- "The end has come. Kneel before my Psycho Power! Bah! Such weakness.
(これで終わりだ！ サイコパワーの前にひれ伏せぇぇい！ 弱い！ 弱過ぎるぞ！ Kore de owarida! Saikopawaa no mae ni hirefuseeei! Yowai! Yowa sugiru zo!?)"
- —M. Bison
|Super Street Fighter IV||+|
|Super Street Fighter IV: Arcade Edition
Ultra Street Fighter IV
Description[edit | edit source]
Bison crouches down with his fingers "clawed" in a menacing way, jumps towards his opponent and stomps hard on the ground right below. If the attack is successful, the stomp impact causes the opponent to be lifted off ground. While levitating slightly, Bison catches the opponent by the head with one hand, gathers some Psycho Power in his other hand and drives the same fist straight into the opponent's stomach. A single instant later, the gathered Psycho energy bursts right through the opponent from the stomach to the back. Bison then viciously pulls his fist out of the opponent's stomach.
Originally performed by performing two quarter-circle forward motions and pressing all 3 punch buttons, the directional command for this attack was changed to a charge motion in the Arcade Edition of Super Street Fighter IV, likely as a re-balancing method; the previous motions may have been considered uncharacteristic for Bison, who is traditionally a charge character.
Tactics[edit | edit source]
The player can combo into this move with his Hell Attack on an airborne opponent and immediately follow-up with the Ultra Combo. However, as of Super Street Fighter IV: Arcade Edition, the Ultra Combo needs very specific timing and spacing on Hell Attack due to the aforementioned motion change.
This Ultra Combo has Armor Breaking properties, and is completely invulnerable on startup, and invulnerable to projectiles only during its descent. This makes it a useful projectile counter, but the downside is that most players don't throw fireballs when a player has a charge. Psycho Punisher must also be blocked high.
The player can pull off very ambiguous crossups with this Ultra Combo; even something as simple as a forward throw sets up the opponent for a guessing game where they aren't sure which side the Ultra Combo will land on. However, this is a very risky gambit, since this Ultra Combo is unsafe on block and invincible reversals will avoid it, but can turn the tide against characters with bad wakeup tactics.