counters

Punish on block

  • 236LK / 236MK blocked: M.Bison -5 → land your 5F punish every time
  • 236HK blocked: M.Bison -4 → 4F punish

Memorize the exact strength so you don't drop the punish — drill 4F vs 5F starters in training.

Neutral

  • Use neutral jumps to discourage tip-range Double Knee
  • After throw-techs especially, Double Knee tends to land at the tip — many M.Bison players mash it as a frame trap

Vega's 4F-startup light.
You will be blocking his cancel Drive Rush from 2MK a lot, so make sure you understand this RPS for the Vega matchup.
After you block the cancel Drive Rush 2MP, Vega is at +2F with no shimmy available.

  • 4HK
    • a light mash beats it / you can jump out
  • MP
    • a light mash beats it / you can jump out
  • 2MP
    • a light mash trades; after the trade the spacing opens up, so some characters get no combo
      • Rashid, Kimberly, Akuma, Blanka, etc.
  • 2LK→LP
    • mashing loses
  • throw
    • mashing loses

Recommended counters

  • Backward jump
    • 2MP and 2LK→LP will hit you, but for no real damage.
    • You can eat MP or the Evil Knee on the way out and still escape
    • It loses to the 2LK light — once you read that one coming, try fishing for the just parry

The video below records the following:

  • 2MK→cancel Drive Rush→2LP→4HK
  • 2MK→cancel Drive Rush→2LP→MP
  • For some characters, mashing at the earliest timing (a 4F standing light) is effective
    • Rashid, Kimberly, Akuma, Blanka, etc.
    • even if it trades, there is no combo
      • look up what your own character's 4F button can do

The video below records the following:

  • 2MK→cancel Drive Rush→2LP→4HK
    • the earliest mash wins
  • 2MK→cancel Drive Rush→2LP→MP
    • the earliest mash trades, but there is no combo afterward
  • 2MK→cancel Drive Rush→2LP→2LK
    • the losing branch for the earliest mash
    • the damage is not that high
    • making him resort to this is the first goal
    • a just-parry point

It is hard to react to in time, but once you block it you are guaranteed at least a 14F punish no matter how late the active frames connect. Always cash in on the full punish.

Recommended counters

  • On block: start with a heavy normal for maximum damage

Evil Knee leaves M.Bison +1 on block and is used as a wake-up pressure tool.

Recommended counters

  • On block: avoid high-risk reversals — the +1 situation is not strong enough to justify mashing throw or invincible moves; if you want to challenge, use a fast light normal instead
  • After Drive Rush → Evil Knee on block: delayed parry
    • Evil Knee can sometimes beat mash attempts, so time your Parry to land right as the follow-up 4HK is expected — this avoids a Punish Counter throw while also giving you a chance at a Perfect Parry

The video below shows:

  • Throw → Drive Rush 4HK → 4HK
  • Throw → Drive Rush 4HK → throw

It takes practice, but start by delaying your Parry loosely — it is fine to be early at first.

Vega is at +18F after this throw.

  • Without Drive Rush, he gets no oki.

Recommended counters

  • At mid-screen, backward recovery is the safe default
    • the distance opens up, so there is no oki
    • many Vegas force their way in with 2HK anyway, which makes this a Drive Impact point

  • If your character has an invincible move with 8F startup or faster and good reach
    • recover in place → when you see the Drive Rush, the 8F-or-faster invincible move is guaranteed

M.Bison is +21 after Deadly Throw.

Recommended counters

Quick-rise

  • With Drive Rush, his throw connects as a meaty
  • With Drive Rush, walk shimmy is impossible — makes your mash easier to read

Back-rise

  • Throw no longer connects as a meaty
  • With Drive Rush, 4HK lands as a meaty

Best option: back-rise → fuzzy Parry → buffer Drive Reversal

Many M.Bison players default to meaty 4HK because throw whiffs on back-rise. Use back-rise to push the 4HK off you, then Parry into Drive Reversal.

  • Note: on quick-rise the 4HK hits during block-stun, so Drive Reversal gets blocked — back-rise is required for this option to work
  • Ideally confirm standing hit before committing to Drive Reversal

The video below shows fuzzy Parry into Drive Reversal after confirming 4HK:

Shadow Rise is M.Bison's air-borne mixup starter. Because it branches into K (Head Press), K→P (Somersault Skull Diver), or P (Devil Reverse), reversal anti-airs are unreliable — air-to-air normals are the safer answer.

Recommended counters

Anti-air priorities

  • Avoid invincible reversal anti-airs — the branches shift his axis enough to make them whiff
  • Air-to-air jump normals are the safest tool: even a trade or loss has minimal cost
  • After blocking the K→K→P (Somersault Skull Diver) branch, a backward crossup jump attack scores a low-risk knockdown
    • Air-throw characters can air-throw instead
    • Even if he doesn't follow up, M.Bison has nothing that punishes a back-jump from this height

Counter-strategy for Head Press — punish frames, blocking direction, yomi paths — to be added.

Somersault Skull Diver is the [2]8K→K→P branch — an aerial overhead. Once you block it, a back-jumping crossup attack reliably converts to a knockdown.

Recommended counters

After blocking

  • Back-jump crossup attack lands a low-risk knockdown
    • Air-throw characters can substitute air-throw
    • M.Bison has nothing to stop the back-jump, so this option always wins
  • The same back-jump is your safe answer when he doesn't add the P (i.e. just Head Press) — both branches lose to it

Counter-strategy for Devil Reverse — punish frames, blocking direction, yomi paths — to be added.

Psycho Crusher travels a long way and is heavily minus on block at every strength (except OD). Without a Psycho Mine on you, this is one of M.Bison's most punishable moves — always take the punish.

Recommended counters

Punish on block

  • [4]6LP / [4]6MP blocked: M.Bison -20 → full max combo
  • [4]6HP blocked: M.Bison -23 → full max combo
  • [4]6PP (OD) blocked: M.Bison -3 → not punishable; mash or parry

After [4]6LP / [4]6MP hits you

  • M.Bison is +24, gets +5 oki off forward dash
  • Oki happens regardless of rise direction — quick-rise to keep stage position
  • Walk-shimmy works on most characters (not big bodies), so mix mashing with patient blocking

After [4]6HP hits you

  • M.Bison is +14
  • Back-rise denies the oki entirely
  • If he uses drive rush to chase, an invincible reversal is guaranteed

After [4]6PP (OD) hits you

  • M.Bison is +35, walking puts a meaty throw on you
  • Burn an invincible SA / OD reversal to escape