This FAQ is by "The V", 01-10-16, Version 1.0. Copyright 2001. No part of 
this document can be reproduced and distributed via means mechanical or 
otherwise FOR PROFIT without the consent of the author. Reproduction and 
distribution for any other reason is welcome so long as the author is given 
appropriate credit.

All games, characters, names, etc. are trademark and property of their 
respective company, Capcom.

Comments can be sent to viwong@interchange.ubc.ca

Revison History

10/16/01 - Version 1.0 complete.

==============================================================================================
                          Street Fighter Zero/Alpha 3
                            A-ISM M.Bison/Balrog FAQ
==============================================================================================

Contents:
1 Introduction
  1.1 Biography and background
2 Basic Commands
  2.1 Legend
  2.2 Standard Moves
3 Move List
  3.1 Special
  3.2 Supers
  3.3 Regulars
4 Combos and Strategies
  4.1 Some Combos
  4.2 Tips and Strategies
5 Miscellaneous

==============================================================================================
1 INTRODUCTION
=============================================================================================
This is a FAQ on the A-ISM version of the character M. Bison/Balrog for 
Street Fighter Zero/Alpha 3 (SFZ/A3). In this game M. Bison/Balrog palys 
similar to his Street Fighter 2 through Street Fighter 2 X/Turbo days 
(SSF2TX/T); however, with a heavy loss of normal moves. In SSF2X/T he had 
different animations for many of his punches which were lost in this 
version.

To select M. Bison/Balrog in the arcade version, your machine has to have a 
blue title screen. This means the secrets have been time released. Put in 
your credits and press start. Hilight Karin, while holding start for 5 
seconds. Then, still holding start, move to any random select box and hit a 
button, M. Bison/Balrog should appear.

-1.1 BIOGRAPHY-
Name: M. Bison (Japan), Balrog (USA)
Birthday: 09-04-68
Height: 6'6"
Weight: 250 lbs
Blood Type: A
Fighting Style: Boxing
Homeland: USA
Allied with: Vega/M.Bison
Game appearances: SF, SF2-SSF2X/T (5 games), SFZ/A3 (1 games), Capcom Vs 
SNK, Capcom Vs SNK 2.

-BACKGROUND-

M. Bison/Balrog was a big league boxer until he was exiled from boxing for 
killing somebody. He entered the Original SF tournament to make money for a 
living. Later on he would be recruited by Vega/M. Bison as a member of 
Shadowlaw. Despite the SFZ/A3 ending, M. Bison/Balrog did not betray Vega/M. 
Bison in the official storyline. He would remain loyal to him and would be a 
participant in the SF2 tournament. Who he was beaten by while in the 
tournament I do not know.

*The background information presented above was from a message board posting 
form Saiki. If anyone wants the original thread, simply e-mail me.

======================================================================================
2 BASIC COMMANDS
======================================================================================
----------
2.1 LEGEND
----------

Control positions
U - UP         UF - UP FORWARD     QCF - QUARTER CIRCLE FORWARD
D - DOWN       DF - DOWN FORWARD   QCB - QUARTER CIRCLE BACK
B - BACK       DB - DOWN BACK      HCF - HALF CIRCLE FORWARD
F - FORWARD    UB - UP BACK        HCB - HALF CIRCLE BACK

Buttons
LP - LIGHT PUNCH  K - ANY KICK
HP - HARD PUNCH   P - ANY PUNCH
LK - LIGHT KICK   KK - TWO KICKS TOGETHER
HK - HARD KICK    PP - TWO PUNCHES TOGETHER
MP - MEDIUM PUNCH KKK - THREE KICKS TOGETHER
MK- MEDIUM KICK   PPP - THREE PUNCHES TOGETHER

-------------------
2.2 STANDARD MOVES:
-------------------

BLOCK - When attacked high, hold B. When attacked low, hold DB.

AIR BLOCK - When attacked in the air, hold B or DB.

GUARD METER PROTECTION - Perform a BLOCK or AIR BLOCK just before an attack 
hits. If done properly, your character will flash blue.

ZERO/ALPHA COUNTER - When blocking and attack hold F and press HP and HK 
together (not available in X-ISM).

THROW - When close to opponent hold F or B and press PP or KK

TECH THROW - When opponent attempts to throw, hold F or B and press PP or 
KK.

AIR RECOVERY - When knocked into the air, press PP. Hold F to recover 
slightly forward and hold B to recover slightly backwards.

GROUND RECOVERY - Press KK when knock down or after an AIR-BLOCK. Hold F to 
roll behind an opponent (not available in X-ISM).

TAUNT - Press start buttton (not available in X-ISM).

COUNTER HIT - Hit an opponent while before they finish the animation for a 
move.

DAMAGE REDUCTION - Wiggle the controller and rapidly press the button while 
you are being hit. If done correctly, your character will flash red.

DAMAGE REDUCTION (HOLDS) - Wiggle the controller and rapidly press the 
button while you are in a hold. If done correctly, your character will flash 
red (not available in X-ISM).

STUN OPPONENT - Repeatedly get successful hits on your opponent. When 
stunned the opponent will have "birds" around his head and is completely 
helpless for a period of time.

STUN RECOVERY - Wiggle the controller and rapidly press the button while you 
are stunned.

DAMAGE INCREASE (HOLDS) - Wiggle the controller and rapidly press the button 
while you are performing a hold. If done correctly, your character will 
flash white.

TRADE COUNTER HIT - If you are COUNTER HIT, you have a tiny window of time 
to force your would be disrupted move through. To do this hold any direction 
while receving a counter hit and press a button. If done properly your 
character will flash red and the attack will complete.

GUARD CRUSH - Repeatedly force your opponent to block to decrease his guard 
meter to zero. When this occurs the opposition is momentarily open for 
attack.

===========================================================================================
3 MOVES
===========================================================================================
-------------------
3.1 SPECIAL MOVES:
-------------------
NAME: Dash Straight
COMMAND: Hold B (2 Seconds), F + P.
DESCRIPTION: M. Bison/Balrog slides forward with a lunging punch.
COMMENTS: This is a bread and butter move. Its very quick and versatile and 
is great in combos.

NAME: Dash Upper
COMMAND: Hold B (2 Seconds), F + K.
DESCRIPTION: M. Bison/Balrog slides forward with a lunging uppercut.
COMMENTS: Almost as good as the Dash Straight. This is an excellent move 
against jumpers, especially any opponent using X-ism. Again great in combos.

NAME: Dash Ground Straight
COMMAND: Hold B (2 Seconds), DF + P.
DESCRIPTION: M. Bison/Balrog slides forward and ends with a ducking punch to 
the legs of the opponent.
COMMENTS: You want to mix this up in your attacks, but it will be blocked 
most often. When an opponent gets hit by this, they tend to block low every 
time you dash.

NAME: Dash Ground Upper
COMMAND: Hold B (2 Seconds), DF + K.
DESCRIPTION: M. Bison/Balrog slides forward, and from a crouch ends with a 
lunging uppercut.
COMMENTS: I don't use this move. I find that there is no big difference 
between it and the Dash Upper.

NAME: Buffalo Head
COMMAND: Hold D (2 Seconds), U + P. (Reversal only)
DESCRIPTION: M. Bison/Balrog laughs and springs up with a head charge.
COMMENTS: Was a very good anti-air in SSF2-SSF2X/T. Unfortunately, as a 
reversal only move in this game it is not as effective. You can only use 
this move when knocked down and coming out of block stun or hit stun.

NAME: Turn Punch
COMMAND: Hold PPP or KKK then release.
DESCRIPTION: M. Bison/Balrog turns around, mutters a number, and then 
performs a lunging punch.
COMMENTS: The longer you hold the move the more damage and range it will 
have. At 43 seconds (of real time) the move is maxed.

----------------
3.2 SUPER MOVES:
----------------
NAME: Crazy Buffalo
COMMAND: Hold B (2 seconds), F, B, F + P.
DESCRIPTION: M. Bison/Balrog slides forward multiple Dash Straights.
COMMENTS: During this move you can press and hold K to make him do Dash 
Uppers instead. You can switch back to Dash Straights be pressing and 
holding P.

NAME: Gigaton Blow (level 3 only)
COMMAND: Hold B (2 Seconds), F, B, F + K.
DESCRIPTION: M. Bison/Balrog winds up, flashes, and unleashes with a 
devestating straight punch.
COMMENTS: This move is very high damaging and is fast after the initial wind 
up. If you see and opening this is the move to super to use. If hit, the 
opponent will flip around completely.

------------------
3.3 REGULAR MOVES:
------------------
As I hinted at in the intro. M. Bison/Balrog does not have a wide variety of 
regular moves. All his jumping regulars have the same animation. They differ 
in duration, damage, and priority only. He has no regular move variants when 
up close either. That is, his standing and crouching punches are the same 
regardless if he is positioned close or far to the opponent. Because of this 
I'm simply going to lump his LK/LP, MK/MP, and so forth together to save 
time.

-----
TAUNT
-----
Punches his fists together.

------------------
ZERO/ALPHA COUNTER:
------------------
Z/A-Ism - Does a Buffalo Head.

V-Ism - Does a low HK.

-------
THROWS:
-------
NAME: Head Bomber
COMMAND: When close to opponent, F or B and PP
DESCRIPTION: Clutches the opponent and delivers a series of headbutts.

NAME: Kuuchuu Head Bomber
COMMAND: When close and in the air, F or B and PP
DESCRIPTION: Grabs the opposition in the air and headbutts him or her.

---------
STANDING:
---------
LP/LK - A very quick high priority jab. Very good combo intiator as you can 
sneak in three of these then finish with one of his specials.

MP/MK - A quick standing upper cut. You can buffer his specials from this. 
Not bad anti-air.

HP/HK - A long ranged straight punch. This is very good for poking. It has 
good damage, but it is vulnerable to jabs and will be beaten by some higher 
priority normals. Be very  carfeful not to be predictable carfeful against 
Dragon Punch wielding characters and watch out for sweeps. Best to hit the 
opponent with the very tip of the punch.

---------
JUMPING:
---------

LP/LK - A quick stiking aerial gut punch. Good priority and damage is not 
bad for a light attack.

MP/MK - Same animation as above. Just longer duration and more damage.

HP/HK - Same animation as the two above. Longest duration and the most 
damage. This is the best jump in attack for combos.

-----------
CROUCHING:
-----------
LP/LK - A crouching version of the standing LP/LK. Same properties, great 
for combos.

MP/MK - Same as above but a bit more lag and damage. Has better range and 
makes for a good low poke. Can buffer to his specials. Good move, I use it 
often.

HP - Finally a variant! Does a crouching upper cut. Anti air use. Good 
damage.

HK - Does a low punch to the opponents legs. One hit knock down. This has 
good priority and above average range.

============================================================================================
4 COMBOS AND STRATEGIES
============================================================================================
------------------------
4.1 Here are some combos: (Note: -> = buffer to, + = link to.)
------------------------
-SIMPLE-

Standing LP/LK X 3 -> Dash Straight or Upper

Low LP/LK -> Dash Straight or Upper

Standing MP/MK -> Dash Straight or Upper

Low MP/MK -> Dash Straight or Upper

Jump in HP/HK + Standing LP/LK X 3 -> Dash Straight or Upper

Jump in HP/HK + Low MP/MK -> Dash Straight or Upper

-INTERMEDIATE-

Jump in HP + Low HP -> Gigaton Blow

-ADVANCED-

(Corner only) Jump in HP + Low LP/LK x 2 -> Crazy Buffalo (lv 2) ->
Standing LP/LK -> Crazy Buffalo (lv 1).

(Corner only) Jump in HP + Low HP -> Crazy Buffalo (lv 3) + Standing LP/LK 
-> HK Dash Upper.

---------------------------
4.2 SOME TIPS & STRATEGIES:
---------------------------
General approach: M. Bison/Balrog is a heavy hitter. You want to poke with 
your Standing HP/HK from a distance. Even if they are blocked the opponents 
guard meter will decrease quickly. If you sense a guard crush, do a low 
level Crazy Buffalo. This is an excellent choice as you will break the guard 
and deal some damage. Then repeat with the pokes and finish the guard again 
with another Crazy Buffalo and so on. If you are more patient break the 
guard completely then hit with a Gigaton Blow. When at being pressured or at 
close range use LP/LK and MP/MK instead to poke the opponent. This move is 
quick, has good damage and range. If any of these low strikes connect though 
buffer to a Dash Straight, Dash Upper, or Dash Ground Straight. For those of 
you who want to utilise the Turn punch I suggest charging before the round 
starts and charge with KKK because even though you lose the low HK, you can 
always subsitute it with the Dash Ground Straight. Your standing MP/MK is a 
decent anti-air but the low HP is best. Use the Buffalo Head as a wake up 
move.

-You can charge the Turn Punch before the round begins. You even get extra 
charge time against the computer during dialogues.

-Although you can switch from Dash Straights to Dash Uppers while doing the 
Crazy Buffalo, abstain from doing it too often. The transition animation can 
leave you open to counter attack. E.g., I switch to Dash Uppers while 
hitting Sagat with a lv 3 Crazy Buffalo and got a Tiger Uppercut for my 
troubles.

=============================================================================================
5 MISCELLANEOUS
=============================================================================================

-Trivia-

M. Bison/Balrog was initially Mike in the original Street Fighter

Not entirely sure which was the the true reason, but either for legal 
reasons or censorship (as Mike Tyson was going to jail around the time SF2 
was to be released) the American version of the game changed M. Bison to 
Balrog.

