Ultra Street Fighter IV/M. Bison: Difference between revisions

From SuperCombo Wiki
 
(36 intermediate revisions by 9 users not shown)
Line 1: Line 1:
{{TOClimit|2}}
{{USFIVHeader}}
{{USFIVHeader}}
{{USFIVCharacterHeader|M. Bison|MBison|
{{USFIVCharacterHeader|M. Bison|MBison|
As the leader of the organization known as Shadaloo, M. Bison has had a hand in just about illegal industry the world has ever known.  M. Bison's strength comes from his mastery of "Psycho Power" and that has allowed him to become one of the deadliest warriors on the planet.  Not only that, but he is nearly immortal, being able to transfer his soul to new bodies.  He has thus far managed to escape death twice: once, after defeat at the hands of Rose, and again when defeated by Ryu and Ken.  M. Bison is now using the S.I.N. corporation to fund his "Living Incubator" program that will ensure he will never be without a suitable host ever again.
As the leader of the organization known as Shadaloo, M. Bison has had a hand in just about illegal industry the world has ever known.  M. Bison's strength comes from his mastery of "Psycho Power" and that has allowed him to become one of the deadliest warriors on the planet.  Not only that, but he is nearly immortal, being able to transfer his soul to new bodies.  He has thus far managed to escape death twice: once, after defeat at the hands of Rose, and again when defeated by Ryu and Ken.  M. Bison is now using the S.I.N. corporation to fund his "Living Incubator" program that will ensure he will never be without a suitable host ever again.
|
|
Bison's playstyle focuses on one simple facet - space control.  The Dictator is an absolute monster when it comes to limiting his opponents' movements, thanks to his excellent pokes and footsies such as Crouching Short/Forward and all of his standing kicks, his surprising pressure with his Scissor Kicks which are easy to hit-confirm off of the aforementioned Crouching kicks, and his overall element of surprise with his Head Stomp-Devil's Reverse mind games.  With this much offensive potential, however, Bison has little in terms of defense.  His only reliable reversals are relatively unsafe, especially when predicted, and once he gets knocked down and crossed up he loses his charge, which is absolutely necessary for him.  Your goal with Bison will be to bully your adversaries with pokes and pressure, and whittle away at them slowly but steadily, breaking their mental guard through frustration and conditioning.}}
Bison's playstyle focuses on one simple facet - space control.  The Dictator is an absolute monster when it comes to limiting his opponent's movement, thanks to his excellent pokes such as crouching LK/MK and standing MK/HK. He has surprising pressure with his Scissor Kicks which are easy to hit-confirm, and can play mind games by mixing up between Head Stomp and Devil's Reverse.  With this much offensive potential, however, Bison has little in terms of defense.  His only reliable reversals are relatively unsafe, especially when predicted, and once he gets knocked down and crossed up he loses his charge, which is absolutely necessary for him.  Your goal with Bison will be to bully your adversaries with pokes and pressure, and whittle away at them slowly but steadily, breaking their mental guard through frustration and conditioning.}}
 
'''Players to Watch'''
 
[https://www.youtube.com/results?search_query=Dogura+Bison+USF4 Dogura] (JP), [https://www.youtube.com/results?search_query=Gagapa+Bison+USF4 Gagapa] (FR), [https://www.youtube.com/results?search_query=kim1234+Bison Kim1234] (US), [https://www.youtube.com/results?search_query=Tampa+Bison+USF4 Tampa Bison] (US)


[[Image:OmegaSF4 Icon.png|thumb|center|100px|link=Ultra_Street_Fighter_IV/M. Bison/Omega|Click for Omega SF4 version]]


== Ultra SFIV Changes ==
== Ultra SFIV Changes ==
(From Ultra SFIV Arcade Japan)
[https://wiki.supercombo.gg/w/Street_Fighter_IV/Changelist#M._Bison M. Bison SF4 Changelist]
* Stand MP: Startup reduced to 6 frames from 8 frames; recovery increased to 12 frames from 11 frames
* Stand MP: Can now be canceled by Special Moves, Super, or EX Focus Attack
* Crouch HP: Startup reduced to 10 frames from 12 frames
* Hell Attack (Diagonal Jump MP --> MP): Now gives Bison a Free Juggle; Juggle Potential increased to 2 from 0
* Bison Warp: Total frames increased to 47 frames from 42 frames
* Psycho Crusher: Light, Medium, and Hard versions given a Juggle Potential of 3 from 0
* EX Psycho Crusher: Damage reduced to 135 (75 + 60) from 150 (75 + 75)
* Double Knee Press: Light version on block now -1 from 0; damage increased to 100 (60 + 40) from 90 (60 + 30)
* Double Knee Press: Medium version damage increased to 120 (60 + 60) from 110 (60 + 50)
* Double Knee Press: Hard version damage increased to 140 (70 + 70) from 130 (70 + 60)
* EX Double Knee Press: Damage increased to 150 (70 + 80) from 140 (70 + 70); now Projectile Invincibile for the first 19 frames from the first 12 frames
* Head Press: Startup reduced to 20 frames from 22 frames
* EX Devil Reverse: Movement speed slightly increased
* Psycho Punisher (UC2): Damage reduced to 420 from 450; charge time reduced to 40 frames from 55 frames
(New to Ultra SFIV Console Digital Release)
* Stand MP: Damage reduced to 70 from 90
* Nightmare Booster (UC1): Startup reduced to 10 frames from 12 frames
(Removed from Ultra SFIV Arcade Japan)
* <del>Stand MP: On hit now +2 from +3; on block now -1 from 0</del>
 


== Character Specific Data ==
== Character Specific Data ==
{{USFIVCharacterData|1000|950|75%|0.055|0.04|2.01|44 (4+40)|2.34|2.14|1.20|17|1.00|25|8|9|8|0.95|0.95|31|21|Hell Attack, Head Press, EX Head Press, Somersault Skull Diver, EX Somersault Skull Diver, Devil Reverse, EX Devil Reverse, Psycho Punisher|Crouch LK, Crouch MK, Crouch HK, Knee Press Nightmare (5th Hit)|Crouch HK, EX Head Press (vs. Ground)|Psycho Crusher, EX Psycho Crusher, Psycho Punisher|22|30|66|-1|-9|+5|-3|Close HP, Crouch HP, Scissor Kick (1st Hit)|}}
M. Bison{{USFIVCharacterData|1000|950|75%|0.055|0.04|2.01|44 (4+40)|2.34|2.14|1.20 [1.59]|17|1.00|25|8|9|8|0.95|0.95|31|21|Hell Attack, Head Press, EX Head Press, Somersault Skull Diver, EX Somersault Skull Diver, Devil Reverse, EX Devil Reverse, Psycho Punisher|Crouch LK, Crouch MK, Crouch HK, Knee Press Nightmare (5th Hit)|Crouch HK, EX Head Press (vs. Ground)|Psycho Crusher, EX Psycho Crusher, Psycho Punisher|22|30|66|-1|-9|+5|-3|Close HP, Crouch HP, Scissor Kick (1st Hit)|}}


== Frame Data (At A Glance) ==
== Frame Data (At A Glance) ==
{{USFIVFrameDataGlanceTableHeader}}
{{USFIVFrameDataGlanceTableHeader}}
{{USFIVFrameDataGlanceHeader}}
{{USFIVFrameDataGlanceHeader}}
{{USFIVFrameDataGlanceRow|Close LP|Close Jab|Close lp||Close [[File:Jab.gif]]|30|50|20|HL|ch/sp/su|6|2|5|12|11|14|+4|+7|||||||Reset|Reset|-|-|-|-|-|-|-|}}
{{USFIVFrameDataGlanceRow|Close LP|Close Jab|Close lp||Close {{lp}}|30|50|20|HL|ch/sp/su|6|2|5|12|11|14|4|7|||||||Reset|Reset|-|-|-|-|-|-|-|}}
{{USFIVFrameDataGlanceRow|Close MP|Close Strong|Close mp||Close [[File:Strong.gif]]|90|100|40|HL|sp/su|7|3|12|21|14|17|-1|+2|||||||Reset|Reset|-|-|-|-|-|-|-|}}
{{USFIVFrameDataGlanceRow|Close MP|Close Strong|Close mp||Close {{mp}}|90|100|40|HL|sp/su|7|3|12|21|14|17|-1|2|||||||Reset|Reset|-|-|-|-|-|-|-|}}
{{USFIVFrameDataGlanceRow|Close HP|Close Fierce|Close hp||Close [[File:Fierce.gif]]|100|200|60|HL|sp/su|8|3|16|26|18|23|-1|+4|||||Forces stand|Forces stand|Reset|Reset|-|-|-|-|-|-|-|}}
{{USFIVFrameDataGlanceRow|Close HP|Close Fierce|Close hp||Close {{hp}}|100|200|60|HL|sp/su|8|3|16|26|18|23|-1|4|||||Forces stand|Forces stand|Reset|Reset|-|-|-|-|-|-|-|}}
{{USFIVFrameDataGlanceRow|Close LK|Close Short|Close lk||Close [[File:Short.gif]]|30|50|20|HL|sp/su|4|2|6|11|11|14|+3|+6|||||||Reset|Reset|-|-|-|-|-|-|-|}}
{{USFIVFrameDataGlanceRow|Close LK|Close Short|Close lk||Close {{lk}}|30|50|20|HL|sp/su|4|2|6|11|11|14|3|6|||||||Reset|Reset|-|-|-|-|-|-|-|}}
{{USFIVFrameDataGlanceRow|Close MK|Close Forward|Close mk||Close [[File:Forward.gif]]|90|100|40|HL|su|7|3|9|18|14|17|+2|+5|||||||Reset|Reset|-|-|-|-|-|-|-|}}
{{USFIVFrameDataGlanceRow|Close MK|Close Forward|Close mk||Close {{mk}}|90|100|40|HL|su|7|3|9|18|14|17|2|5|||||||Reset|Reset|-|-|-|-|-|-|-|}}
{{USFIVFrameDataGlanceRow|Close HK|Close Roundhouse|Close hk||Close [[File:Roundhouse.gif]]|110|200|60|HL|-|6|3|16|24|18|22|-1|+3|90 Damage at foot||||||Reset|Reset|-|-|-|-|-|-|-|}}
{{USFIVFrameDataGlanceRow|Close HK|Close Roundhouse|Close hk||Close {{hk}}|110|200|60|HL|-|6|3|16|24|18|22|-1|3|90 Damage at foot||||||Reset|Reset|-|-|-|-|-|-|-|}}
{{USFIVFrameDataGlanceRow|Far LP|Far Jab|lp||Far [[File:Jab.gif]]|20|50|20|HL|ch/sp/su|5|2|7|13|11|14|+2|+5|||||||Reset|Reset|-|-|-|-|-|-|-|}}
{{USFIVFrameDataGlanceRow|Far LP|Far Jab|lp||Far {{lp}}|20|50|20|HL|ch/sp/su|5|2|7|13|11|14|2|5|||||||Reset|Reset|-|-|-|-|-|-|-|}}
{{USFIVFrameDataGlanceRow|Far MP|Far Strong|mp||Far [[File:Strong.gif]]|70|100|40|HL|sp/su|6|3|12|20|15|18|0|+3|||||||Reset|Reset|-|-|-|-|-|-|-|}}
{{USFIVFrameDataGlanceRow|Far MP|Far Strong|mp||Far {{mp}}|70|100|40|HL|sp/su|6|3|12|20|15|18|0|3|||||||Reset|Reset|-|-|-|-|-|-|-|}}
{{USFIVFrameDataGlanceRow|Far HP|Far Fierce|hp||Far [[File:Fierce.gif]]|120|200|60|HL|-|11|2|19|31|18|22|-3|+1|||||||Reset|Reset|-|-|-|-|-|-|-|}}
{{USFIVFrameDataGlanceRow|Far HP|Far Fierce|hp||Far {{hp}}|120|200|60|HL|-|11|2|19|31|18|22|-3|1|||||||Reset|Reset|-|-|-|-|-|-|-|}}
{{USFIVFrameDataGlanceRow|Far LK|Far Short|lk||Far [[File:Short.gif]]|30|50|20|HL|sp/su|4|2|6|11|11|14|+3|+6|||||||Reset|Reset|-|-|-|-|-|-|-|}}
{{USFIVFrameDataGlanceRow|Far LK|Far Short|lk||Far {{lk}}|30|50|20|HL|sp/su|4|2|6|11|11|14|3|6|||||||Reset|Reset|-|-|-|-|-|-|-|}}
{{USFIVFrameDataGlanceRow|Far MK|Far Forward|mk||Far [[File:Forward.gif]]|70|100|40|HL|-|6|3|14|22|14|17|-3|0|||||||Reset|Reset|-|-|-|-|-|-|-|}}
{{USFIVFrameDataGlanceRow|Far MK|Far Forward|mk||Far {{mk}}|70|100|40|HL|-|6|3|14|22|14|17|-3|0|||||||Reset|Reset|-|-|-|-|-|-|-|}}
{{USFIVFrameDataGlanceRow|Far HK|Far Roundhouse|hk||Far [[File:Roundhouse.gif]]|110|200|60|HL|-|6|3|16|24|18|22|-1|+3|90 Damage at foot||||||Reset|Reset|-|-|-|-|-|-|-|}}
{{USFIVFrameDataGlanceRow|Far HK|Far Roundhouse|hk||Far {{hk}}|110|200|60|HL|-|6|3|16|24|18|22|-1|3|90 Damage at foot||||||Reset|Reset|-|-|-|-|-|-|-|}}
{{USFIVFrameDataGlanceRow|Crouch LP|Crouch Jab|d + lp||Crouch [[File:Jab.gif]]|30|50|20|HL|ch/sp/su|4|2|7|12|11|14|+2|+5|||||||Reset|Reset|-|-|-|-|-|-|-|}}
{{USFIVFrameDataGlanceRow|Crouch LP|Crouch Jab|d + lp||Crouch {{lp}}|30|50|20|HL|ch/sp/su|4|2|7|12|11|14|2|5|||||||Reset|Reset|-|-|-|-|-|-|-|}}
{{USFIVFrameDataGlanceRow|Crouch MP|Crouch Strong|d + mp||Crouch [[File:Strong.gif]]|80|100|40|HL|sp/su|7|2|9|17|14|17|+3|+6|||||||Reset|Reset|-|-|-|-|-|-|-|}}
{{USFIVFrameDataGlanceRow|Crouch MP|Crouch Strong|d + mp||Crouch {{mp}}|80|100|40|HL|sp/su|7|2|9|17|14|17|3|6|||||||Reset|Reset|-|-|-|-|-|-|-|}}
{{USFIVFrameDataGlanceRow|Crouch HP|Crouch Fierce|d + hp||Crouch [[File:Fierce.gif]]|110|200|60|HL|su|10|4|21|34|18|23|-7|-2|||||Forces stand|Forces stand|Reset|Reset|-|-|-|-|-|-|-|}}
{{USFIVFrameDataGlanceRow|Crouch HP|Crouch Fierce|d + hp||Crouch {{hp}}|110|200|60|HL|su|10|4|21|34|18|23|-7|-2|||||Forces stand|Forces stand|Reset|Reset|-|-|-|-|-|-|-|}}
{{USFIVFrameDataGlanceRow|Crouch LK|Crouch Short|d + lk||Crouch [[File:Short.gif]]|20|50|20|L|sp/su|3|2|8|12|11|14|+1|+4|||||||Reset|Reset|-|-|-|-|-|-|-|}}
{{USFIVFrameDataGlanceRow|Crouch LK|Crouch Short|d + lk||Crouch {{lk}}|20|50|20|L|sp/su|3|2|8|12|11|14|1|4|||||||Reset|Reset|-|-|-|-|-|-|-|}}
{{USFIVFrameDataGlanceRow|Crouch MK|Crouch Forward|d + mk||Crouch [[File:Forward.gif]]|65|100|40|L|sp/su|5|4|11|19|14|17|-1|+2|||||||Reset|Reset|-|-|-|-|-|-|-|}}
{{USFIVFrameDataGlanceRow|Crouch MK|Crouch Forward|d + mk||Crouch {{mk}}|65|100|40|L|sp/su|5|4|11|19|14|17|-1|2|||||||Reset|Reset|-|-|-|-|-|-|-|}}
{{USFIVFrameDataGlanceRow|Crouch HK|Crouch Roundhouse|d + hk||Crouch [[File:Roundhouse.gif]]|100|200|60|L|su|15|12|16|42|18|-|-10|-|||||Hard Knockdown|Hard Knockdown|Hard Knockdown|Hard Knockdown|-|-|-|-|-|-|-|}}
{{USFIVFrameDataGlanceRow|Crouch HK|Crouch Roundhouse|d + hk||Crouch {{hk}}|100|200|60|L|su|15|12|16|42|18|-|-10|-|||||Hard Knockdown|Hard Knockdown|Hard Knockdown|Hard Knockdown|-|-|-|-|-|-|-|}}
{{USFIVFrameDataGlanceHeader}}
{{USFIVFrameDataGlanceHeader}}
{{USFIVFrameDataGlanceRow|Neutral Jump LP|Neutral Jump Jab|u + lp||Neutral Jump [[File:Jab.gif]]|50|50|20|H|-|6|6|-|11|||-|-|||||||Reset|Reset|-|-|-|-|-|-|-|}}
{{USFIVFrameDataGlanceRow|Neutral Jump LP|Neutral Jump Jab|u + lp||Neutral Jump {{lp}}|50|50|20|H|-|6|6|-|11|||-|-|||||||Reset|Reset|-|-|-|Lower body: 1~11F|-|-|-|}}
{{USFIVFrameDataGlanceRow|Neutral Jump MP|Neutral Jump Strong|u + mp||Neutral Jump [[File:Strong.gif]]|90|100|40|H|-|7|7|-|13|||-|-|||||||Reset|Reset|-|-|-|-|-|-|-|}}
{{USFIVFrameDataGlanceRow|Neutral Jump MP|Neutral Jump Strong|u + mp||Neutral Jump {{mp}}|90|100|40|H|-|7|7|-|13|||-|-|||||||Reset|Reset|-|-|-|Lower body: 1~13F|-|-|-|}}
{{USFIVFrameDataGlanceRow|Neutral Jump HP|Neutral Jump Fierce|u + hp||Neutral Jump [[File:Fierce.gif]]|110|200|60|H|-|6|8|-|13|||-|-|||||||Reset|Reset|-|-|-|-|-|-|-|}}
{{USFIVFrameDataGlanceRow|Neutral Jump HP|Neutral Jump Fierce|u + hp||Neutral Jump {{hp}}|110|200|60|H|-|6|8|-|13|||-|-|||||||Reset|Reset|-|-|-|Lower body: 1~15F|-|-|-|}}
{{USFIVFrameDataGlanceRow|Neutral Jump LK|Neutral Jump Short|u + lk||Neutral Jump [[File:Short.gif]]|40|50|20|H|-|6|12|-|17|||-|-|||||||Reset|Reset|-|-|-|-|-|-|-|}}
{{USFIVFrameDataGlanceRow|Neutral Jump LK|Neutral Jump Short|u + lk||Neutral Jump {{lk}}|40|50|20|H|-|6|12|-|17|||-|-|||||||Reset|Reset|-|-|-|Lower body: 1~17F|-|-|-|}}
{{USFIVFrameDataGlanceRow|Neutral Jump MK|Neutral Jump Forward|u + mk||Neutral Jump [[File:Forward.gif]]|80|100|40|H|-|7|10|-|16|||-|-|||||||Reset|Reset|-|-|-|-|-|-|-|}}
{{USFIVFrameDataGlanceRow|Neutral Jump MK|Neutral Jump Forward|u + mk||Neutral Jump {{mk}}|80|100|40|H|-|7|10|-|16|||-|-|||||||Reset|Reset|-|-|-|Lower body: 1~16F|-|-|-|}}
{{USFIVFrameDataGlanceRow|Neutral Jump HK|Neutral Jump Roundhouse|u + hk||Neutral Jump [[File:Roundhouse.gif]]|100|200|60|H|-|6|10|-|15|||-|-|||||||Reset|Reset|-|-|-|-|-|-|-|}}
{{USFIVFrameDataGlanceRow|Neutral Jump HK|Neutral Jump Roundhouse|u + hk||Neutral Jump {{hk}}|100|200|60|H|-|6|10|-|15|||-|-|||||||Reset|Reset|-|-|-|Lower body: 1~15F|-|-|-|}}
{{USFIVFrameDataGlanceRow|Diagonal Jump LP|Diagonal Jump Jab|ub / uf + lp||Diagonal Jump [[File:Jab.gif]]|50|50|20|H|-|6|7|-|12|||-|-|||||||Reset|Reset|-|-|-|-|-|-|-|}}
{{USFIVFrameDataGlanceRow|Angled Jump LP|Angled Jump Jab|ub / {{uf}} + lp||Angled Jump {{lp}}|50|50|20|H|-|6|7|-|12|||-|-|||||||Reset|Reset|-|-|-|Lower body: 1~12F|-|-|-|}}
{{USFIVFrameDataGlanceRow|Diagonal Jump MP|Diagonal Jump Strong|ub / uf + mp||Diagonal Jump [[File:Strong.gif]]|50|50|40|H|-|7|3|-|9|||-|-|Floats opponent||||Soft Knockdown|Soft Knockdown|Free Juggle|Free Juggle|-|-|-|-|-|-|-|}}
{{USFIVFrameDataGlanceRow|Angled Jump MP|Angled Jump Strong|ub / {{uf}} + mp||Angled Jump {{mp}}|50|50|40|H|-|7|3|-|9|||-|-|Floats opponent||||Soft Knockdown|Soft Knockdown|Free Juggle|Free Juggle|-|-|-|Lower body: 1~9F|-|-|-|}}
{{USFIVFrameDataGlanceRow|Diagonal Jump HP|Diagonal Jump Fierce|ub / uf + hp||Diagonal Jump [[File:Fierce.gif]]|110|200|60|H|-|8|8|-|15|||-|-|||||||Reset|Reset|-|-|-|-|-|-|-|}}
{{USFIVFrameDataGlanceRow|Angled Jump HP|Angled Jump Fierce|ub / {{uf}} + hp||Angled Jump {{hp}}|110|200|60|H|-|8|8|-|15|||-|-|||||||Reset|Reset|-|-|-|Lower body: 1~15F|-|-|-|}}
{{USFIVFrameDataGlanceRow|Diagonal Jump LK|Diagonal Jump Short|ub / uf + lk||Diagonal Jump [[File:Short.gif]]|40|50|20|H|-|5|7|-|11|||-|-|||||||Reset|Reset|-|-|-|-|-|-|-|}}
{{USFIVFrameDataGlanceRow|Angled Jump LK|Angled Jump Short|ub / {{uf}} + lk||Angled Jump {{lk}}|40|50|20|H|-|5|7|-|11|||-|-|||||||Reset|Reset|-|-|-|Lower body: 1~11F|-|-|-|}}
{{USFIVFrameDataGlanceRow|Diagonal Jump MK|Diagonal Jump Forward|ub / uf + mk||Diagonal Jump [[File:Forward.gif]]|70|100|40|H|-|6|14|-|19|||-|-|||||||Reset|Reset|-|-|-|-|-|-|-|}}
{{USFIVFrameDataGlanceRow|Angled Jump MK|Angled Jump Forward|ub / {{uf}} + mk||Angled Jump {{mk}}|70|100|40|H|-|6|14|-|19|||-|-|||||||Reset|Reset|-|-|-|Lower body: 1~19F|-|-|-|}}
{{USFIVFrameDataGlanceRow|Diagonal Jump HK|Diagonal Jump Roundhouse|ub / uf + hk||Diagonal Jump [[File:Roundhouse.gif]]|100|200|60|H|-|7|6|-|12|||-|-|||||||Reset|Reset|-|-|-|-|-|-|-|}}
{{USFIVFrameDataGlanceRow|Angled Jump HK|Angled Jump Roundhouse|ub / {{uf}} + hk||Angled Jump {{hk}}|100|200|60|H|-|7|6|-|12|||-|-|||||||Reset|Reset|-|-|-|Lower body: 1~12F|-|-|-|}}
{{USFIVFrameDataGlanceRow|Hell Attack|Hell Attack|(during Diagonal Jump) mp --- mp||Air [[File:Strong.gif]] > [[File:Strong.gif]]|30|50|20|H|-|6|4|-|9|||-|-|||||||Free Juggle|Free Juggle|-|-|-|-|-|-|JP: ?|}}
{{USFIVFrameDataGlanceRow|Hell Attack|Hell Attack|(during angled jump) {{mp}} {{---}} mp||Air {{mp}} > {{mp}}|30|50|20|H|-|6|4|-|9|||-|-|||||||Free Juggle|Free Juggle|-|-|-|Lower body: 1~9F|-|-|JP: 2|}}
{{USFIVFrameDataGlanceHeader}}
{{USFIVFrameDataGlanceHeader}}
{{USFIVFrameDataGlanceRow|Focus Attack (Level 1)|Level 1 Focus|mp + mk||Level 1 Focus|60|100|20|HL|-|10+12|2|34|57|||-20|-20||||||Crumple|Soft Knockdown|Soft Knockdown|-|-|-|-|-|-|-|}}
{{USFIVFrameDataGlanceRow|Focus Attack (Level 1)|Level 1 Focus|mp + mk||Level 1 Focus|60|100|20|HL|-|10+12|2|34|57|16|16|-20|-20|Range: 1.686|||||Crumple|Soft Knockdown|Soft Knockdown|1~10F|-|-|-|-|-|-|}}
{{USFIVFrameDataGlanceRow|Focus Attack (Level 2)|Level 2 Focus|mp + mk||Level 2 Focus|90|150|40|HL|-|18+12|2|34|65|||-14|-|||||Crumple|Crumple|Free Juggle|Free Juggle|-|-|-|-|-|-|-|}}
{{USFIVFrameDataGlanceRow|Focus Attack (Level 2)|Level 2 Focus|mp + mk||Level 2 Focus|90|150|40|HL|-|18+12|2|34|65|22|-|-14|-|Range: 1.686||||Crumple|Crumple|Free Juggle|Free Juggle|1~18F|-|-|-|-|-|-|}}
{{USFIVFrameDataGlanceRow|Focus Attack (Level 3)|Level 3 Focus|mp + mk||Level 3 Focus|150|200|60|-|-|66|2|34|101|||-|-|||||Crumple|Crumple|Free Juggle|Free Juggle|-|-|-|-|-|-|-|}}
{{USFIVFrameDataGlanceRow|Focus Attack (Level 3)|Level 3 Focus|mp + mk||Level 3 Focus|150|200|60|-|-|66|2|34|101|-|-|-|-|Range: 1.686, cannot hit pre-jump||||Crumple|Crumple|Free Juggle|Free Juggle|1~65F|-|-|-|-|-|-|}}
{{USFIVFrameDataGlanceRow|Red Focus Attack (Level 1)|Level 1 Red Focus|lp + {{mp}} + mk||Level 1 Red Focus|90|100|20|HL|-|10+12|2|34|57|16|16|-20|-20|Range: 1.686, Builds 10 meter on block, Opponent gains 10 meter on hit, 5 on block|||||Crumple|Soft Knockdown|Soft Knockdown|1~10F (99 hits)|-|-|-|-|-|-|}}
{{USFIVFrameDataGlanceRow|Red Focus Attack (Level 2)|Level 2 Red Focus|lp + {{mp}} + mk||Level 2 Red Focus|120|150|40|HL|-|18+12|2|34|65|22|-|-14|-|Range: 1.686, Builds 20 meter on block, Opponent gains 20 meter on hit, 10 on block||||Crumple|Crumple|Free Juggle|Free Juggle|1~18F (99 hits)|-|-|-|-|-|-|}}
{{USFIVFrameDataGlanceRow|Red Focus Attack (Level 3)|Level 3 Red Focus|lp + {{mp}} + mk||Level 3 Red Focus|225|200|60|-|-|66|2|34|101|-|-|-|-|Range: 1.686, Opponent gains 30 meter on hit, cannot hit pre-jump|X|||Crumple|Crumple|Free Juggle|Free Juggle|1~66F (99 hits)|-|-|-|-|-|-|}}
{{USFIVFrameDataGlanceRow|EX Red Focus Attack (Level 1)|Level 1 EX Red Focus|lp + {{mp}} + mk||Level 1 EX Red Focus|90|100|20|HL|-|10+12|2|34|57|22|-|-14|-|Range: 1.686, Builds 20 meter on block, Opponent gains 20 meter on hit, 10 on block||||Crumple|Crumple|Free Juggle|Free Juggle|-|-|-|-|-|-|-|}}
{{USFIVFrameDataGlanceHeader}}
{{USFIVFrameDataGlanceHeader}}
{{USFIVFrameDataGlanceRow|Deadly Throw|Forward Throw|f or n + lp + lk||Forward Throw|140|130|40|0.95|-|3|2|20|24|||-|-|Untechable knockdown|||X|Hard Knockdown|-|-|-|-|-|-|-|-|-|-|}}
{{USFIVFrameDataGlanceRow|Deadly Throw|Forward Throw|f or {{n}} + {{lp}} + lk||Forward Throw|140|130|40|0.95|-|3|2|20|24|-|-|-|-||||X|Hard Knockdown|-|-|-|-|-|-|-|-|-|-|}}
{{USFIVFrameDataGlanceRow|Death Tower|Back Throw|b + lp + lk||Back Throw|140|150|40|0.95|-|3|2|20|24|||-|-|Untechable knockdown|||X|Hard Knockdown|-|-|-|-|-|-|-|-|-|-|}}
{{USFIVFrameDataGlanceRow|Death Tower|Back Throw|b + {{lp}} + lk||Back Throw|140|150|40|0.95|-|3|2|20|24|-|-|-|-||||X|Hard Knockdown|-|-|-|-|-|-|-|-|-|-|}}
{{USFIVFrameDataGlanceHeader}}
{{USFIVFrameDataGlanceHeader}}
{{USFIVFrameDataGlanceRow|Psycho Crusher|Psycho Crusher|b (charge) f + p ex armorbreak||Psycho Crusher [[File:Jab.gif]]|120*100|100|30/40|HL|su|14|12*11|12+6|54|||-8|-|14~36f can pass through opponent, 100 damage below waist, charge 55f|X|||Soft Knockdown|Soft Knockdown|Soft Knockdown|Soft Knockdown|-|-|-|-|37~48f|15f~|-|}}
{{USFIVFrameDataGlanceRow|Psycho Crusher|Psycho Crusher|b (charge) {{f}} + {{p}} {{ex}} armorbreak||Psycho Crusher {{lp}}|120*100|100|30/40|HL|su|14|12*11|12+6|54|21||-8|-|14~36F can pass through opponent, 100 damage below waist, causes 18*18 chip damage, charge 55F|X|||Soft Knockdown|Soft Knockdown|Soft Knockdown|Soft Knockdown|-|-|-|-|37~48F|15F~|JP: 2|}}
{{USFIVFrameDataGlanceRow|||||Psycho Crusher [[File:Strong.gif]]|130*100|150|30/40|HL|su|14|12*15|12+10|62|||-14|-|14~40f can pass through opponent, 100 damage below waist, charge 55f|X|||Soft Knockdown|Soft Knockdown|Soft Knockdown|Soft Knockdown|-|-|-|-|41~52f|16f~|-|}}
{{USFIVFrameDataGlanceRow|||||Psycho Crusher {{mp}}|130*100|150|30/40|HL|su|14|12*15|12+10|62|23||-14|-|14~40F can pass through opponent, causes 18*18 chip damage, 100 damage below waist, charge 55F|X|||Soft Knockdown|Soft Knockdown|Soft Knockdown|Soft Knockdown|-|-|-|-|41~52F|16F~|JP: 2|}}
{{USFIVFrameDataGlanceRow|||||Psycho Crusher [[File:Fierce.gif]]|140*100|200|30/40|HL|su|14|12*21|12+10|68|||-17|-|14~46f can pass through opponent, 100 damage below waist, charge 55f|X|||Soft Knockdown|Soft Knockdown|Soft Knockdown|Soft Knockdown|-|-|-|-|47~58f|16f~|-|}}
{{USFIVFrameDataGlanceRow|||||Psycho Crusher {{hp}}|140*100|200|30/40|HL|su|14|12*21|12+10|68|26||-17|-|14~46F can pass through opponent, causes 18*18 chip damage, 100 damage below waist, charge 55F|X|||Soft Knockdown|Soft Knockdown|Soft Knockdown|Soft Knockdown|-|-|-|-|47~58F|16F~|JP: 2|}}
{{USFIVFrameDataGlanceRow|EX Psycho Crusher|EX Psycho Crusher|||Psycho Crusher [[File:EX.gif]]|75*60|100*100|-250/0|HL|su|14|23|12+6|64|||-16|-|14~36f passes through opponent, charge 55f|X|X||Soft Knockdown|Soft Knockdown|Soft Knockdown|Soft Knockdown|-|All: 1~13f|-|-|37~48f|15f~|JP: ?|}}
{{USFIVFrameDataGlanceRow|EX Psycho Crusher|EX Psycho Crusher|||Psycho Crusher {{ex}}|75*60|100*100|-250/0|HL|su|14|23|12+6|64|-||-16|-|14~36F passes through opponent, opponent gains 20x2 meter on hit, charge 55F|X|X||Soft Knockdown|Soft Knockdown|Soft Knockdown|Soft Knockdown|-|All: 1~13F|-|-|37~48F|15F~|JP: 0*1|}}
{{USFIVFrameDataGlanceRow|Double Knee Press|Scissor Kick|b (charge) f + k ex||Scissor Kick [[File:Short.gif]]|60*40|100*50|20/16*16|HL|su*-|10|2(1)4|17|33|||-1|-|Charge 55f||||2nd Hit: Soft Knockdown|2nd Hit: Soft Knockdown|Soft Knockdown|Soft Knockdown|-|-|-|-|5~14f|12~16f|-|}}
{{USFIVFrameDataGlanceRow|Double Knee Press|Scissor Kick|b (charge) {{f}} + {{k}} ex||Scissor Kick {{lk}}|60*40|100*50|20/16*17|HL|su*-|10|2(1)4|17|33|20||-1|-|Builds 10*8 meter on block, charge 55F||||[2nd Hit]: Soft Knockdown|[2nd Hit]: Soft Knockdown|Soft Knockdown|Soft Knockdown|-|-|-|-|5~14F|12~16F|-|}}
{{USFIVFrameDataGlanceRow|||||Scissor Kick [[File:Forward.gif]]|60*60|100*50|20/16*16|HL|su*-|13|2(1)4|22|41|||-5|-|Charge 55f||||2nd Hit: Soft Knockdown|2nd Hit: Soft Knockdown|Soft Knockdown|Soft Knockdown|-|-|-|-|7~17f|15~19f|-|}}
{{USFIVFrameDataGlanceRow|||||Scissor Kick {{mk}}|60*60|100*50|20/16*17|HL|su*-|13|2(1)4|22|41|21||-5|-|Builds 10*8 meter on block, charge 55F||||[2nd Hit]: Soft Knockdown|[2nd Hit]: Soft Knockdown|Soft Knockdown|Soft Knockdown|-|-|-|-|7~17F|15~19F|-|}}
{{USFIVFrameDataGlanceRow|||||Scissor Kick [[File:Roundhouse.gif]]|70*70|100*50|20/16*16|HL|su*-|16|2(1)4|25|47|||-8|-|Charge 55f||||2nd Hit: Soft Knockdown|2nd Hit: Soft Knockdown|Soft Knockdown|Soft Knockdown|-|-|-|-|9~20f|18~22f|-|}}
{{USFIVFrameDataGlanceRow|||||Scissor Kick {{hk}}|70*70|100*50|20/16*16|HL|su*-|16|2(1)4|25|47|21||-8|-|Builds 10*8 meter on block, charge 55F||||[2nd Hit]: Soft Knockdown|[2nd Hit]: Soft Knockdown|Soft Knockdown|Soft Knockdown|-|-|-|-|9~20F|18~22F|-|}}
{{USFIVFrameDataGlanceRow|EX Double Knee Press|EX Scissor Kick|||Scissor Kick [[File:EX.gif]]|70*80|100*50|-250/0|HL|su*-|13|2(1)4|25|44|||-8|-|Charge 55f||||2nd Hit: Soft Knockdown|2nd Hit: Soft Knockdown|Soft Knockdown|Soft Knockdown|-|All: 1~12f|-|13~19f|13~17f|15~19f|JP: ?|}}
{{USFIVFrameDataGlanceRow|EX Double Knee Press|EX Scissor Kick|||Scissor Kick {{ex}}|70*80|100*50|-250/0|HL|su*-|13|2(1)4|25|44|21||-8|-|Opponent gains 8x2 meter on hit, 5x2 on block, charge 55F||||[2nd Hit]: Soft Knockdown|[2nd Hit]: Soft Knockdown|Soft Knockdown|Soft Knockdown|-|All: 1~12F|-|13~19F|13~17F|15~19F|JP: 1*2|}}
{{USFIVFrameDataGlanceRow|Head Press|Head Stomp|d (charge) u + k ex|After Head Press connects, use b or f to change flight in air|Head Stomp|120|100|20/30|H|-|20|Until ground|After landing 16|-|||-|-|Listed startup is when opponent is point blank, startup is distant dependent, tracks opponent on startup, charge 55f||||||Soft Knockdown|Soft Knockdown|-|-|-|-|-|1f~|-|}}
{{USFIVFrameDataGlanceRow|Head Press|Head Stomp|d (charge) {{u}} + {{k}} ex|After Head Press connects, use b or f to change flight in air|Head Stomp|120|100|20/30|H|-|20|Until ground|After landing 16[4]|-|-|-|-24|-29|Tracks opponent, startup is distance dependent, listed startup is from point blank, frame advantage is for latest possible hit, builds 20 meter on block, after connect can steer left/right with [4 landing recovery] or perform followup attack 18f~, charge 55F||||||Soft Knockdown|Soft Knockdown|-|-|-|-|-|1F~|-|}}
{{USFIVFrameDataGlanceRow|EX Head Press|EX Head Stomp|||Head Stomp [[File:EX.gif]]|180|200|-250/0|H|-|22|Until ground|After landing 16|-|||-|-|Listed startup is when opponent is point blank, startup is distant dependent, tracks opponent on startup, charge 55f||||Hard Knockdown|Hard Knockdown|Soft Knockdown|Soft Knockdown|-|All: During startup|-|-|-|1f~|-|}}
{{USFIVFrameDataGlanceRow|Somersault Skull Diver|Skull Diver|p|Perform after Head Press|Skull Diver|120|100|20/30|H|-|35+7|3|After landing 13|-|-|-|10|13|Listed frame advantage is for Skull Diver performed as low to the ground as possible, builds 20 meter on block||||||Soft Knockdown|Soft Knockdown|-|-|-|-|-|-||}}
{{USFIVFrameDataGlanceRow|Head Press Follow Up|Head Press Follow Up|||Head Stomp Followup|-|-|0/0|-|-|-|-|After landing 4|-|||-|-|Performed after connected headstomp or EX headstomp, 18f~ followup attack can be performed||||-|-|-|-|-|-|-|-|-|-|-|}}
{{USFIVFrameDataGlanceRow|EX Head Press|EX Head Stomp|||Head Stomp {{ex}}|180|200|-250/0|H|-|22|Until ground|After landing 16[4]|-|-|-|-18|-|Tracks opponent, startup is distance dependent, listed startup is from point blank, frame advantage is for latest possible hit, opponent gains 15 meter on hit, 10 on block, after connect can steer left/right with [4 landing recovery] or perform followup attack 18f~, charge 55F||||Hard Knockdown|Hard Knockdown|Soft Knockdown|Soft Knockdown|-|All: During startup|-|-|-|1F~|-|}}
{{USFIVFrameDataGlanceRow|Somersault Skull Diver|Skull Diver|p|Perform after Head Press|Skull Diver|120|100|20/30|H|-|35+7|3|After landing 13|-|||+10|+13|Listed frame advantage is for Skull Diver performed as low to the ground as possible||||||Soft Knockdown|Soft Knockdown|-|-|-|-|-|-|JP: ?|}}
{{USFIVFrameDataGlanceRow|EX Somersault Skull Diver|EX Skull Diver|p p||Skull Diver {{ex}}|80*80|100*100|-250/0|H|-|35+7|3|After landing 13|-|-|-|10|13|Listed frame advantage is for EX Skull Diver performed as low to the ground as possible, opponent gains 15x2 meter on hit, 10x2 on block||||||Soft Knockdown|Soft Knockdown|-|-|-|-|-|-|JP: 1*1|}}
{{USFIVFrameDataGlanceRow|EX Somersault Skull Diver|EX Skull Diver|p p||Skull Diver [[File:EX.gif]]|80*80|100*100|-250/0|H|-|35+7|3|After landing 13|-|||+10|+13|Listed frame advantage is for EX Skull Diver performed as low to the ground as possible||||||Soft Knockdown|Soft Knockdown|-|-|-|-|-|-|JP: ?|}}
{{USFIVFrameDataGlanceRow|Empty Devil Reverse|Empty Devil Reverse|d (charge) {{u}} + {{p}} ex||Empty Devil Reverse|-|-|-|-|-|-|-|44+ After landing 4|48|-|-|-|-|Tracks opponent on startup, 14~38F can cancel into Devil Reverse attack, charge 55F||||-|-|-|-|-|-|-|-|-|1~44F|-|}}
{{USFIVFrameDataGlanceRow|Empty Devil Reverse|Empty Devil Reverse|d (charge) u + p ex||Empty Devil Reverse|-|-|-|-|-|-|-|Total 48|48|||-|-|Tracks opponent on startup, 14~38f can cancel into Devil Reverse attack, charge 55f||||-|-|-|-|-|-|-|-|-|1~44f|-|}}
{{USFIVFrameDataGlanceRow|Devil Reverse Attack|Devil Reverse|p||Devil Reverse|110|150|20/30|H|-|13+34|Until ground|After landing 16|-|-|-|-3|-|Builds 20 meter on block||||Soft Knockdown|Soft Knockdown|Soft Knockdown|Soft Knockdown|-|-|-|-|-|-|-|}}
{{USFIVFrameDataGlanceRow|EX Empty Devil Reverse|EX Empty Devil Reverse|||EX Empty Devil Reverse|-|-|-|-|-|-|-|Total 48|48|||-|-|Tracks opponent on startup, 14~38f can cancel into Devil Reverse attack, charge 55f||||-|-|-|-|-|All: 1~13f|-|-|-|1~44f|-|}}
{{USFIVFrameDataGlanceRow|EX Empty Devil Reverse|EX Empty Devil Reverse|||EX Empty Devil Reverse|-|-|-|-|-|-|-|44+ After landing 4|48|-|-|-|-|Tracks opponent on startup, 14~38F can cancel into Devil Reverse attack, frame advantage is for hitting as low as possible, charge 55F||||-|-|-|-|-|All: 1~13F|-|-|-|1~44F|-|}}
{{USFIVFrameDataGlanceRow|Devil Reverse|Devil Reverse|p||Devil Reverse|110|150|20/30|H|-|13+34|Until ground|After landing 16|-|||-|-|||||Soft Knockdown|Soft Knockdown|Soft Knockdown|Soft Knockdown|-|-|-|-|-|-|-|}}
{{USFIVFrameDataGlanceRow|EX Devil Reverse Attack|EX Devil Reverse|p p||Devil Reverse {{ex}}|80*80|100*100|-250/0|H|-|13+34|Until ground|After landing 16|-|-|-|-3|-|Opponent gains 15x2 meter on hit, 10x2 on block, ||||Soft Knockdown|Soft Knockdown|Soft Knockdown|Soft Knockdown|-|-|-|-|-|-|JP: 1*1|}}
{{USFIVFrameDataGlanceRow|EX Devil Reverse|EX Devil Reverse|p p||Devil Reverse [[File:EX.gif]]|80*80|100*100|-250/0|H|-|13+34|Until ground|After landing 16|-|||-|-|||||Soft Knockdown|Soft Knockdown|Soft Knockdown|Soft Knockdown|-|-|-|-|-|-|JP: ?|}}
{{USFIVFrameDataGlanceRow|Bison Warp|Teleport|dp or {{rdp}} + {{3p}} or 3k|dp + 3p will appear next to opponent in back, dp + 3k will appear next to opponent in front, rdp versions are identical and will go backwards as far as the screen allows, if opponent is in corner, rdp + 3p goes back half-screen and rdp + 3k goes back full-screen|Teleport|-|-|0/0|-|-|-|-|Total 47|47|-|-|-|-|1~29F Invincible, teleport complete on 12F||||-|-|-|-|-|All: 1~29F|-|-|-|-|-|}}
{{USFIVFrameDataGlanceRow|Bison Warp|Teleport|dp or rdp + 3p or 3k|dp + 3p will appear next to opponent in back, dp + 3k will appear next to opponent in front, rdp versions are identical and will go backwards as far as the screen allows, if opponent is in corner, rdp + 3p goes back half-screen and rdp + 3k goes back full-screen|Teleport|-|-|0/0|-|-|-|-|Total 47|47|||-|-|1~29f Invincible, teleport complete on 12f||||-|-|-|-|-|All: 1~29f|-|-|-|-|-|}}
{{USFIVFrameDataGlanceHeader}}
{{USFIVFrameDataGlanceHeader}}
{{USFIVFrameDataGlanceRow|Knee Press Nightmare|Super Combo|b (charge) f b f + k||Super Combo [[File:Short.gif]]|60x4*100|0|-1000/0|HLx4*L|-|1+6|2(1)2(11)2*2(8)18|30|82|||-27|-|34~60f can pass through opponent, charge 55f||||5th Hit: Hard Knockdown|5th Hit: Hard Knockdown|Hard Knockdown|Hard Knockdown|-|All: 1~7f|-|9f until end of active frames|-|-|JP: ?|}}
{{USFIVFrameDataGlanceRow|Knee Press Nightmare|Super|b (charge) {{f}} {{b}} {{f}} + k||Super Combo {{lk}}|60x4*100|0|-1000/0|HLx4*L|-|1+6|2(1)2(11)<br>2*2(8)18|30|82|21|-|-27|-|34~60F can pass through opponent, opponent gains 20x5 meter on hit, 5x5 on block, charge 40F||||[5th Hit]: Hard Knockdown|[5th Hit]: Hard Knockdown|Hard Knockdown|Hard Knockdown|-|All: 1~7F|-|All: 9~61F|-|-|JP: 127x5|}}
{{USFIVFrameDataGlanceRow|||||Super Combo [[File:Forward.gif]]|60x4*100|0|-1000/0|HLx4*L|-|1+11|2(1)2(11)2*2(8)18|30|87|||-27|-|39~65f can pass through opponent, charge 55f||||5th Hit: Hard Knockdown|5th Hit: Hard Knockdown|Hard Knockdown|Hard Knockdown|-|All: 1~9f|-|11f until end of active frames|-|-|JP: ?|}}
{{USFIVFrameDataGlanceRow|||||Super Combo {{mk}}|60x4*100|0|-1000/0|HLx4*L|-|1+11|2(1)2(11)<br>2*2(8)18|30|87|21||-27|-|39~65F can pass through opponent, opponent gains 20x5 meter on hit, 5x5 on block, charge 40F||||[5th Hit]: Hard Knockdown|[5th Hit]: Hard Knockdown|Hard Knockdown|Hard Knockdown|-|All: 1~9F|-|All: 11~66F|-|-|JP: 127x5|}}
{{USFIVFrameDataGlanceRow|||||Super Combo [[File:Roundhouse.gif]]|60x4*100|0|-1000/0|HLx4*L|-|1+15|2(1)2(11)2*2(8)18|30|91|||-27|-|44~70f can pass through opponent, charge 55f||||5th Hit: Hard Knockdown|5th Hit: Hard Knockdown|Hard Knockdown|Hard Knockdown|-|All: 1~11f|-|13f until end of active frames|-|-|JP: ?|}}
{{USFIVFrameDataGlanceRow|||||Super Combo {{hk}}|60x4*100|0|-1000/0|HLx4*L|-|1+15|2(1)2(11)<br>2*2(8)18|30|91|21||-27|-|44~70F can pass through opponent, opponent gains 20x5 meter on hit, 5x5 on block, charge 40F||||[5th Hit]: Hard Knockdown|[5th Hit]: Hard Knockdown|Hard Knockdown|Hard Knockdown|-|All: 1~11F|-|All: 13~71F|-|-|JP: 127x5|}}
{{USFIVFrameDataGlanceHeader}}
{{USFIVFrameDataGlanceHeader}}
{{USFIVFrameDataGlanceRow|Nightmare Booster|Ultra Combo I|b (charge) f b f + 3k||Nightmare Booster|48x4*60*240|0|0/0|HL|-|0+10|4*2(12)2*2(16)12x3|30+18|131|||-35|-|61~114f can pass through opponent, 5th Hit triggers animation, charge 55f||||5th Hit: Hard Knockdown|5th Hit: Hard Knockdown|1st-4th Hit: Forces stand, 5th Hit: Hard Knockdown|1st-4th Hit: Forces stand, 5th Hit: Hard Knockdown|-|All: 1~15f|-|-|-|47f~|-|}}
{{USFIVFrameDataGlanceRow|Nightmare Booster|Ultra I|b (charge) {{f}} {{b}} {{f}} + 3k||Ultra Combo 1|48x4*60<br>*240|0|0/0|HL|-|0+10|4*2(12)<br>2*2(16)<br>[12x3]|30+18|131|25||-35|-|61~114F can pass through opponent, 5th Hit triggers animation, opponent gains 20x6 meter on hit, 5x7 on block, causes 12x4*15x3 chip damage, charge 40F||||[1st~4th Hit]: Forces stand, 5th Hit: Hard Knockdown|[1st~4th Hit]: Forces stand, 5th Hit: Hard Knockdown|Hard Knockdown|Hard Knockdown|-|All: 1~15F|-|-|-|47F~|JP: 127x6|}}
{{USFIVFrameDataGlanceRow|Psycho Punisher|Ultra Combo II|b (charge) f b f + 3p armorbreak|Hold b or f to guide in air after performing|Psycho Punisher|90*330|0|0/0|H|-|0+22|2|After landing 42|65|||-23|-|Can control movement with joystick, charge 40f|X|||Hard Knockdown|Hard Knockdown|Hard Knockdown|Hard Knockdown|-|All: 1~2f|-|All: 3~23f|-|1f~ airborne|-|}}
{{USFIVFrameDataGlanceRow|Psycho Punisher|Ultra II|b (charge) {{f}} {{b}} {{f}} + {{3p}} armorbreak|Hold {{b}} or {{f}} to guide in air after performing|Ultra Combo 2|90*330|0|0/0|H|-|0+22|2|After landing 42|65|21||-23|-|Can control movement with joystick, opponent gains 30x3 meter on hit, 15 on block, charge 40F|X|||Hard Knockdown|Hard Knockdown|Hard Knockdown|Hard Knockdown|-|All: 1~2F|-|All: 3~23F|-|1~21F|JP: 1|}}
{{USFIVFrameDataGlanceHeader}}
{{USFIVFrameDataGlanceHeader}}
|-
|-
Line 112: Line 102:
{{USFIVMoveListHeader}}
{{USFIVMoveListHeader}}
{{USFIVMoveListRow|MBison|CloseLP|
{{USFIVMoveListRow|MBison|CloseLP|
Close LP|Close Jab|Close lp||
Close LP|Close Jab|Close lp|speccancel supercancel|
Combo filler. Chain, special, and super cancellable.
Mainly used in tick throwing or as a combo filler. Good priority when a bit away from the opponent.
}}
}}
{{USFIVMoveListRow|MBison|CloseMP|
{{USFIVMoveListRow|MBison|CloseMP|
Close MP|Close Strong|Close mp||
Close MP|Close Strong|Close mp|speccancel supercancel|
(No uses/strategies)
Punch to the gut. Not really used much because of its recovery, but almost does as much damage as cl.HP.
}}
}}
{{USFIVMoveListRow|MBison|CloseHP|
{{USFIVMoveListRow|MBison|CloseHP|
Close HP|Close Fierce|Close hp||
Close HP|Close Fierce|Close hp|speccancel supercancel|
An uppercut to the jaw with a fist surrounded by psycho energy. Used in counterhit setups and stun/bread and butter combos. Special and super cancellable.
An uppercut to the jaw with a fist surrounded by psycho energy. Your go-to move if you are punishing something with a combo. Also can be used in a few frame traps.
}}
}}
{{USFIVMoveListRow|MBison|CloseLK|
{{USFIVMoveListRow|MBison|CloseLK|
Close LK|Close Short|Close lk||
Close LK|Close Short|Close lk|speccancel supercancel|
A quick knee to the mid area. The same move close or far. Combo filler/starter, also used in tick throwing. Special and super cancellable.
A quick knee to the mid area. There is no difference the close or far variants. One of Bison's second fastest moves with a startup of 4F. Not chain cancelable, but combos into itself and a few other moves making it useful in combos. Good to tick {{throw}} with as well.
}}
}}
{{USFIVMoveListRow|MBison|CloseMK|
{{USFIVMoveListRow|MBison|CloseMK|
Close MK|Close Forward|Close mk||
Close MK|Close Forward|Close mk|supercancel|
(No uses/strategies)
Weird looking low kick. Bad priority.
}}
}}
{{USFIVMoveListRow|MBison|CloseHK|
{{USFIVMoveListRow|MBison|CloseHK|
Close HK|Close Roundhouse|Close hk||
Close HK|Close Roundhouse|Close hk||
The infamous standing roundhouse. Its the same move close or far. Good damage, good priority, high stun, far reach. You can use it for punishing stuff like a blocked jab DP, a far anti-air (for reduced damage), and in footsies.
One of Bison's best buttons. Fast, damaging, good anti-air, and your go-to no charge combo ender. Has 2 different hitboxes, one on his thigh (for the max 110 damage) and the other on his leg (for reduced damage). If you don't think you can punish something with a combo, just press standing roundhouse.
}}
}}
{{USFIVMoveListFooter}}
{{USFIVMoveListFooter}}
Line 141: Line 131:
{{USFIVMoveListHeader}}
{{USFIVMoveListHeader}}
{{USFIVMoveListRow|MBison|FarLP|
{{USFIVMoveListRow|MBison|FarLP|
Far LP|Far Jab|lp||
Far LP|Far Jab|lp|speccancel supercancel|
(No uses/strategies)
Side chop. Has a good hitbox, but is mostly useless.
}}
}}
{{USFIVMoveListRow|MBison|FarMP|
{{USFIVMoveListRow|MBison|FarMP|
Far MP|Far Strong|mp||
Far MP|Far Strong|mp|speccancel supercancel|
(No uses/strategies)
High straight punch. Good range, mostly used in combos and frame traps.
}}
}}
{{USFIVMoveListRow|MBison|FarHP|
{{USFIVMoveListRow|MBison|FarHP|
Line 153: Line 143:
}}
}}
{{USFIVMoveListRow|MBison|FarLK|
{{USFIVMoveListRow|MBison|FarLK|
Far LK|Far Short|lk||
Far LK|Far Short|lk|speccancel supercancel|
(No uses/strategies)
A quick knee to the mid area. There is no difference the close or far variants. One of Bison's second fastest moves with a startup of 4F. Not chain cancelable, but combos into itself and a few other moves making it useful in combos. Good to tick {{throw}} with as well.
}}
}}
{{USFIVMoveListRow|MBison|FarMK|
{{USFIVMoveListRow|MBison|FarMK|
Far MK|Far Forward|mk||
Far MK|Far Forward|mk||
(No uses/strategies)
Bison's main poking tool. Generally used to keep people in their place after a pressure string (ie: after a blocked LK Scissor Kick) Is negative on block, but is usually safe when spaced correctly. Its also easier to use as a combo ender than standing HK.
}}
}}
{{USFIVMoveListRow|MBison|FarHK|
{{USFIVMoveListRow|MBison|FarHK|
Far HK|Far Roundhouse|hk||
Far HK|Far Roundhouse|hk||
(No uses/strategies)
One of Bison's best buttons. Fast, damaging, good anti-air, and your go-to no charge combo ender. Very good in footsies. Has 2 different hitboxes, one on his thigh (for the max 110 damage) and the other on his leg (for reduced damage). Tends to catch people trying to jump if you have them in the corner. If you don't think you can punish something with a combo, just press standing roundhouse.
}}
}}
{{USFIVMoveListFooter}}
{{USFIVMoveListFooter}}


=== Crouching Normals ===
=== Crouching Normals ===
Line 171: Line 160:
{{USFIVMoveListHeader}}
{{USFIVMoveListHeader}}
{{USFIVMoveListRow|MBison|CrouchLP|
{{USFIVMoveListRow|MBison|CrouchLP|
Crouch LP|Crouch Jab|d + lp||
Crouch LP|Crouch Jab|d + lp|speccancel supercancel|
(No uses/strategies)
Regardless of the fact that it doesn't hit low, this is Bison's main hit confirm tool. Easy to set up tick throws.
}}
}}
{{USFIVMoveListRow|MBison|CrouchMP|
{{USFIVMoveListRow|MBison|CrouchMP|
Crouch MP|Crouch Strong|d + mp||
Crouch MP|Crouch Strong|d + mp|speccancel supercancel|
(No uses/strategies)
Crouching straight. Combos into specials and good for some frame traps.
}}
}}
{{USFIVMoveListRow|MBison|CrouchHP|
{{USFIVMoveListRow|MBison|CrouchHP|
Crouch HP|Crouch Fierce|d + hp||
Crouch HP|Crouch Fierce|d + hp|supercancel|
(No uses/strategies)
Can be used as an anti-air, but requires some timing. Otherwise useless except for comboing into Knee Press Nightmare.
}}
}}
{{USFIVMoveListRow|MBison|CrouchLK|
{{USFIVMoveListRow|MBison|CrouchLK|
Crouch LK|Crouch Short|d + lk||
Crouch LK|Crouch Short|d + lk|speccancel supercancel|
(No uses/strategies)
Short range, but the only 3F startup move Bison has outside of his throws. Combo starter; can link into itself (it may seem hard at first without plinking [D + LK + LP], but there is a timing to it).
}}
}}
{{USFIVMoveListRow|MBison|CrouchMK|
{{USFIVMoveListRow|MBison|CrouchMK|
Crouch MK|Crouch Forward|d + mk||
Crouch MK|Crouch Forward|d + mk|speccancel supercancel|
(No uses/strategies)
Crouching side kick. Only a tiny bit more range than cr.LK. Used mostly for punishing, hit confirms, and frame traps.
}}
}}
{{USFIVMoveListRow|MBison|CrouchHK|
{{USFIVMoveListRow|MBison|CrouchHK|
Crouch HK|Crouch Roundhouse|d + hk||
Crouch HK|Crouch Roundhouse|d + hk|supercancel|
(No uses/strategies)
Sliding {{sweep}} that's really unsafe unless done from close to max distance or meaty. Can be canceled into a focus attack or Knee Press Nightmare to save your skin if you do do this unsafely. Easy way to get back in if you send someone out of your range while keeping charge (i.e: after a throw)
}}
}}
{{USFIVMoveListFooter}}
{{USFIVMoveListFooter}}


=== Neutral Jumping Normals ===
=== Neutral Jumping Normals ===
Line 231: Line 219:
{{USFIVMoveListHeader}}
{{USFIVMoveListHeader}}
{{USFIVMoveListRow|MBison|DiagonalLP|
{{USFIVMoveListRow|MBison|DiagonalLP|
Diagonal Jump LP|Diagonal Jump Jab|ub / uf + lp||
Diagonal Jump LP|Diagonal Jump Jab|ub / {{uf}} + lp||
(No uses/strategies)
(No uses/strategies)
}}
}}
{{USFIVMoveListRow|MBison|DiagonalMP|
{{USFIVMoveListRow|MBison|DiagonalMP|
Diagonal Jump MP|Diagonal Jump Strong|ub / uf + mp||
Diagonal Jump MP|Diagonal Jump Strong|ub / {{uf}} + mp||
A downward punch that on an air-to-air hit, puts the opponent in a free juggle state in which pretty much anything can hit them. Preferably after landing a mixup afterwards. You can also followup after with another MP for his Hell Attack which limits his juggle options.
A downward punch that on an air-to-air hit, puts the opponent in a free juggle state in which pretty much anything can hit them. Preferably after landing a mixup afterwards. You can also followup after with another MP for his Hell Attack which limits his juggle options.
*j.MP close s.HP xx LP Psycho Crusher
*j.MP close s.HP xx LP Psycho Crusher
}}
}}
{{USFIVMoveListRow|MBison|DiagonalHP|
{{USFIVMoveListRow|MBison|DiagonalHP|
Diagonal Jump HP|Diagonal Jump Fierce|ub / uf + hp||
Diagonal Jump HP|Diagonal Jump Fierce|ub / {{uf}} + hp||
High damage jump in with a good downward angle.  
High damage jump in with a good downward angle.  
}}
}}
{{USFIVMoveListRow|MBison|DiagonalLK|
{{USFIVMoveListRow|MBison|DiagonalLK|
Diagonal Jump LK|Diagonal Jump Short|ub / uf + lk||
Diagonal Jump LK|Diagonal Jump Short|ub / {{uf}} + lk||
(No uses/strategies)
(No uses/strategies)
}}
}}
{{USFIVMoveListRow|MBison|DiagonalMK|
{{USFIVMoveListRow|MBison|DiagonalMK|
Diagonal Jump MK|Diagonal Jump Forward|ub / uf + mk||
Diagonal Jump MK|Diagonal Jump Forward|ub / {{uf}} + mk||
Crosses up.
Crosses up.
}}
}}
{{USFIVMoveListRow|MBison|DiagonalHK|
{{USFIVMoveListRow|MBison|DiagonalHK|
Diagonal Jump HK|Diagonal Jump Roundhouse|ub / uf + hk||
Diagonal Jump HK|Diagonal Jump Roundhouse|ub / {{uf}} + hk||
(No uses/strategies)
(No uses/strategies)
}}
}}
Line 261: Line 249:
{{USFIVMoveListHeader}}
{{USFIVMoveListHeader}}
{{USFIVMoveListRow|MBison|HellAttack|
{{USFIVMoveListRow|MBison|HellAttack|
Hell Attack|Hell Attack|(during Diagonal Jump) mp --- mp||
Hell Attack|Hell Attack|(during Diagonal Jump) {{mp}} {{---}} mp||
(No uses/strategies)
(No uses/strategies)
}}
}}
Line 289: Line 277:
{{USFIVMoveListHeader}}
{{USFIVMoveListHeader}}
{{USFIVMoveListRow|MBison|DeadlyThrow|
{{USFIVMoveListRow|MBison|DeadlyThrow|
Deadly Throw|Forward Throw|f or n + lp + lk||
Deadly Throw|Forward Throw|f or {{n}} + {{lp}} + lk||
(No uses/strategies)
(No uses/strategies)
}}
}}
{{USFIVMoveListRow|MBison|DeathTower|
{{USFIVMoveListRow|MBison|DeathTower|
Death Tower|Back Throw|b + lp + lk||
Death Tower|Back Throw|b + {{lp}} + lk||
(No uses/strategies)
(No uses/strategies)
}}
}}
Line 303: Line 291:
{{USFIVMoveListHeader}}
{{USFIVMoveListHeader}}
{{USFIVMoveListRow|MBison|PsychoCrusher|
{{USFIVMoveListRow|MBison|PsychoCrusher|
Psycho Crusher|Torpedo|b (charge) f + p ex armorbreak||
Psycho Crusher|Torpedo|b (charge) {{f}} + {{p}} {{ex}} armorbreak||
Bison flies across the screen surrounded by purple energy. Punch button used determines damage and distance. EX version has invincibility frames on its startup, and almost always passes through the opponent, making it his best reversal (also a good anti-air). Regular Psycho Crushers are good combo enders if you're going for damage. <br>
Bison flies across the screen surrounded by purple energy. Punch button used determines damage and distance. EX version has invincibility frames on its startup, and almost always passes through the opponent, making it his best reversal (also a good anti-air). However, it CAN be punished even when you pass through, especially when you're in the corner.
*LP Crusher mixup: After landing a LP Psycho Crusher from a bit away (you'll still be in front of the opponent), quickly charge back for another Psycho Crusher and perform it after the first Crusher recovers. If your opponent quick-rises, then they will get hit by the second Crusher.
*'''LP Crusher mixup''': After landing a LP Psycho Crusher from a bit away (you'll still be in {{front}} of the opponent), quickly charge back for another Psycho Crusher and perform it after the first Crusher recovers. If your opponent quick-rises, then they will have to change direction to block the 2nd crusher.
}}
}}
{{USFIVMoveListRow|MBison|DoubleKneePress|
{{USFIVMoveListRow|MBison|DoubleKneePress|
Double Knee Press|Scissor Kick|b (charge) f + k ex||
Double Knee Press|Scissor Kick|b (charge) {{f}} + {{k}} ex||
Bison's signature move (other than the Psycho Crusher, but he has always had the knee press), kicking the opponent twice in a forward motion. The kick button used determines damage, range, and startup/recovery. The MK and HK versions are mainly used in bread and butter combos, but they have more uses outside of that. The LK, arguably the most important, is used for (sort of) safe pressuring. It used to be ~0 or +1 on block, but now its -1 on block, however, most people still don't punish (unless they have a throw or rekka or something). All the other variants are unsafe on block as well. The EX version is invincible for a time on startup (fully from 1-12f, projectile from 13-19f, and throw from 13-17f), so you can hit someone trying to keep you away with fireballs.
Bison's signature move (other than the Psycho Crusher, but he has always had the knee press), kicking the opponent twice in a forward motion. The kick button used determines damage, range, and startup/recovery. The MK and HK versions are mainly used in bread and butter combos, but they have more uses outside of that. The LK, arguably the most important, is used for (sort of) safe pressuring. It used to be ~0 or +1 on block, but now its -1 on block, however, most people still cant't punish (unless they have a {{throw}} or rekka or something). All the other variants are unsafe on block as well. The EX version is invincible for a time on startup (fully from 1-12f, projectile from 13-19f, and {{throw}} from 13-17f), so you can hit someone trying to keep you away with fireballs.
}}
}}
{{USFIVMoveListRow|MBison|HeadPress|
{{USFIVMoveListRow|MBison|HeadPress|
Head Press|Head Stomp|d (charge) u + k ex|After Head Press connects, use b or f to change flight in air|
Head Press|Head Stomp|d (charge) {{u}} + {{k}} ex|After Head Press connects, use b or f to change flight in air|
Bison jumps according to how far his enemy is from him and stomps on the opponent's head. It has a lot of priority as an air-to-air. Use it as an anti-fireball for some characters or to harass the opponent from a distance in the corner. Don't use it too often, as it can be easily dodged and punished. The EX version is faster, has more priority, causes a hard knockdown, and does good damage. However, this move is easily dodged and punished (literally just move anywhere), so use sparingly.
Bison jumps according to how far his enemy is from him and stomps on the opponent's head. It has a lot of priority as an air-to-air. Use it as an anti-fireball for some characters or to harass the opponent from a distance in the corner. Don't use it too often, as it can be easily dodged and punished. The EX version is faster, has startup invincibility, causes a hard knockdown, and does good damage. However, this move is easily dodged and punished (literally just move anywhere), so use sparingly. After hit or block, Bison bounces off and can be steered left or right. This has much less landing recovery then a whiffed Head Press, and can be cancelled into Somersault Skull Diver on the way down by hitting a punch button.
}}
{{USFIVMoveListRow|MBison|HeadPressFollowUp|
Head Press Follow Up|Head Press Follow Up|||
After landing a Head Press (hit or blocked) Bison will do a somersault that can be controlled, and if you press a punch button, he will do a followup attack (Skull Diver).
}}
}}
{{USFIVMoveListRow|MBison|SomersaultSkullDiver|
{{USFIVMoveListRow|MBison|SomersaultSkullDiver|
Somersault Skull Diver|Skull Diver|p ex|Perform after Head Press|
Somersault Skull Diver|Skull Diver|p ex|Perform after Head Press|
(No uses/strategies)
Followup attack to Head Press that hits overhead. A bit slow and telegraphed, but has good frame advantage on hit or block. An effective way to use this is to steer away after bouncing off the opponent, then reverse directions and come in for the surprise attack.
}}
}}
{{USFIVMoveListRow|MBison|EmptyDevilReverse|
{{USFIVMoveListRow|MBison|EmptyDevilReverse|
Empty Devil Reverse|Empty Devil Reverse|d (charge) u + p ex||
Empty Devil Reverse|Empty Devil Reverse|d (charge) {{u}} + {{p}} ex||
A Head Press-like move that doesn't do damage when reaching the opponent, instead you can press a punch button in flight to flip and do a downwards punch. Used as a fake to bait a reaction for your opponent and punish, or you can use it to build meter when far away from your enemy.
A Head Press-like move that doesn't do damage when reaching the opponent, instead you can press a punch button in flight to flip and do a downwards punch. Used as a fake to bait a reaction for your opponent and punish, or you can use it to build meter when far away from your enemy. The EX version has invincibility and is an effective escape option.
}}
}}
{{USFIVMoveListRow|MBison|DevilReverse|
{{USFIVMoveListRow|MBison|DevilReverse|
Devil Reverse|Devil Reverse|(during Empty Devil Reverse) p ex||
Devil Reverse|Devil Reverse|(during Empty Devil Reverse) {{p}} ex||
(See Empty Devil Reverse)
Followup to Devil Reverse startup. Can be an ambiguous crossup if spaced properly and hits overhead, but can be slightly unsafe especially on taller opponents.
}}
}}
{{USFIVMoveListRow|MBison|BisonWarp|
{{USFIVMoveListRow|MBison|BisonWarp|
Bison Warp|Teleport|dp or rdp + 3p or 3k|dp + 3p will appear next to opponent in back, dp + 3k will appear next to opponent in front, rdp versions are identical and will go backwards as far as the screen allows, if opponent is in corner, rdp + 3p goes back half-screen and rdp + 3k goes back full-screen|
Bison Warp|Teleport|dp or {{rdp}} + {{3p}} or 3k||Bison's teleport. Dp + 3p will appear right behind the opponent, dp + 3k will appear right in front, rdp + 3p goes backwards about half-screen and rdp + 3k goes back almost full-screen. When used midscreen, the backwards teleports can only go as far as the current camera position will allow, but if the opponent is cornered Bison can move much further backwards.
Bison's teleport.  
}}
}}
{{USFIVMoveListFooter}}
{{USFIVMoveListFooter}}
Line 341: Line 324:
{{USFIVMoveListHeader}}
{{USFIVMoveListHeader}}
{{USFIVMoveListRow|MBison|KneePressNightmare|
{{USFIVMoveListRow|MBison|KneePressNightmare|
Knee Press Nightmare|Super Combo|b (charge) f b f + k||
Knee Press Nightmare|Super Combo|b (charge) {{f}} {{b}} {{f}} + k||
(No uses/strategies)
(No uses/strategies)
}}
}}
Line 351: Line 334:
{{USFIVMoveListHeader}}
{{USFIVMoveListHeader}}
{{USFIVMoveListRow|MBison|NightmareBooster|
{{USFIVMoveListRow|MBison|NightmareBooster|
Nightmare Booster|Ultra Combo I|b (charge) f b f + 3k||
Nightmare Booster|Ultra Combo I|b (charge) {{f}} {{b}} {{f}} + 3k||
(No uses/strategies)
(No uses/strategies)
}}
}}
{{USFIVMoveListRow|MBison|PsychoPunisher|
{{USFIVMoveListRow|MBison|PsychoPunisher|
Psycho Punisher|Ultra Combo II|b (charge) f b f + 3p armorbreak|Hold b or f to guide in air after performing|
Psycho Punisher|Ultra Combo II|b (charge) {{f}} {{b}} {{f}} + {{3p}} armorbreak|Hold {{b}} or {{f}} to guide in air after performing|
(No uses/strategies)
(No uses/strategies)
}}
}}
Line 361: Line 344:




==The Basics==  
==The Basics==


==Combos==
==Combos==


'''Bread and Butter'''
==Strategy==
 
==Matchups==
 
{{#vardefine:player|M. Bison}}<!--
--->{{#vardefine:spacing|-0.75em}}<!--
---><!--Don't delete the divs--><div style="margin-top:{{#var:spacing}}">
=====<font style="visibility:hidden; float:right">Abel</font>=====
{{MatchupData-USF4 | player ={{#var:player}}
| character    =Abel
| icon        =Abel
| favorability =
| data        =
}}</div>
 
<!--Don't delete the divs--><div style="margin-top:{{#var:spacing}}">
 
=====<font style="visibility:hidden; float:right">Adon</font>=====
{{MatchupData-USF4 | player ={{#var:player}}
| character    =Adon
| icon        =Adon
| favorability =
| data        =
}}</div>
 
<!--Don't delete the divs--><div style="margin-top:{{#var:spacing}}">
 
=====<font style="visibility:hidden; float:right">Akuma/Gouki</font>=====
{{MatchupData-USF4 | player ={{#var:player}}
| character    =Akuma
| icon        =Akuma
| favorability =
| data        =
}}</div>
 
<!--Don't delete the divs--><div style="margin-top:{{#var:spacing}}">
 
=====<font style="visibility:hidden; float:right">Balrog/Boxer</font>=====
{{MatchupData-USF4 | player ={{#var:player}}
| character    =Balrog
| icon        =Balrog
| favorability =
| data        =
}}</div>
 
<!--Don't delete the divs--><div style="margin-top:{{#var:spacing}}">
 
=====<font style="visibility:hidden; float:right">Blanka</font>=====
{{MatchupData-USF4 | player ={{#var:player}}
| character    =Blanka
| icon        =Blanka
| favorability =
| data        =
}}</div>
 
<!--Don't delete the divs--><div style="margin-top:{{#var:spacing}}">
 
=====<font style="visibility:hidden; float:right">C. Viper</font>=====
{{MatchupData-USF4 | player ={{#var:player}}
| character    =C. Viper
| icon        =CViper
| favorability =
| data        =
}}</div>
 
<!--Don't delete the divs--><div style="margin-top:{{#var:spacing}}">
 
=====<font style="visibility:hidden; float:right">Cammy</font>=====
{{MatchupData-USF4 | player ={{#var:player}}
| character    =Cammy
| icon        =Cammy
| favorability =
| data        =
}}</div>


*''j.HP s.HP xx HP Psycho Crusher'' - (??? damage, ??? stun)
<!--Don't delete the divs--><div style="margin-top:{{#var:spacing}}">
*''c.LK x3 xx MK Double Knee Press'' - (??? damage, ??? stun)
*''c.LP x2 c.MK xx MK Double Knee Press'' - (??? damage, ??? stun)
*''c.LP s.LP s.LK s.HK'' - (??? damage, ??? stun)
*''c.LP s.LP s.MP xx MK Double Knee Press'' - (??? damage, ??? stun)
*''(air-to-air) j.MP x2 (after landing) HP Psycho Crusher'' - (??? damage, ??? stun)


==Strategy==
=====<font style="visibility:hidden; float:right">Chun-Li</font>=====
{{MatchupData-USF4 | player ={{#var:player}}
| character    =Chun-Li
| icon        =ChunLi
| favorability =
| data        =
}}</div>
 
<!--Don't delete the divs--><div style="margin-top:{{#var:spacing}}">
 
=====<font style="visibility:hidden; float:right">Cody</font>=====
{{MatchupData-USF4 | player ={{#var:player}}
| character    =Cody
| icon        =Cody
| favorability =
| data        =
}}</div>
 
<!--Don't delete the divs--><div style="margin-top:{{#var:spacing}}">
 
=====<font style="visibility:hidden; float:right">Dan</font>=====
{{MatchupData-USF4 | player ={{#var:player}}
| character    =Dan
| icon        =Dan
| favorability =
| data        =
}}</div>
 
<!--Don't delete the divs--><div style="margin-top:{{#var:spacing}}">
 
=====<font style="visibility:hidden; float:right">Decapre</font>=====
{{MatchupData-USF4 | player ={{#var:player}}
| character    =Decapre
| icon        =Decapre
| favorability =
| data        =
}}</div>
 
<!--Don't delete the divs--><div style="margin-top:{{#var:spacing}}">
 
=====<font style="visibility:hidden; float:right">Dee Jay</font>=====
{{MatchupData-USF4 | player ={{#var:player}}
| character    =Deejay
| icon        =DeeJay
| favorability =
| data        =
}}</div>
 
<!--Don't delete the divs--><div style="margin-top:{{#var:spacing}}">
 
=====<font style="visibility:hidden; float:right">Dhalsim</font>=====
{{MatchupData-USF4 | player ={{#var:player}}
| character    =Dhalsim
| icon        =Dhalsim
| favorability =
| data        =
}}</div>
 
<!--Don't delete the divs--><div style="margin-top:{{#var:spacing}}">
 
=====<font style="visibility:hidden; float:right">Dudley</font>=====
{{MatchupData-USF4 | player ={{#var:player}}
| character    =Dudley
| icon        =Dudley
| favorability =
| data        =
}}</div>
 
<!--Don't delete the divs--><div style="margin-top:{{#var:spacing}}">
 
=====<font style="visibility:hidden; float:right">E. Honda</font>=====
{{MatchupData-USF4 | player ={{#var:player}}
| character    =E. Honda
| icon        =EHonda
| favorability =
| data        =
}}</div>
 
<!--Don't delete the divs--><div style="margin-top:{{#var:spacing}}">
 
=====<font style="visibility:hidden; float:right">El Fuerte</font>=====
{{MatchupData-USF4 | player ={{#var:player}}
| character    =El Fuerte
| icon        =ElFuerte
| favorability =
| data        =
}}</div>
 
<!--Don't delete the divs--><div style="margin-top:{{#var:spacing}}">
 
=====<font style="visibility:hidden; float:right">Elena</font>=====
{{MatchupData-USF4 | player ={{#var:player}}
| character    =Elena
| icon        =Elena
| favorability =
| data        =
}}</div>
 
<!--Don't delete the divs--><div style="margin-top:{{#var:spacing}}">
 
=====<font style="visibility:hidden; float:right">Evil Ryu</font>=====
{{MatchupData-USF4 | player ={{#var:player}}
| character    =Evil Ryu
| icon        =Evil_Ryu
| favorability =
| data        =
}}</div>
 
<!--Don't delete the divs--><div style="margin-top:{{#var:spacing}}">
 
=====<font style="visibility:hidden; float:right">Fei Long</font>=====
{{MatchupData-USF4 | player ={{#var:player}}
| character    =Fei Long
| icon        =FeiLong
| favorability =
| data        =
}}</div>
 
<!--Don't delete the divs--><div style="margin-top:{{#var:spacing}}">
 
=====<font style="visibility:hidden; float:right">Gen</font>=====
{{MatchupData-USF4 | player ={{#var:player}}
| character    =Gen
| icon        =Gen
| favorability =
| data        =
}}</div>
 
<!--Don't delete the divs--><div style="margin-top:{{#var:spacing}}">
 
=====<font style="visibility:hidden; float:right">Gouken</font>=====
{{MatchupData-USF4 | player ={{#var:player}}
| character    =Gouken
| icon        =Gouken
| favorability =
| data        =
}}</div>
 
<!--Don't delete the divs--><div style="margin-top:{{#var:spacing}}">
 
=====<font style="visibility:hidden; float:right">Guile</font>=====
{{MatchupData-USF4 | player ={{#var:player}}
| character    =Guile
| icon        =Guile
| favorability =
| data        =
}}</div>
 
<!--Don't delete the divs--><div style="margin-top:{{#var:spacing}}">
 
=====<font style="visibility:hidden; float:right">Guy</font>=====
{{MatchupData-USF4 | player ={{#var:player}}
| character    =Guy
| icon        =Guy
| favorability =
| data        =
}}</div>
 
<!--Don't delete the divs--><div style="margin-top:{{#var:spacing}}">
 
=====<font style="visibility:hidden; float:right">Hakan</font>=====
{{MatchupData-USF4 | player ={{#var:player}}
| character    =Hakan
| icon        =Hakan
| favorability =
| data        =
}}</div>
 
<!--Don't delete the divs--><div style="margin-top:{{#var:spacing}}">
 
=====<font style="visibility:hidden; float:right">Hugo</font>=====
{{MatchupData-USF4 | player ={{#var:player}}
| character    =Hugo
| icon        =Hugo
| favorability =
| data        =
}}</div>
 
<!--Don't delete the divs--><div style="margin-top:{{#var:spacing}}">
 
=====<font style="visibility:hidden; float:right">Ibuki</font>=====
{{MatchupData-USF4 | player ={{#var:player}}
| character    =Ibuki
| icon        =Ibuki
| favorability =
| data        =
}}</div>
 
<!--Don't delete the divs--><div style="margin-top:{{#var:spacing}}">
 
=====<font style="visibility:hidden; float:right">Juri</font>=====
{{MatchupData-USF4 | player ={{#var:player}}
| character    =Juri
| icon        =Juri
| favorability =
| data        =
}}</div>
 
<!--Don't delete the divs--><div style="margin-top:{{#var:spacing}}">
 
=====<font style="visibility:hidden; float:right">Ken</font>=====
{{MatchupData-USF4 | player ={{#var:player}}
| character    =Ken
| icon        =Ken
| favorability =
| data        =
}}</div>
 
<!--Don't delete the divs--><div style="margin-top:{{#var:spacing}}">
 
=====<font style="visibility:hidden; float:right">M. Bison/Dictator (Mirror)</font>=====
{{MatchupData-USF4 | player ={{#var:player}}
| character    =M. Bison
| icon        =MBison
| favorability =
| data        =
}}</div>
 
<!--Don't delete the divs--><div style="margin-top:{{#var:spacing}}">
 
=====<font style="visibility:hidden; float:right">Makoto</font>=====
{{MatchupData-USF4 | player ={{#var:player}}
| character    =Makoto
| icon        =Makoto
| favorability =
| data        =
}}</div>
 
<!--Don't delete the divs--><div style="margin-top:{{#var:spacing}}">
 
=====<font style="visibility:hidden; float:right">Oni</font>=====
{{MatchupData-USF4 | player ={{#var:player}}
| character    =Oni
| icon        =Oni
| favorability =
| data        =
}}</div>
 
<!--Don't delete the divs--><div style="margin-top:{{#var:spacing}}">
 
=====<font style="visibility:hidden; float:right">Poison</font>=====
{{MatchupData-USF4 | player ={{#var:player}}
| character    =Poison
| icon        =Poison
| favorability =
| data        =
}}</div>
 
<!--Don't delete the divs--><div style="margin-top:{{#var:spacing}}">
 
=====<font style="visibility:hidden; float:right">Rolento</font>=====
{{MatchupData-USF4 | player ={{#var:player}}
| character    =Rolento
| icon        =Rolento
| favorability =
| data        =
}}</div>
 
<!--Don't delete the divs--><div style="margin-top:{{#var:spacing}}">
 
=====<font style="visibility:hidden; float:right">Rose</font>=====
{{MatchupData-USF4 | player ={{#var:player}}
| character    =Rose
| icon        =Rose
| favorability =
| data        =
}}</div>
 
<!--Don't delete the divs--><div style="margin-top:{{#var:spacing}}">
 
=====<font style="visibility:hidden; float:right">Rufus</font>=====
{{MatchupData-USF4 | player ={{#var:player}}
| character    =Rufus
| icon        =Rufus
| favorability =
| data        =
}}</div>
 
<!--Don't delete the divs--><div style="margin-top:{{#var:spacing}}">
 
=====<font style="visibility:hidden; float:right">Ryu</font>=====
{{MatchupData-USF4 | player ={{#var:player}}
| character    =Ryu
| icon        =Ryu
| favorability =
| data        =
}}</div>
 
<!--Don't delete the divs--><div style="margin-top:{{#var:spacing}}">
 
=====<font style="visibility:hidden; float:right">Sagat</font>=====
{{MatchupData-USF4 | player ={{#var:player}}
| character    =Sagat
| icon        =Sagat
| favorability =
| data        =
}}</div>
 
<!--Don't delete the divs--><div style="margin-top:{{#var:spacing}}">
 
=====<font style="visibility:hidden; float:right">Sakura</font>=====
{{MatchupData-USF4 | player ={{#var:player}}
| character    =Sakura
| icon        =Sakura
| favorability =
| data        =
}}</div>
 
<!--Don't delete the divs--><div style="margin-top:{{#var:spacing}}">
 
=====<font style="visibility:hidden; float:right">Seth</font>=====
{{MatchupData-USF4 | player ={{#var:player}}
| character    =Seth
| icon        =Seth
| favorability =
| data        =
}}</div>
 
<!--Don't delete the divs--><div style="margin-top:{{#var:spacing}}">
 
=====<font style="visibility:hidden; float:right">T. Hawk</font>=====
{{MatchupData-USF4 | player ={{#var:player}}
| character    =T. Hawk
| icon        =THawk
| favorability =
| data        =
}}</div>
 
<!--Don't delete the divs--><div style="margin-top:{{#var:spacing}}">
 
=====<font style="visibility:hidden; float:right">Vega/Claw</font>=====
{{MatchupData-USF4 | player ={{#var:player}}
| character    =Vega
| icon        =Vega
| favorability =
| data        =
}}</div>
 
<!--Don't delete the divs--><div style="margin-top:{{#var:spacing}}">
 
=====<font style="visibility:hidden; float:right">Yang</font>=====
{{MatchupData-USF4 | player ={{#var:player}}
| character    =Yang
| icon        =Yang
| favorability =
| data        =
}}</div>


'''Ground Game/Footsies'''
<!--Don't delete the divs--><div style="margin-top:{{#var:spacing}}">


*s.LK - Ticking, safe harassment, hit confirming.
=====<font style="visibility:hidden; float:right">Yun</font>=====
*far s.MK - Basic poke.
{{MatchupData-USF4 | player ={{#var:player}}
*s.HK - Punishing, combo ender, footsies.
| character    =Yun
*c.LK - Frame traps, combo starter.
| icon        =Yun
*c.MP - Long range, special cancelable.
| favorability =
*c.MK - Combo starter, also can be used meaty
| data        =
*c.HK - Sweep with a long range as Bison slides on the ground.
}}</div>
*air MP - His best air-to-air, puts the opponent in a juggle state.


==Matchups==
<!--Don't delete the divs--><div style="margin-top:{{#var:spacing}}">


=====<font style="visibility:hidden; float:right">Zangief</font>=====
{{MatchupData-USF4 | player ={{#var:player}}
| character    =Zangief
| icon        =Zangief
| favorability =
| data        =
}}</div>


==Frame Data==
==Frame Data==
{{USFIVFrameDataTableHeader}}
{{USFIVFrameDataTableHeader}}
{{USFIVFrameDataHeader}}
{{USFIVFrameDataHeader}}
{{USFIVFrameDataRow|Close LP|Close Jab|Close lp||Close [[File:Jab.gif]]|30|50|20|HL|ch/sp/su|6|2|5|12|11|14|+4|+7|||||||Reset|Reset|-|-|-|-|-|-|-|}}
{{USFIVFrameDataRow|Close LP|Close Jab|Close lp||Close {{lp}}|30|50|20|HL|ch/sp/su|6|2|5|12|11|14|4|7|||||||Reset|Reset|-|-|-|-|-|-|-|}}
{{USFIVFrameDataRow|Close MP|Close Strong|Close mp||Close [[File:Strong.gif]]|90|100|40|HL|sp/su|7|3|12|21|14|17|-1|+2|||||||Reset|Reset|-|-|-|-|-|-|-|}}
{{USFIVFrameDataRow|Close MP|Close Strong|Close mp||Close {{mp}}|90|100|40|HL|sp/su|7|3|12|21|14|17|-1|2|||||||Reset|Reset|-|-|-|-|-|-|-|}}
{{USFIVFrameDataRow|Close HP|Close Fierce|Close hp||Close [[File:Fierce.gif]]|100|200|60|HL|sp/su|8|3|16|26|18|23|-1|+4|||||Forces stand|Forces stand|Reset|Reset|-|-|-|-|-|-|-|}}
{{USFIVFrameDataRow|Close HP|Close Fierce|Close hp||Close {{hp}}|100|200|60|HL|sp/su|8|3|16|26|18|23|-1|4|||||Forces stand|Forces stand|Reset|Reset|-|-|-|-|-|-|-|}}
{{USFIVFrameDataRow|Close LK|Close Short|Close lk||Close [[File:Short.gif]]|30|50|20|HL|sp/su|4|2|6|11|11|14|+3|+6|||||||Reset|Reset|-|-|-|-|-|-|-|}}
{{USFIVFrameDataRow|Close LK|Close Short|Close lk||Close {{lk}}|30|50|20|HL|sp/su|4|2|6|11|11|14|3|6|||||||Reset|Reset|-|-|-|-|-|-|-|}}
{{USFIVFrameDataRow|Close MK|Close Forward|Close mk||Close [[File:Forward.gif]]|90|100|40|HL|su|7|3|9|18|14|17|+2|+5|||||||Reset|Reset|-|-|-|-|-|-|-|}}
{{USFIVFrameDataRow|Close MK|Close Forward|Close mk||Close {{mk}}|90|100|40|HL|su|7|3|9|18|14|17|2|5|||||||Reset|Reset|-|-|-|-|-|-|-|}}
{{USFIVFrameDataRow|Close HK|Close Roundhouse|Close hk||Close [[File:Roundhouse.gif]]|110|200|60|HL|-|6|3|16|24|18|22|-1|+3|90 Damage at foot||||||Reset|Reset|-|-|-|-|-|-|-|}}
{{USFIVFrameDataRow|Close HK|Close Roundhouse|Close hk||Close {{hk}}|110|200|60|HL|-|6|3|16|24|18|22|-1|3|90 Damage at foot||||||Reset|Reset|-|-|-|-|-|-|-|}}
{{USFIVFrameDataRow|Far LP|Far Jab|lp||Far [[File:Jab.gif]]|20|50|20|HL|ch/sp/su|5|2|7|13|11|14|+2|+5|||||||Reset|Reset|-|-|-|-|-|-|-|}}
{{USFIVFrameDataRow|Far LP|Far Jab|lp||Far {{lp}}|20|50|20|HL|ch/sp/su|5|2|7|13|11|14|2|5|||||||Reset|Reset|-|-|-|-|-|-|-|}}
{{USFIVFrameDataRow|Far MP|Far Strong|mp||Far [[File:Strong.gif]]|70|100|40|HL|sp/su|6|3|12|20|15|18|0|+3|||||||Reset|Reset|-|-|-|-|-|-|-|}}
{{USFIVFrameDataRow|Far MP|Far Strong|mp||Far {{mp}}|70|100|40|HL|sp/su|6|3|12|20|15|18|0|3|||||||Reset|Reset|-|-|-|-|-|-|-|}}
{{USFIVFrameDataRow|Far HP|Far Fierce|hp||Far [[File:Fierce.gif]]|120|200|60|HL|-|11|2|19|31|18|22|-3|+1|||||||Reset|Reset|-|-|-|-|-|-|-|}}
{{USFIVFrameDataRow|Far HP|Far Fierce|hp||Far {{hp}}|120|200|60|HL|-|11|2|19|31|18|22|-3|1|||||||Reset|Reset|-|-|-|-|-|-|-|}}
{{USFIVFrameDataRow|Far LK|Far Short|lk||Far [[File:Short.gif]]|30|50|20|HL|sp/su|4|2|6|11|11|14|+3|+6|||||||Reset|Reset|-|-|-|-|-|-|-|}}
{{USFIVFrameDataRow|Far LK|Far Short|lk||Far {{lk}}|30|50|20|HL|sp/su|4|2|6|11|11|14|3|6|||||||Reset|Reset|-|-|-|-|-|-|-|}}
{{USFIVFrameDataRow|Far MK|Far Forward|mk||Far [[File:Forward.gif]]|70|100|40|HL|-|6|3|14|22|14|17|-3|0|||||||Reset|Reset|-|-|-|-|-|-|-|}}
{{USFIVFrameDataRow|Far MK|Far Forward|mk||Far {{mk}}|70|100|40|HL|-|6|3|14|22|14|17|-3|0|||||||Reset|Reset|-|-|-|-|-|-|-|}}
{{USFIVFrameDataRow|Far HK|Far Roundhouse|hk||Far [[File:Roundhouse.gif]]|110|200|60|HL|-|6|3|16|24|18|22|-1|+3|90 Damage at foot||||||Reset|Reset|-|-|-|-|-|-|-|}}
{{USFIVFrameDataRow|Far HK|Far Roundhouse|hk||Far {{hk}}|110|200|60|HL|-|6|3|16|24|18|22|-1|3|90 Damage at foot||||||Reset|Reset|-|-|-|-|-|-|-|}}
{{USFIVFrameDataRow|Crouch LP|Crouch Jab|d + lp||Crouch [[File:Jab.gif]]|30|50|20|HL|ch/sp/su|4|2|7|12|11|14|+2|+5|||||||Reset|Reset|-|-|-|-|-|-|-|}}
{{USFIVFrameDataRow|Crouch LP|Crouch Jab|d + lp||Crouch {{lp}}|30|50|20|HL|ch/sp/su|4|2|7|12|11|14|2|5|||||||Reset|Reset|-|-|-|-|-|-|-|}}
{{USFIVFrameDataRow|Crouch MP|Crouch Strong|d + mp||Crouch [[File:Strong.gif]]|80|100|40|HL|sp/su|7|2|9|17|14|17|+3|+6|||||||Reset|Reset|-|-|-|-|-|-|-|}}
{{USFIVFrameDataRow|Crouch MP|Crouch Strong|d + mp||Crouch {{mp}}|80|100|40|HL|sp/su|7|2|9|17|14|17|3|6|||||||Reset|Reset|-|-|-|-|-|-|-|}}
{{USFIVFrameDataRow|Crouch HP|Crouch Fierce|d + hp||Crouch [[File:Fierce.gif]]|110|200|60|HL|su|10|4|21|34|18|23|-7|-2|||||Forces stand|Forces stand|Reset|Reset|-|-|-|-|-|-|-|}}
{{USFIVFrameDataRow|Crouch HP|Crouch Fierce|d + hp||Crouch {{hp}}|110|200|60|HL|su|10|4|21|34|18|23|-7|-2|||||Forces stand|Forces stand|Reset|Reset|-|-|-|-|-|-|-|}}
{{USFIVFrameDataRow|Crouch LK|Crouch Short|d + lk||Crouch [[File:Short.gif]]|20|50|20|L|sp/su|3|2|8|12|11|14|+1|+4|||||||Reset|Reset|-|-|-|-|-|-|-|}}
{{USFIVFrameDataRow|Crouch LK|Crouch Short|d + lk||Crouch {{lk}}|20|50|20|L|sp/su|3|2|8|12|11|14|1|4|||||||Reset|Reset|-|-|-|-|-|-|-|}}
{{USFIVFrameDataRow|Crouch MK|Crouch Forward|d + mk||Crouch [[File:Forward.gif]]|65|100|40|L|sp/su|5|4|11|19|14|17|-1|+2|||||||Reset|Reset|-|-|-|-|-|-|-|}}
{{USFIVFrameDataRow|Crouch MK|Crouch Forward|d + mk||Crouch {{mk}}|65|100|40|L|sp/su|5|4|11|19|14|17|-1|2|||||||Reset|Reset|-|-|-|-|-|-|-|}}
{{USFIVFrameDataRow|Crouch HK|Crouch Roundhouse|d + hk||Crouch [[File:Roundhouse.gif]]|100|200|60|L|su|15|12|16|42|18|-|-10|-|||||Hard Knockdown|Hard Knockdown|Hard Knockdown|Hard Knockdown|-|-|-|-|-|-|-|}}
{{USFIVFrameDataRow|Crouch HK|Crouch Roundhouse|d + hk||Crouch {{hk}}|100|200|60|L|su|15|12|16|42|18|-|-10|-|||||Hard Knockdown|Hard Knockdown|Hard Knockdown|Hard Knockdown|-|-|-|-|-|-|-|}}
{{USFIVFrameDataHeader}}
{{USFIVFrameDataHeader}}
{{USFIVFrameDataRow|Neutral Jump LP|Neutral Jump Jab|u + lp||Neutral Jump [[File:Jab.gif]]|50|50|20|H|-|6|6|-|11|||-|-|||||||Reset|Reset|-|-|-|-|-|-|-|}}
{{USFIVFrameDataRow|Neutral Jump LP|Neutral Jump Jab|u + lp||Neutral Jump {{lp}}|50|50|20|H|-|6|6|-|11|||-|-|||||||Reset|Reset|-|-|-|Lower body: 1~11F|-|-|-|}}
{{USFIVFrameDataRow|Neutral Jump MP|Neutral Jump Strong|u + mp||Neutral Jump [[File:Strong.gif]]|90|100|40|H|-|7|7|-|13|||-|-|||||||Reset|Reset|-|-|-|-|-|-|-|}}
{{USFIVFrameDataRow|Neutral Jump MP|Neutral Jump Strong|u + mp||Neutral Jump {{mp}}|90|100|40|H|-|7|7|-|13|||-|-|||||||Reset|Reset|-|-|-|Lower body: 1~13F|-|-|-|}}
{{USFIVFrameDataRow|Neutral Jump HP|Neutral Jump Fierce|u + hp||Neutral Jump [[File:Fierce.gif]]|110|200|60|H|-|6|8|-|13|||-|-|||||||Reset|Reset|-|-|-|-|-|-|-|}}
{{USFIVFrameDataRow|Neutral Jump HP|Neutral Jump Fierce|u + hp||Neutral Jump {{hp}}|110|200|60|H|-|6|8|-|13|||-|-|||||||Reset|Reset|-|-|-|Lower body: 1~15F|-|-|-|}}
{{USFIVFrameDataRow|Neutral Jump LK|Neutral Jump Short|u + lk||Neutral Jump [[File:Short.gif]]|40|50|20|H|-|6|12|-|17|||-|-|||||||Reset|Reset|-|-|-|-|-|-|-|}}
{{USFIVFrameDataRow|Neutral Jump LK|Neutral Jump Short|u + lk||Neutral Jump {{lk}}|40|50|20|H|-|6|12|-|17|||-|-|||||||Reset|Reset|-|-|-|Lower body: 1~17F|-|-|-|}}
{{USFIVFrameDataRow|Neutral Jump MK|Neutral Jump Forward|u + mk||Neutral Jump [[File:Forward.gif]]|80|100|40|H|-|7|10|-|16|||-|-|||||||Reset|Reset|-|-|-|-|-|-|-|}}
{{USFIVFrameDataRow|Neutral Jump MK|Neutral Jump Forward|u + mk||Neutral Jump {{mk}}|80|100|40|H|-|7|10|-|16|||-|-|||||||Reset|Reset|-|-|-|Lower body: 1~16F|-|-|-|}}
{{USFIVFrameDataRow|Neutral Jump HK|Neutral Jump Roundhouse|u + hk||Neutral Jump [[File:Roundhouse.gif]]|100|200|60|H|-|6|10|-|15|||-|-|||||||Reset|Reset|-|-|-|-|-|-|-|}}
{{USFIVFrameDataRow|Neutral Jump HK|Neutral Jump Roundhouse|u + hk||Neutral Jump {{hk}}|100|200|60|H|-|6|10|-|15|||-|-|||||||Reset|Reset|-|-|-|Lower body: 1~15F|-|-|-|}}
{{USFIVFrameDataRow|Diagonal Jump LP|Diagonal Jump Jab|ub / uf + lp||Diagonal Jump [[File:Jab.gif]]|50|50|20|H|-|6|7|-|12|||-|-|||||||Reset|Reset|-|-|-|-|-|-|-|}}
{{USFIVFrameDataRow|Angled Jump LP|Angled Jump Jab|ub / {{uf}} + lp||Angled Jump {{lp}}|50|50|20|H|-|6|7|-|12|||-|-|||||||Reset|Reset|-|-|-|Lower body: 1~12F|-|-|-|}}
{{USFIVFrameDataRow|Diagonal Jump MP|Diagonal Jump Strong|ub / uf + mp||Diagonal Jump [[File:Strong.gif]]|50|50|40|H|-|7|3|-|9|||-|-|Floats opponent||||Soft Knockdown|Soft Knockdown|Free Juggle|Free Juggle|-|-|-|-|-|-|-|}}
{{USFIVFrameDataRow|Angled Jump MP|Angled Jump Strong|ub / {{uf}} + mp||Angled Jump {{mp}}|50|50|40|H|-|7|3|-|9|||-|-|Floats opponent||||Soft Knockdown|Soft Knockdown|Free Juggle|Free Juggle|-|-|-|Lower body: 1~9F|-|-|-|}}
{{USFIVFrameDataRow|Diagonal Jump HP|Diagonal Jump Fierce|ub / uf + hp||Diagonal Jump [[File:Fierce.gif]]|110|200|60|H|-|8|8|-|15|||-|-|||||||Reset|Reset|-|-|-|-|-|-|-|}}
{{USFIVFrameDataRow|Angled Jump HP|Angled Jump Fierce|ub / {{uf}} + hp||Angled Jump {{hp}}|110|200|60|H|-|8|8|-|15|||-|-|||||||Reset|Reset|-|-|-|Lower body: 1~15F|-|-|-|}}
{{USFIVFrameDataRow|Diagonal Jump LK|Diagonal Jump Short|ub / uf + lk||Diagonal Jump [[File:Short.gif]]|40|50|20|H|-|5|7|-|11|||-|-|||||||Reset|Reset|-|-|-|-|-|-|-|}}
{{USFIVFrameDataRow|Angled Jump LK|Angled Jump Short|ub / {{uf}} + lk||Angled Jump {{lk}}|40|50|20|H|-|5|7|-|11|||-|-|||||||Reset|Reset|-|-|-|Lower body: 1~11F|-|-|-|}}
{{USFIVFrameDataRow|Diagonal Jump MK|Diagonal Jump Forward|ub / uf + mk||Diagonal Jump [[File:Forward.gif]]|70|100|40|H|-|6|14|-|19|||-|-|||||||Reset|Reset|-|-|-|-|-|-|-|}}
{{USFIVFrameDataRow|Angled Jump MK|Angled Jump Forward|ub / {{uf}} + mk||Angled Jump {{mk}}|70|100|40|H|-|6|14|-|19|||-|-|||||||Reset|Reset|-|-|-|Lower body: 1~19F|-|-|-|}}
{{USFIVFrameDataRow|Diagonal Jump HK|Diagonal Jump Roundhouse|ub / uf + hk||Diagonal Jump [[File:Roundhouse.gif]]|100|200|60|H|-|7|6|-|12|||-|-|||||||Reset|Reset|-|-|-|-|-|-|-|}}
{{USFIVFrameDataRow|Angled Jump HK|Angled Jump Roundhouse|ub / {{uf}} + hk||Angled Jump {{hk}}|100|200|60|H|-|7|6|-|12|||-|-|||||||Reset|Reset|-|-|-|Lower body: 1~12F|-|-|-|}}
{{USFIVFrameDataRow|Hell Attack|Hell Attack|(during Diagonal Jump) mp --- mp||Air [[File:Strong.gif]] > [[File:Strong.gif]]|30|50|20|H|-|6|4|-|9|||-|-|||||||Free Juggle|Free Juggle|-|-|-|-|-|-|JP: ?|}}
{{USFIVFrameDataRow|Hell Attack|Hell Attack|(during angled jump) {{mp}} {{---}} mp||Air {{mp}} > {{mp}}|30|50|20|H|-|6|4|-|9|||-|-|||||||Free Juggle|Free Juggle|-|-|-|Lower body: 1~9F|-|-|JP: 2|}}
{{USFIVFrameDataHeader}}
{{USFIVFrameDataHeader}}
{{USFIVFrameDataRow|Focus Attack (Level 1)|Level 1 Focus|mp + mk||Level 1 Focus|60|100|20|HL|-|10+12|2|34|57|||-20|-20||||||Crumple|Soft Knockdown|Soft Knockdown|-|-|-|-|-|-|-|}}
{{USFIVFrameDataRow|Focus Attack (Level 1)|Level 1 Focus|mp + mk||Level 1 Focus|60|100|20|HL|-|10+12|2|34|57|16|16|-20|-20|Range: 1.686|||||Crumple|Soft Knockdown|Soft Knockdown|1~10F|-|-|-|-|-|-|}}
{{USFIVFrameDataRow|Focus Attack (Level 2)|Level 2 Focus|mp + mk||Level 2 Focus|90|150|40|HL|-|18+12|2|34|65|||-14|-|||||Crumple|Crumple|Free Juggle|Free Juggle|-|-|-|-|-|-|-|}}
{{USFIVFrameDataRow|Focus Attack (Level 2)|Level 2 Focus|mp + mk||Level 2 Focus|90|150|40|HL|-|18+12|2|34|65|22|-|-14|-|Range: 1.686||||Crumple|Crumple|Free Juggle|Free Juggle|1~18F|-|-|-|-|-|-|}}
{{USFIVFrameDataRow|Focus Attack (Level 3)|Level 3 Focus|mp + mk||Level 3 Focus|150|200|60|-|-|66|2|34|101|||-|-|||||Crumple|Crumple|Free Juggle|Free Juggle|-|-|-|-|-|-|-|}}
{{USFIVFrameDataRow|Focus Attack (Level 3)|Level 3 Focus|mp + mk||Level 3 Focus|150|200|60|-|-|66|2|34|101|-|-|-|-|Range: 1.686, cannot hit pre-jump||||Crumple|Crumple|Free Juggle|Free Juggle|1~65F|-|-|-|-|-|-|}}
{{USFIVFrameDataRow|Red Focus Attack (Level 1)|Level 1 Red Focus|lp + {{mp}} + mk||Level 1 Red Focus|90|100|20|HL|-|10+12|2|34|57|16|16|-20|-20|Range: 1.686, Builds 10 meter on block, Opponent gains 10 meter on hit, 5 on block|||||Crumple|Soft Knockdown|Soft Knockdown|1~10F (99 hits)|-|-|-|-|-|-|}}
{{USFIVFrameDataRow|Red Focus Attack (Level 2)|Level 2 Red Focus|lp + {{mp}} + mk||Level 2 Red Focus|120|150|40|HL|-|18+12|2|34|65|22|-|-14|-|Range: 1.686, Builds 20 meter on block, Opponent gains 20 meter on hit, 10 on block||||Crumple|Crumple|Free Juggle|Free Juggle|1~18F (99 hits)|-|-|-|-|-|-|}}
{{USFIVFrameDataRow|Red Focus Attack (Level 3)|Level 3 Red Focus|lp + {{mp}} + mk||Level 3 Red Focus|225|200|60|-|-|66|2|34|101|-|-|-|-|Range: 1.686, Opponent gains 30 meter on hit, cannot hit pre-jump|X|||Crumple|Crumple|Free Juggle|Free Juggle|1~66F (99 hits)|-|-|-|-|-|-|}}
{{USFIVFrameDataRow|EX Red Focus Attack (Level 1)|Level 1 EX Red Focus|lp + {{mp}} + mk||Level 1 EX Red Focus|90|100|20|HL|-|10+12|2|34|57|22|-|-14|-|Range: 1.686, Builds 20 meter on block, Opponent gains 20 meter on hit, 10 on block||||Crumple|Crumple|Free Juggle|Free Juggle|-|-|-|-|-|-|-|}}
{{USFIVFrameDataHeader}}
{{USFIVFrameDataHeader}}
{{USFIVFrameDataRow|Deadly Throw|Forward Throw|f or n + lp + lk||Forward Throw|140|130|40|0.95|-|3|2|20|24|||-|-|Untechable knockdown|||X|Hard Knockdown|-|-|-|-|-|-|-|-|-|-|}}
{{USFIVFrameDataRow|Deadly Throw|Forward Throw|f or {{n}} + {{lp}} + lk||Forward Throw|140|130|40|0.95|-|3|2|20|24|-|-|-|-||||X|Hard Knockdown|-|-|-|-|-|-|-|-|-|-|}}
{{USFIVFrameDataRow|Death Tower|Back Throw|b + lp + lk||Back Throw|140|150|40|0.95|-|3|2|20|24|||-|-|Untechable knockdown|||X|Hard Knockdown|-|-|-|-|-|-|-|-|-|-|}}
{{USFIVFrameDataRow|Death Tower|Back Throw|b + {{lp}} + lk||Back Throw|140|150|40|0.95|-|3|2|20|24|-|-|-|-||||X|Hard Knockdown|-|-|-|-|-|-|-|-|-|-|}}
{{USFIVFrameDataHeader}}
{{USFIVFrameDataHeader}}
{{USFIVFrameDataRow|Psycho Crusher|Psycho Crusher|b (charge) f + p ex armorbreak||Psycho Crusher [[File:Jab.gif]]|120*100|100|30/40|HL|su|14|12*11|12+6|54|||-8|-|14~36f can pass through opponent, 100 damage below waist, charge 55f|X|||Soft Knockdown|Soft Knockdown|Soft Knockdown|Soft Knockdown|-|-|-|-|37~48f|15f~|-|}}
{{USFIVFrameDataRow|Psycho Crusher|Psycho Crusher|b (charge) {{f}} + {{p}} {{ex}} armorbreak||Psycho Crusher {{lp}}|120*100|100|30/40|HL|su|14|12*11|12+6|54|21||-8|-|14~36F can pass through opponent, 100 damage below waist, causes 18*18 chip damage, charge 55F|X|||Soft Knockdown|Soft Knockdown|Soft Knockdown|Soft Knockdown|-|-|-|-|37~48F|15F~|JP: 2|}}
{{USFIVFrameDataRow|||||Psycho Crusher [[File:Strong.gif]]|130*100|150|30/40|HL|su|14|12*15|12+10|62|||-14|-|14~40f can pass through opponent, 100 damage below waist, charge 55f|X|||Soft Knockdown|Soft Knockdown|Soft Knockdown|Soft Knockdown|-|-|-|-|41~52f|16f~|-|}}
{{USFIVFrameDataRow|||||Psycho Crusher {{mp}}|130*100|150|30/40|HL|su|14|12*15|12+10|62|23||-14|-|14~40F can pass through opponent, causes 18*18 chip damage, 100 damage below waist, charge 55F|X|||Soft Knockdown|Soft Knockdown|Soft Knockdown|Soft Knockdown|-|-|-|-|41~52F|16F~|JP: 2|}}
{{USFIVFrameDataRow|||||Psycho Crusher [[File:Fierce.gif]]|140*100|200|30/40|HL|su|14|12*21|12+10|68|||-17|-|14~46f can pass through opponent, 100 damage below waist, charge 55f|X|||Soft Knockdown|Soft Knockdown|Soft Knockdown|Soft Knockdown|-|-|-|-|47~58f|16f~|-|}}
{{USFIVFrameDataRow|||||Psycho Crusher {{hp}}|140*100|200|30/40|HL|su|14|12*21|12+10|68|26||-17|-|14~46F can pass through opponent, causes 18*18 chip damage, 100 damage below waist, charge 55F|X|||Soft Knockdown|Soft Knockdown|Soft Knockdown|Soft Knockdown|-|-|-|-|47~58F|16F~|JP: 2|}}
{{USFIVFrameDataRow|EX Psycho Crusher|EX Psycho Crusher|||Psycho Crusher [[File:EX.gif]]|75*60|100*100|-250/0|HL|su|14|23|12+6|64|||-16|-|14~36f passes through opponent, charge 55f|X|X||Soft Knockdown|Soft Knockdown|Soft Knockdown|Soft Knockdown|-|All: 1~13f|-|-|37~48f|15f~|JP: ?|}}
{{USFIVFrameDataRow|EX Psycho Crusher|EX Psycho Crusher|||Psycho Crusher {{ex}}|75*60|100*100|-250/0|HL|su|14|23|12+6|64|-||-16|-|14~36F passes through opponent, opponent gains 20x2 meter on hit, charge 55F|X|X||Soft Knockdown|Soft Knockdown|Soft Knockdown|Soft Knockdown|-|All: 1~13F|-|-|37~48F|15F~|JP: 0*1|}}
{{USFIVFrameDataRow|Double Knee Press|Scissor Kick|b (charge) f + k ex||Scissor Kick [[File:Short.gif]]|60*40|100*50|20/16*16|HL|su*-|10|2(1)4|17|33|||-1|-|Charge 55f||||2nd Hit: Soft Knockdown|2nd Hit: Soft Knockdown|Soft Knockdown|Soft Knockdown|-|-|-|-|5~14f|12~16f|-|}}
{{USFIVFrameDataRow|Double Knee Press|Scissor Kick|b (charge) {{f}} + {{k}} ex||Scissor Kick {{lk}}|60*40|100*50|20/16*17|HL|su*-|10|2(1)4|17|33|20||-1|-|Builds 10*8 meter on block, charge 55F||||[2nd Hit]: Soft Knockdown|[2nd Hit]: Soft Knockdown|Soft Knockdown|Soft Knockdown|-|-|-|-|5~14F|12~16F|-|}}
{{USFIVFrameDataRow|||||Scissor Kick [[File:Forward.gif]]|60*60|100*50|20/16*16|HL|su*-|13|2(1)4|22|41|||-5|-|Charge 55f||||2nd Hit: Soft Knockdown|2nd Hit: Soft Knockdown|Soft Knockdown|Soft Knockdown|-|-|-|-|7~17f|15~19f|-|}}
{{USFIVFrameDataRow|||||Scissor Kick {{mk}}|60*60|100*50|20/16*17|HL|su*-|13|2(1)4|22|41|21||-5|-|Builds 10*8 meter on block, charge 55F||||[2nd Hit]: Soft Knockdown|[2nd Hit]: Soft Knockdown|Soft Knockdown|Soft Knockdown|-|-|-|-|7~17F|15~19F|-|}}
{{USFIVFrameDataRow|||||Scissor Kick [[File:Roundhouse.gif]]|70*70|100*50|20/16*16|HL|su*-|16|2(1)4|25|47|||-8|-|Charge 55f||||2nd Hit: Soft Knockdown|2nd Hit: Soft Knockdown|Soft Knockdown|Soft Knockdown|-|-|-|-|9~20f|18~22f|-|}}
{{USFIVFrameDataRow|||||Scissor Kick {{hk}}|70*70|100*50|20/16*16|HL|su*-|16|2(1)4|25|47|21||-8|-|Builds 10*8 meter on block, charge 55F||||[2nd Hit]: Soft Knockdown|[2nd Hit]: Soft Knockdown|Soft Knockdown|Soft Knockdown|-|-|-|-|9~20F|18~22F|-|}}
{{USFIVFrameDataRow|EX Double Knee Press|EX Scissor Kick|||Scissor Kick [[File:EX.gif]]|70*80|100*50|-250/0|HL|su*-|13|2(1)4|25|44|||-8|-|Charge 55f||||2nd Hit: Soft Knockdown|2nd Hit: Soft Knockdown|Soft Knockdown|Soft Knockdown|-|All: 1~12f|-|13~19f|13~17f|15~19f|JP: ?|}}
{{USFIVFrameDataRow|EX Double Knee Press|EX Scissor Kick|||Scissor Kick {{ex}}|70*80|100*50|-250/0|HL|su*-|13|2(1)4|25|44|21||-8|-|Opponent gains 8x2 meter on hit, 5x2 on block, charge 55F||||[2nd Hit]: Soft Knockdown|[2nd Hit]: Soft Knockdown|Soft Knockdown|Soft Knockdown|-|All: 1~12F|-|13~19F|13~17F|15~19F|JP: 1*2|}}
{{USFIVFrameDataRow|Head Press|Head Stomp|d (charge) u + k ex|After Head Press connects, use b or f to change flight in air|Head Stomp|120|100|20/30|H|-|20|Until ground|After landing 16|-|||-|-|Listed startup is when opponent is point blank, startup is distant dependent, tracks opponent on startup, charge 55f||||||Soft Knockdown|Soft Knockdown|-|-|-|-|-|1f~|-|}}
{{USFIVFrameDataRow|Head Press|Head Stomp|d (charge) {{u}} + {{k}} ex|After Head Press connects, use b or f to change flight in air|Head Stomp|120|100|20/30|H|-|20|Until ground|After landing 16[4]|-|-|-|-24|-29|Tracks opponent, startup is distance dependent, listed startup is from point blank, frame advantage is for latest possible hit, builds 20 meter on block, after connect can steer left/right with [4 landing recovery] or perform followup attack 18f~, charge 55F||||||Soft Knockdown|Soft Knockdown|-|-|-|-|-|1F~|-|}}
{{USFIVFrameDataRow|EX Head Press|EX Head Stomp|||Head Stomp [[File:EX.gif]]|180|200|-250/0|H|-|22|Until ground|After landing 16|-|||-|-|Listed startup is when opponent is point blank, startup is distant dependent, tracks opponent on startup, charge 55f||||Hard Knockdown|Hard Knockdown|Soft Knockdown|Soft Knockdown|-|All: During startup|-|-|-|1f~|-|}}
{{USFIVFrameDataRow|Somersault Skull Diver|Skull Diver|p|Perform after Head Press|Skull Diver|120|100|20/30|H|-|35+7|3|After landing 13|-|-|-|10|13|Listed frame advantage is for Skull Diver performed as low to the ground as possible, builds 20 meter on block||||||Soft Knockdown|Soft Knockdown|-|-|-|-|-|-||}}
{{USFIVFrameDataRow|Head Press Follow Up|Head Press Follow Up|||Head Stomp Followup|-|-|0/0|-|-|-|-|After landing 4|-|||-|-|Performed after connected headstomp or EX headstomp, 18f~ followup attack can be performed||||-|-|-|-|-|-|-|-|-|-|-|}}
{{USFIVFrameDataRow|EX Head Press|EX Head Stomp|||Head Stomp {{ex}}|180|200|-250/0|H|-|22|Until ground|After landing 16[4]|-|-|-|-18|-|Tracks opponent, startup is distance dependent, listed startup is from point blank, frame advantage is for latest possible hit, opponent gains 15 meter on hit, 10 on block, after connect can steer left/right with [4 landing recovery] or perform followup attack 18f~, charge 55F||||Hard Knockdown|Hard Knockdown|Soft Knockdown|Soft Knockdown|-|All: During startup|-|-|-|1F~|-|}}
{{USFIVFrameDataRow|Somersault Skull Diver|Skull Diver|p|Perform after Head Press|Skull Diver|120|100|20/30|H|-|35+7|3|After landing 13|-|||+10|+13|Listed frame advantage is for Skull Diver performed as low to the ground as possible||||||Soft Knockdown|Soft Knockdown|-|-|-|-|-|-|JP: ?|}}
{{USFIVFrameDataRow|EX Somersault Skull Diver|EX Skull Diver|p p||Skull Diver {{ex}}|80*80|100*100|-250/0|H|-|35+7|3|After landing 13|-|-|-|10|13|Listed frame advantage is for EX Skull Diver performed as low to the ground as possible, opponent gains 15x2 meter on hit, 10x2 on block||||||Soft Knockdown|Soft Knockdown|-|-|-|-|-|-|JP: 1*1|}}
{{USFIVFrameDataRow|EX Somersault Skull Diver|EX Skull Diver|p p||Skull Diver [[File:EX.gif]]|80*80|100*100|-250/0|H|-|35+7|3|After landing 13|-|||+10|+13|Listed frame advantage is for EX Skull Diver performed as low to the ground as possible||||||Soft Knockdown|Soft Knockdown|-|-|-|-|-|-|JP: ?|}}
{{USFIVFrameDataRow|Empty Devil Reverse|Empty Devil Reverse|d (charge) {{u}} + {{p}} ex||Empty Devil Reverse|-|-|-|-|-|-|-|44+ After landing 4|48|-|-|-|-|Tracks opponent on startup, 14~38F can cancel into Devil Reverse attack, charge 55F||||-|-|-|-|-|-|-|-|-|1~44F|-|}}
{{USFIVFrameDataRow|Empty Devil Reverse|Empty Devil Reverse|d (charge) u + p ex||Empty Devil Reverse|-|-|-|-|-|-|-|Total 48|48|||-|-|Tracks opponent on startup, 14~38f can cancel into Devil Reverse attack, charge 55f||||-|-|-|-|-|-|-|-|-|1~44f|-|}}
{{USFIVFrameDataRow|Devil Reverse Attack|Devil Reverse|p||Devil Reverse|110|150|20/30|H|-|13+34|Until ground|After landing 16|-|-|-|-3|-|Builds 20 meter on block||||Soft Knockdown|Soft Knockdown|Soft Knockdown|Soft Knockdown|-|-|-|-|-|-|-|}}
{{USFIVFrameDataRow|EX Empty Devil Reverse|EX Empty Devil Reverse|||EX Empty Devil Reverse|-|-|-|-|-|-|-|Total 48|48|||-|-|Tracks opponent on startup, 14~38f can cancel into Devil Reverse attack, charge 55f||||-|-|-|-|-|All: 1~13f|-|-|-|1~44f|-|}}
{{USFIVFrameDataRow|EX Empty Devil Reverse|EX Empty Devil Reverse|||EX Empty Devil Reverse|-|-|-|-|-|-|-|44+ After landing 4|48|-|-|-|-|Tracks opponent on startup, 14~38F can cancel into Devil Reverse attack, frame advantage is for hitting as low as possible, charge 55F||||-|-|-|-|-|All: 1~13F|-|-|-|1~44F|-|}}
{{USFIVFrameDataRow|Devil Reverse|Devil Reverse|p||Devil Reverse|110|150|20/30|H|-|13+34|Until ground|After landing 16|-|||-|-|||||Soft Knockdown|Soft Knockdown|Soft Knockdown|Soft Knockdown|-|-|-|-|-|-|-|}}
{{USFIVFrameDataRow|EX Devil Reverse Attack|EX Devil Reverse|p p||Devil Reverse {{ex}}|80*80|100*100|-250/0|H|-|13+34|Until ground|After landing 16|-|-|-|-3|-|Opponent gains 15x2 meter on hit, 10x2 on block, ||||Soft Knockdown|Soft Knockdown|Soft Knockdown|Soft Knockdown|-|-|-|-|-|-|JP: 1*1|}}
{{USFIVFrameDataRow|EX Devil Reverse|EX Devil Reverse|p p||Devil Reverse [[File:EX.gif]]|80*80|100*100|-250/0|H|-|13+34|Until ground|After landing 16|-|||-|-|||||Soft Knockdown|Soft Knockdown|Soft Knockdown|Soft Knockdown|-|-|-|-|-|-|JP: ?|}}
{{USFIVFrameDataRow|Bison Warp|Teleport|dp or {{rdp}} + {{3p}} or 3k|dp + 3p will appear next to opponent in back, dp + 3k will appear next to opponent in front, rdp versions are identical and will go backwards as far as the screen allows, if opponent is in corner, rdp + 3p goes back half-screen and rdp + 3k goes back full-screen|Teleport|-|-|0/0|-|-|-|-|Total 47|47|-|-|-|-|1~29F Invincible, teleport complete on 12F||||-|-|-|-|-|All: 1~29F|-|-|-|-|-|}}
{{USFIVFrameDataRow|Bison Warp|Teleport|dp or rdp + 3p or 3k|dp + 3p will appear next to opponent in back, dp + 3k will appear next to opponent in front, rdp versions are identical and will go backwards as far as the screen allows, if opponent is in corner, rdp + 3p goes back half-screen and rdp + 3k goes back full-screen|Teleport|-|-|0/0|-|-|-|-|Total 47|47|||-|-|1~29f Invincible, teleport complete on 12f||||-|-|-|-|-|All: 1~29f|-|-|-|-|-|}}
{{USFIVFrameDataHeader}}
{{USFIVFrameDataHeader}}
{{USFIVFrameDataRow|Knee Press Nightmare|Super Combo|b (charge) f b f + k||Super Combo [[File:Short.gif]]|60x4*100|0|-1000/0|HLx4*L|-|1+6|2(1)2(11)2*2(8)18|30|82|||-27|-|34~60f can pass through opponent, charge 55f||||5th Hit: Hard Knockdown|5th Hit: Hard Knockdown|Hard Knockdown|Hard Knockdown|-|All: 1~7f|-|9f until end of active frames|-|-|JP: ?|}}
{{USFIVFrameDataRow|Knee Press Nightmare|Super|b (charge) {{f}} {{b}} {{f}} + k||Super Combo {{lk}}|60x4*100|0|-1000/0|HLx4*L|-|1+6|2(1)2(11)<br>2*2(8)18|30|82|21|-|-27|-|34~60F can pass through opponent, opponent gains 20x5 meter on hit, 5x5 on block, charge 40F||||[5th Hit]: Hard Knockdown|[5th Hit]: Hard Knockdown|Hard Knockdown|Hard Knockdown|-|All: 1~7F|-|All: 9~61F|-|-|JP: 127x5|}}
{{USFIVFrameDataRow|||||Super Combo [[File:Forward.gif]]|60x4*100|0|-1000/0|HLx4*L|-|1+11|2(1)2(11)2*2(8)18|30|87|||-27|-|39~65f can pass through opponent, charge 55f||||5th Hit: Hard Knockdown|5th Hit: Hard Knockdown|Hard Knockdown|Hard Knockdown|-|All: 1~9f|-|11f until end of active frames|-|-|JP: ?|}}
{{USFIVFrameDataRow|||||Super Combo {{mk}}|60x4*100|0|-1000/0|HLx4*L|-|1+11|2(1)2(11)<br>2*2(8)18|30|87|21||-27|-|39~65F can pass through opponent, opponent gains 20x5 meter on hit, 5x5 on block, charge 40F||||[5th Hit]: Hard Knockdown|[5th Hit]: Hard Knockdown|Hard Knockdown|Hard Knockdown|-|All: 1~9F|-|All: 11~66F|-|-|JP: 127x5|}}
{{USFIVFrameDataRow|||||Super Combo [[File:Roundhouse.gif]]|60x4*100|0|-1000/0|HLx4*L|-|1+15|2(1)2(11)2*2(8)18|30|91|||-27|-|44~70f can pass through opponent, charge 55f||||5th Hit: Hard Knockdown|5th Hit: Hard Knockdown|Hard Knockdown|Hard Knockdown|-|All: 1~11f|-|13f until end of active frames|-|-|JP: ?|}}
{{USFIVFrameDataRow|||||Super Combo {{hk}}|60x4*100|0|-1000/0|HLx4*L|-|1+15|2(1)2(11)<br>2*2(8)18|30|91|21||-27|-|44~70F can pass through opponent, opponent gains 20x5 meter on hit, 5x5 on block, charge 40F||||[5th Hit]: Hard Knockdown|[5th Hit]: Hard Knockdown|Hard Knockdown|Hard Knockdown|-|All: 1~11F|-|All: 13~71F|-|-|JP: 127x5|}}
{{USFIVFrameDataHeader}}
{{USFIVFrameDataHeader}}
{{USFIVFrameDataRow|Nightmare Booster|Ultra Combo I|b (charge) f b f + 3k||Nightmare Booster|48x4*60*240|0|0/0|HL|-|0+10|4*2(12)2*2(16)12x3|30+18|131|||-35|-|61~114f can pass through opponent, 5th Hit triggers animation, charge 55f||||5th Hit: Hard Knockdown|5th Hit: Hard Knockdown|1st-4th Hit: Forces stand, 5th Hit: Hard Knockdown|1st-4th Hit: Forces stand, 5th Hit: Hard Knockdown|-|All: 1~15f|-|-|-|47f~|-|}}
{{USFIVFrameDataRow|Nightmare Booster|Ultra I|b (charge) {{f}} {{b}} {{f}} + 3k||Ultra Combo 1|48x4*60<br>*240|0|0/0|HL|-|0+10|4*2(12)<br>2*2(16)<br>[12x3]|30+18|131|25||-35|-|61~114F can pass through opponent, 5th Hit triggers animation, opponent gains 20x6 meter on hit, 5x7 on block, causes 12x4*15x3 chip damage, charge 40F||||[1st~4th Hit]: Forces stand, 5th Hit: Hard Knockdown|[1st~4th Hit]: Forces stand, 5th Hit: Hard Knockdown|Hard Knockdown|Hard Knockdown|-|All: 1~15F|-|-|-|47F~|JP: 127x6|}}
{{USFIVFrameDataRow|Psycho Punisher|Ultra Combo II|b (charge) f b f + 3p armorbreak|Hold b or f to guide in air after performing|Psycho Punisher|90*330|0|0/0|H|-|0+22|2|After landing 42|65|||-23|-|Can control movement with joystick, charge 40f|X|||Hard Knockdown|Hard Knockdown|Hard Knockdown|Hard Knockdown|-|All: 1~2f|-|All: 3~23f|-|1f~ airborne|-|}}
{{USFIVFrameDataRow|Psycho Punisher|Ultra II|b (charge) {{f}} {{b}} {{f}} + {{3p}} armorbreak|Hold {{b}} or {{f}} to guide in air after performing|Ultra Combo 2|90*330|0|0/0|H|-|0+22|2|After landing 42|65|21||-23|-|Can control movement with joystick, opponent gains 30x3 meter on hit, 15 on block, charge 40F|X|||Hard Knockdown|Hard Knockdown|Hard Knockdown|Hard Knockdown|-|All: 1~2F|-|All: 3~23F|-|1~21F|JP: 1|}}
{{USFIVFrameDataHeader}}
{{USFIVFrameDataHeader}}
|-
|-
Line 463: Line 869:




=====Notes:=====
=====Notes=====


[[Category: Ultra Street Fighter IV]]
{{Navbox-USFIV}}
[[Category:Ultra Street Fighter IV]]
[[Category:M. Bison]]

Latest revision as of 10:14, 7 December 2022

Ultra Street Fighter IVUSFIV-Header.png

M. Bison

SSFIV-MBison Face.jpg

As the leader of the organization known as Shadaloo, M. Bison has had a hand in just about illegal industry the world has ever known. M. Bison's strength comes from his mastery of "Psycho Power" and that has allowed him to become one of the deadliest warriors on the planet. Not only that, but he is nearly immortal, being able to transfer his soul to new bodies. He has thus far managed to escape death twice: once, after defeat at the hands of Rose, and again when defeated by Ryu and Ken. M. Bison is now using the S.I.N. corporation to fund his "Living Incubator" program that will ensure he will never be without a suitable host ever again.


In a nutshell

Bison's playstyle focuses on one simple facet - space control. The Dictator is an absolute monster when it comes to limiting his opponent's movement, thanks to his excellent pokes such as crouching LK/MK and standing MK/HK. He has surprising pressure with his Scissor Kicks which are easy to hit-confirm, and can play mind games by mixing up between Head Stomp and Devil's Reverse. With this much offensive potential, however, Bison has little in terms of defense. His only reliable reversals are relatively unsafe, especially when predicted, and once he gets knocked down and crossed up he loses his charge, which is absolutely necessary for him. Your goal with Bison will be to bully your adversaries with pokes and pressure, and whittle away at them slowly but steadily, breaking their mental guard through frustration and conditioning.

Players to Watch

Dogura (JP), Gagapa (FR), Kim1234 (US), Tampa Bison (US)

Click for Omega SF4 version

Ultra SFIV Changes

M. Bison SF4 Changelist

Character Specific Data

M. Bison

VITALS
Health: 1000 Stun: 950 W-Ultra Scaling: 75%
WALKING DASHING
Forward Walk Speed: 0.055 Forward Dash Distance: 1.20 [1.59]
Back Walk Speed: 0.04 Forward Dash Total Frames: 17
JUMPING Back Dash Distance: 1.00
Jump Height Apex: 2.01 Back Dash Total Frames: 25
Jump Total Frames: 44 (4+40) Back Dash Invincibility: 8
Forward Jump Distance: 2.34 Back Dash Airborne: 9
Back Jump Distance 2.14 Back Dash Recovery: 8
THROWS WAKE-UP TIMING
Forward Throw Range: 0.95 Face Up Total Frames: 31
Back Throw Range: 0.95 Face Down Total Frames: 21
NOTABLE MOVE CLASSES
High Attacks: Hell Attack, Head Press, EX Head Press, Somersault Skull Diver, EX Somersault Skull Diver, Devil Reverse, EX Devil Reverse, Psycho Punisher Hard Knockdowns: Crouch HK, EX Head Press (vs. Ground)
Low Attacks: Crouch LK, Crouch MK, Crouch HK, Knee Press Nightmare (5th Hit) Armor Breakers: Psycho Crusher, EX Psycho Crusher, Psycho Punisher
FOCUS ATTACK DATA
Level 1 Focus Startup Frames: 22 L1 EX Red Focus Attack Combo Lead-Ins: Close HP, Crouch HP, Scissor Kick (1st Hit)
Level 2 Focus Startup Frames: 30
Level 3 Focus Startup Frames: 66
L1 Focus Attack Forward Dash: -1 L2 FA Forward Dash (On Block): +5
L1 Focus Attack Back Dash: -9 L2 FA Back Dash (On Block): -3

Frame Data (At A Glance)

More detailed Frame Data Table at bottom of page.

Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Block Adv Hit Adv
Close LP Close Lp.png 30 50 20 HL ch/sp/su 6 2 5 4 7
Close MP Close Mp.png 90 100 40 HL sp/su 7 3 12 -1 2
Close HP Close Hp.png 100 200 60 HL sp/su 8 3 16 -1 4
Close LK Close Lk.png 30 50 20 HL sp/su 4 2 6 3 6
Close MK Close Mk.png 90 100 40 HL su 7 3 9 2 5
Close HK Close Hk.png 110 200 60 HL - 6 3 16 -1 3
Far LP Far Lp.png 20 50 20 HL ch/sp/su 5 2 7 2 5
Far MP Far Mp.png 70 100 40 HL sp/su 6 3 12 0 3
Far HP Far Hp.png 120 200 60 HL - 11 2 19 -3 1
Far LK Far Lk.png 30 50 20 HL sp/su 4 2 6 3 6
Far MK Far Mk.png 70 100 40 HL - 6 3 14 -3 0
Far HK Far Hk.png 110 200 60 HL - 6 3 16 -1 3
Crouch LP Crouch Lp.png 30 50 20 HL ch/sp/su 4 2 7 2 5
Crouch MP Crouch Mp.png 80 100 40 HL sp/su 7 2 9 3 6
Crouch HP Crouch Hp.png 110 200 60 HL su 10 4 21 -7 -2
Crouch LK Crouch Lk.png 20 50 20 L sp/su 3 2 8 1 4
Crouch MK Crouch Mk.png 65 100 40 L sp/su 5 4 11 -1 2
Crouch HK Crouch Hk.png 100 200 60 L su 15 12 16 -10 -
Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Block Adv Hit Adv
Neutral Jump LP Neutral Jump Lp.png 50 50 20 H - 6 6 - - -
Neutral Jump MP Neutral Jump Mp.png 90 100 40 H - 7 7 - - -
Neutral Jump HP Neutral Jump Hp.png 110 200 60 H - 6 8 - - -
Neutral Jump LK Neutral Jump Lk.png 40 50 20 H - 6 12 - - -
Neutral Jump MK Neutral Jump Mk.png 80 100 40 H - 7 10 - - -
Neutral Jump HK Neutral Jump Hk.png 100 200 60 H - 6 10 - - -
Angled Jump LP Angled Jump Lp.png 50 50 20 H - 6 7 - - -
Angled Jump MP Angled Jump Mp.png 50 50 40 H - 7 3 - - -
Angled Jump HP Angled Jump Hp.png 110 200 60 H - 8 8 - - -
Angled Jump LK Angled Jump Lk.png 40 50 20 H - 5 7 - - -
Angled Jump MK Angled Jump Mk.png 70 100 40 H - 6 14 - - -
Angled Jump HK Angled Jump Hk.png 100 200 60 H - 7 6 - - -
Hell Attack Air Mp.png > Mp.png 30 50 20 H - 6 4 - - -
Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Block Adv Hit Adv
Focus Attack (Level 1) Level 1 Focus 60 100 20 HL - 10+12 2 34 -20 -20
Focus Attack (Level 2) Level 2 Focus 90 150 40 HL - 18+12 2 34 -14 -
Focus Attack (Level 3) Level 3 Focus 150 200 60 - - 66 2 34 - -
Red Focus Attack (Level 1) Level 1 Red Focus 90 100 20 HL - 10+12 2 34 -20 -20
Red Focus Attack (Level 2) Level 2 Red Focus 120 150 40 HL - 18+12 2 34 -14 -
Red Focus Attack (Level 3) Level 3 Red Focus 225 200 60 - - 66 2 34 - -
EX Red Focus Attack (Level 1) Level 1 EX Red Focus 90 100 20 HL - 10+12 2 34 -14 -
Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Block Adv Hit Adv
Deadly Throw Forward Throw 140 130 40 0.95 - 3 2 20 - -
Death Tower Back Throw 140 150 40 0.95 - 3 2 20 - -
Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Block Adv Hit Adv
Psycho Crusher Psycho Crusher Lp.png 120*100 100 30/40 HL su 14 12*11 12+6 -8 -
Psycho Crusher Mp.png 130*100 150 30/40 HL su 14 12*15 12+10 -14 -
Psycho Crusher Hp.png 140*100 200 30/40 HL su 14 12*21 12+10 -17 -
EX Psycho Crusher Psycho Crusher Ex.png 75*60 100*100 -250/0 HL su 14 23 12+6 -16 -
Double Knee Press Scissor Kick Lk.png 60*40 100*50 20/16*17 HL su*- 10 2(1)4 17 -1 -
Scissor Kick Mk.png 60*60 100*50 20/16*17 HL su*- 13 2(1)4 22 -5 -
Scissor Kick Hk.png 70*70 100*50 20/16*16 HL su*- 16 2(1)4 25 -8 -
EX Double Knee Press Scissor Kick Ex.png 70*80 100*50 -250/0 HL su*- 13 2(1)4 25 -8 -
Head Press Head Stomp 120 100 20/30 H - 20 Until ground After landing 16[4] -24 -29
Somersault Skull Diver Skull Diver 120 100 20/30 H - 35+7 3 After landing 13 10 13
EX Head Press Head Stomp Ex.png 180 200 -250/0 H - 22 Until ground After landing 16[4] -18 -
EX Somersault Skull Diver Skull Diver Ex.png 80*80 100*100 -250/0 H - 35+7 3 After landing 13 10 13
Empty Devil Reverse Empty Devil Reverse - - - - - - - 44+ After landing 4 - -
Devil Reverse Attack Devil Reverse 110 150 20/30 H - 13+34 Until ground After landing 16 -3 -
EX Empty Devil Reverse EX Empty Devil Reverse - - - - - - - 44+ After landing 4 - -
EX Devil Reverse Attack Devil Reverse Ex.png 80*80 100*100 -250/0 H - 13+34 Until ground After landing 16 -3 -
Bison Warp Teleport - - 0/0 - - - - Total 47 - -
Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Block Adv Hit Adv
Knee Press Nightmare Super Combo Lk.png 60x4*100 0 -1000/0 HLx4*L - 1+6 2(1)2(11)
2*2(8)18
30 -27 -
Super Combo Mk.png 60x4*100 0 -1000/0 HLx4*L - 1+11 2(1)2(11)
2*2(8)18
30 -27 -
Super Combo Hk.png 60x4*100 0 -1000/0 HLx4*L - 1+15 2(1)2(11)
2*2(8)18
30 -27 -
Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Block Adv Hit Adv
Nightmare Booster Ultra Combo 1 48x4*60
*240
0 0/0 HL - 0+10 4*2(12)
2*2(16)
[12x3]
30+18 -35 -
Psycho Punisher Ultra Combo 2 90*330 0 0/0 H - 0+22 2 After landing 42 -23 -
Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Block Adv Hit Adv


Moves

Standing Close Normals

  Name Nickname Command Notes
File:No image.png

Close LP

Close Jab Close lp speccancel supercancel

~~ Uses and Strategies ~~

Mainly used in tick throwing or as a combo filler. Good priority when a bit away from the opponent.

File:No image.png

Close MP

Close Strong Close mp speccancel supercancel

~~ Uses and Strategies ~~

Punch to the gut. Not really used much because of its recovery, but almost does as much damage as cl.HP.

File:No image.png

Close HP

Close Fierce Close hp speccancel supercancel

~~ Uses and Strategies ~~

An uppercut to the jaw with a fist surrounded by psycho energy. Your go-to move if you are punishing something with a combo. Also can be used in a few frame traps.

File:No image.png

Close LK

Close Short Close lk speccancel supercancel

~~ Uses and Strategies ~~

A quick knee to the mid area. There is no difference the close or far variants. One of Bison's second fastest moves with a startup of 4F. Not chain cancelable, but combos into itself and a few other moves making it useful in combos. Good to tick Throw.png with as well.

File:No image.png

Close MK

Close Forward Close mk supercancel

~~ Uses and Strategies ~~

Weird looking low kick. Bad priority.

File:No image.png

Close HK

Close Roundhouse Close hk

~~ Uses and Strategies ~~

One of Bison's best buttons. Fast, damaging, good anti-air, and your go-to no charge combo ender. Has 2 different hitboxes, one on his thigh (for the max 110 damage) and the other on his leg (for reduced damage). If you don't think you can punish something with a combo, just press standing roundhouse.

Standing Far Normals

  Name Nickname Command Notes
File:No image.png

Far LP

Far Jab lp speccancel supercancel

~~ Uses and Strategies ~~

Side chop. Has a good hitbox, but is mostly useless.

File:No image.png

Far MP

Far Strong mp speccancel supercancel

~~ Uses and Strategies ~~

High straight punch. Good range, mostly used in combos and frame traps.

File:No image.png

Far HP

Far Fierce hp

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Far LK

Far Short lk speccancel supercancel

~~ Uses and Strategies ~~

A quick knee to the mid area. There is no difference the close or far variants. One of Bison's second fastest moves with a startup of 4F. Not chain cancelable, but combos into itself and a few other moves making it useful in combos. Good to tick Throw.png with as well.

File:No image.png

Far MK

Far Forward mk

~~ Uses and Strategies ~~

Bison's main poking tool. Generally used to keep people in their place after a pressure string (ie: after a blocked LK Scissor Kick) Is negative on block, but is usually safe when spaced correctly. Its also easier to use as a combo ender than standing HK.

File:No image.png

Far HK

Far Roundhouse hk

~~ Uses and Strategies ~~

One of Bison's best buttons. Fast, damaging, good anti-air, and your go-to no charge combo ender. Very good in footsies. Has 2 different hitboxes, one on his thigh (for the max 110 damage) and the other on his leg (for reduced damage). Tends to catch people trying to jump if you have them in the corner. If you don't think you can punish something with a combo, just press standing roundhouse.

Crouching Normals

  Name Nickname Command Notes
File:No image.png

Crouch LP

Crouch Jab d + lp speccancel supercancel

~~ Uses and Strategies ~~

Regardless of the fact that it doesn't hit low, this is Bison's main hit confirm tool. Easy to set up tick throws.

File:No image.png

Crouch MP

Crouch Strong d + mp speccancel supercancel

~~ Uses and Strategies ~~

Crouching straight. Combos into specials and good for some frame traps.

File:No image.png

Crouch HP

Crouch Fierce d + hp supercancel

~~ Uses and Strategies ~~

Can be used as an anti-air, but requires some timing. Otherwise useless except for comboing into Knee Press Nightmare.

File:No image.png

Crouch LK

Crouch Short d + lk speccancel supercancel

~~ Uses and Strategies ~~

Short range, but the only 3F startup move Bison has outside of his throws. Combo starter; can link into itself (it may seem hard at first without plinking [D + LK + LP], but there is a timing to it).

File:No image.png

Crouch MK

Crouch Forward d + mk speccancel supercancel

~~ Uses and Strategies ~~

Crouching side kick. Only a tiny bit more range than cr.LK. Used mostly for punishing, hit confirms, and frame traps.

File:No image.png

Crouch HK

Crouch Roundhouse d + hk supercancel

~~ Uses and Strategies ~~

Sliding Sweep.png that's really unsafe unless done from close to max distance or meaty. Can be canceled into a focus attack or Knee Press Nightmare to save your skin if you do do this unsafely. Easy way to get back in if you send someone out of your range while keeping charge (i.e: after a throw)

Neutral Jumping Normals

  Name Nickname Command Notes
File:No image.png

Neutral Jump LP

Neutral Jump Jab u + lp

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Neutral Jump MP

Neutral Jump Strong u + mp

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Neutral Jump HP

Neutral Jump Fierce u + hp

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Neutral Jump LK

Neutral Jump Short u + lk

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Neutral Jump MK

Neutral Jump Forward u + mk

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Neutral Jump HK

Neutral Jump Roundhouse u + hk

~~ Uses and Strategies ~~

(No uses/strategies)


Diagonal Jumping Normals

  Name Nickname Command Notes
File:No image.png

Diagonal Jump LP

Diagonal Jump Jab ub / Uf.png + lp

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Diagonal Jump MP

Diagonal Jump Strong ub / Uf.png + mp

~~ Uses and Strategies ~~

A downward punch that on an air-to-air hit, puts the opponent in a free juggle state in which pretty much anything can hit them. Preferably after landing a mixup afterwards. You can also followup after with another MP for his Hell Attack which limits his juggle options.

  • j.MP close s.HP xx LP Psycho Crusher
File:No image.png

Diagonal Jump HP

Diagonal Jump Fierce ub / Uf.png + hp

~~ Uses and Strategies ~~

High damage jump in with a good downward angle.

File:No image.png

Diagonal Jump LK

Diagonal Jump Short ub / Uf.png + lk

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Diagonal Jump MK

Diagonal Jump Forward ub / Uf.png + mk

~~ Uses and Strategies ~~

Crosses up.

File:No image.png

Diagonal Jump HK

Diagonal Jump Roundhouse ub / Uf.png + hk

~~ Uses and Strategies ~~

(No uses/strategies)

Unique Attacks

  Name Nickname Command Notes
File:No image.png

Hell Attack

Hell Attack (during Diagonal Jump) Mp.png ---.png mp

~~ Uses and Strategies ~~

(No uses/strategies)


Focus Attacks

  Name Nickname Command Notes
File:No image.png Focus Attack (Level 1) Level 1 Focus mp + mk

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png Focus Attack (Level 2) Level 2 Focus mp + mk

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png Focus Attack (Level 3) Level 3 Focus mp + mk

~~ Uses and Strategies ~~

(No uses/strategies)


Throws

  Name Nickname Command Notes
File:No image.png

Deadly Throw

Forward Throw f or N.png + Lp.png + lk

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Death Tower

Back Throw b + Lp.png + lk

~~ Uses and Strategies ~~

(No uses/strategies)


Special Moves

  Name Nickname Command Notes
File:No image.png

Psycho Crusher

Torpedo b (charge) F.png + P.png Ex.png armorbreak

~~ Uses and Strategies ~~

Bison flies across the screen surrounded by purple energy. Punch button used determines damage and distance. EX version has invincibility frames on its startup, and almost always passes through the opponent, making it his best reversal (also a good anti-air). However, it CAN be punished even when you pass through, especially when you're in the corner.

  • LP Crusher mixup: After landing a LP Psycho Crusher from a bit away (you'll still be in Front.png of the opponent), quickly charge back for another Psycho Crusher and perform it after the first Crusher recovers. If your opponent quick-rises, then they will have to change direction to block the 2nd crusher.
File:No image.png

Double Knee Press

Scissor Kick b (charge) F.png + K.png ex

~~ Uses and Strategies ~~

Bison's signature move (other than the Psycho Crusher, but he has always had the knee press), kicking the opponent twice in a forward motion. The kick button used determines damage, range, and startup/recovery. The MK and HK versions are mainly used in bread and butter combos, but they have more uses outside of that. The LK, arguably the most important, is used for (sort of) safe pressuring. It used to be ~0 or +1 on block, but now its -1 on block, however, most people still cant't punish (unless they have a Throw.png or rekka or something). All the other variants are unsafe on block as well. The EX version is invincible for a time on startup (fully from 1-12f, projectile from 13-19f, and Throw.png from 13-17f), so you can hit someone trying to keep you away with fireballs.

File:No image.png

Head Press

Head Stomp d (charge) U.png + K.png ex After Head Press connects, use b or f to change flight in air

~~ Uses and Strategies ~~

Bison jumps according to how far his enemy is from him and stomps on the opponent's head. It has a lot of priority as an air-to-air. Use it as an anti-fireball for some characters or to harass the opponent from a distance in the corner. Don't use it too often, as it can be easily dodged and punished. The EX version is faster, has startup invincibility, causes a hard knockdown, and does good damage. However, this move is easily dodged and punished (literally just move anywhere), so use sparingly. After hit or block, Bison bounces off and can be steered left or right. This has much less landing recovery then a whiffed Head Press, and can be cancelled into Somersault Skull Diver on the way down by hitting a punch button.

File:No image.png

Somersault Skull Diver

Skull Diver p ex Perform after Head Press

~~ Uses and Strategies ~~

Followup attack to Head Press that hits overhead. A bit slow and telegraphed, but has good frame advantage on hit or block. An effective way to use this is to steer away after bouncing off the opponent, then reverse directions and come in for the surprise attack.

File:No image.png

Empty Devil Reverse

Empty Devil Reverse d (charge) U.png + P.png ex

~~ Uses and Strategies ~~

A Head Press-like move that doesn't do damage when reaching the opponent, instead you can press a punch button in flight to flip and do a downwards punch. Used as a fake to bait a reaction for your opponent and punish, or you can use it to build meter when far away from your enemy. The EX version has invincibility and is an effective escape option.

File:No image.png

Devil Reverse

Devil Reverse (during Empty Devil Reverse) P.png ex

~~ Uses and Strategies ~~

Followup to Devil Reverse startup. Can be an ambiguous crossup if spaced properly and hits overhead, but can be slightly unsafe especially on taller opponents.

File:No image.png

Bison Warp

Teleport dp or Rdp.png + 3p.png or 3k

~~ Uses and Strategies ~~
Bison's teleport. Dp + 3p will appear right behind the opponent, dp + 3k will appear right in front, rdp + 3p goes backwards about half-screen and rdp + 3k goes back almost full-screen. When used midscreen, the backwards teleports can only go as far as the current camera position will allow, but if the opponent is cornered Bison can move much further backwards.

Super Combo

  Name Nickname Command Notes
File:No image.png

Knee Press Nightmare

Super Combo b (charge) F.png B.png F.png + k

~~ Uses and Strategies ~~

(No uses/strategies)


Ultra Combos

  Name Nickname Command Notes
File:No image.png

Nightmare Booster

Ultra Combo I b (charge) F.png B.png F.png + 3k

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Psycho Punisher

Ultra Combo II b (charge) F.png B.png F.png + 3p.png armorbreak Hold B.png or F.png to guide in air after performing

~~ Uses and Strategies ~~

(No uses/strategies)


The Basics

Combos

Strategy

Matchups

Abel
SSFIV-Abel Face.jpg
Abel[No Data]
[character page]
Adon
SSFIV-Adon Face.jpg
Adon[No Data]
[character page]
Akuma/Gouki
SSFIV-Akuma Face.jpg
Akuma[No Data]
[character page]
Balrog/Boxer
SSFIV-Balrog Face.jpg
Balrog[No Data]
[character page]
Blanka
SSFIV-Blanka Face.jpg
Blanka[No Data]
[character page]
C. Viper
SSFIV-CViper Face.jpg
C. Viper[No Data]
[character page]
Cammy
SSFIV-Cammy Face.jpg
Cammy[No Data]
[character page]
Chun-Li
SSFIV-ChunLi Face.jpg
Chun-Li[No Data]
[character page]
Cody
SSFIV-Cody Face.jpg
Cody[No Data]
[character page]
Dan
SSFIV-Dan Face.jpg
Dan[No Data]
[character page]
Decapre
SSFIV-Decapre Face.jpg
Decapre[No Data]
[character page]
Dee Jay
SSFIV-DeeJay Face.jpg
Deejay[No Data]
[character page]
Dhalsim
SSFIV-Dhalsim Face.jpg
Dhalsim[No Data]
[character page]
Dudley
SSFIV-Dudley Face.jpg
Dudley[No Data]
[character page]
E. Honda
SSFIV-EHonda Face.jpg
E. Honda[No Data]
[character page]
El Fuerte
SSFIV-ElFuerte Face.jpg
El Fuerte[No Data]
[character page]
Elena
SSFIV-Elena Face.jpg
Elena[No Data]
[character page]
Evil Ryu
SSFIV-Evil Ryu Face.jpg
Evil Ryu[No Data]
[character page]
Fei Long
SSFIV-FeiLong Face.jpg
Fei Long[No Data]
[character page]
Gen
SSFIV-Gen Face.jpg
Gen[No Data]
[character page]
Gouken
SSFIV-Gouken Face.jpg
Gouken[No Data]
[character page]
Guile
SSFIV-Guile Face.jpg
Guile[No Data]
[character page]
Guy
SSFIV-Guy Face.jpg
Guy[No Data]
[character page]
Hakan
SSFIV-Hakan Face.jpg
Hakan[No Data]
[character page]
Hugo
SSFIV-Hugo Face.jpg
Hugo[No Data]
[character page]
Ibuki
SSFIV-Ibuki Face.jpg
Ibuki[No Data]
[character page]
Juri
SSFIV-Juri Face.jpg
Juri[No Data]
[character page]
Ken
SSFIV-Ken Face.jpg
Ken[No Data]
[character page]
M. Bison/Dictator (Mirror)
SSFIV-MBison Face.jpg
M. Bison[No Data]
[character page]
Makoto
SSFIV-Makoto Face.jpg
Makoto[No Data]
[character page]
Oni
SSFIV-Oni Face.jpg
Oni[No Data]
[character page]
Poison
SSFIV-Poison Face.jpg
Poison[No Data]
[character page]
Rolento
SSFIV-Rolento Face.jpg
Rolento[No Data]
[character page]
Rose
SSFIV-Rose Face.jpg
Rose[No Data]
[character page]
Rufus
SSFIV-Rufus Face.jpg
Rufus[No Data]
[character page]
Ryu
SSFIV-Ryu Face.jpg
Ryu[No Data]
[character page]
Sagat
SSFIV-Sagat Face.jpg
Sagat[No Data]
[character page]
Sakura
SSFIV-Sakura Face.jpg
Sakura[No Data]
[character page]
Seth
SSFIV-Seth Face.jpg
Seth[No Data]
[character page]
T. Hawk
SSFIV-THawk Face.jpg
T. Hawk[No Data]
[character page]
Vega/Claw
SSFIV-Vega Face.jpg
Vega[No Data]
[character page]
Yang
SSFIV-Yang Face.jpg
Yang[No Data]
[character page]
Yun
SSFIV-Yun Face.jpg
Yun[No Data]
[character page]
Zangief
SSFIV-Zangief Face.jpg
Zangief[No Data]
[character page]

Frame Data

Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Total
Frames
Block
Adv
Hit
Adv
Block
Stun
Hit
Stun
Extra
Details
Armor
Break
Proj Throw On Hit
Ground
Counter
Hit Ground
On Hit
Air
Counter
Hit Air
Armor Full
Invincible
Strike
Invincible
Projectile
Invincible
Throw
Invincible
Airborne Juggle
Info
Close LP Close Lp.png 30 50 20 HL ch/sp/su 6 2 5 12 4 7 11 14 Reset Reset - - - - - - -
Close MP Close Mp.png 90 100 40 HL sp/su 7 3 12 21 -1 2 14 17 Reset Reset - - - - - - -
Close HP Close Hp.png 100 200 60 HL sp/su 8 3 16 26 -1 4 18 23 Forces stand Forces stand Reset Reset - - - - - - -
Close LK Close Lk.png 30 50 20 HL sp/su 4 2 6 11 3 6 11 14 Reset Reset - - - - - - -
Close MK Close Mk.png 90 100 40 HL su 7 3 9 18 2 5 14 17 Reset Reset - - - - - - -
Close HK Close Hk.png 110 200 60 HL - 6 3 16 24 -1 3 18 22 90 Damage at foot Reset Reset - - - - - - -
Far LP Far Lp.png 20 50 20 HL ch/sp/su 5 2 7 13 2 5 11 14 Reset Reset - - - - - - -
Far MP Far Mp.png 70 100 40 HL sp/su 6 3 12 20 0 3 15 18 Reset Reset - - - - - - -
Far HP Far Hp.png 120 200 60 HL - 11 2 19 31 -3 1 18 22 Reset Reset - - - - - - -
Far LK Far Lk.png 30 50 20 HL sp/su 4 2 6 11 3 6 11 14 Reset Reset - - - - - - -
Far MK Far Mk.png 70 100 40 HL - 6 3 14 22 -3 0 14 17 Reset Reset - - - - - - -
Far HK Far Hk.png 110 200 60 HL - 6 3 16 24 -1 3 18 22 90 Damage at foot Reset Reset - - - - - - -
Crouch LP Crouch Lp.png 30 50 20 HL ch/sp/su 4 2 7 12 2 5 11 14 Reset Reset - - - - - - -
Crouch MP Crouch Mp.png 80 100 40 HL sp/su 7 2 9 17 3 6 14 17 Reset Reset - - - - - - -
Crouch HP Crouch Hp.png 110 200 60 HL su 10 4 21 34 -7 -2 18 23 Forces stand Forces stand Reset Reset - - - - - - -
Crouch LK Crouch Lk.png 20 50 20 L sp/su 3 2 8 12 1 4 11 14 Reset Reset - - - - - - -
Crouch MK Crouch Mk.png 65 100 40 L sp/su 5 4 11 19 -1 2 14 17 Reset Reset - - - - - - -
Crouch HK Crouch Hk.png 100 200 60 L su 15 12 16 42 -10 - 18 - Hard Knockdown Hard Knockdown Hard Knockdown Hard Knockdown - - - - - - -
Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Total
Frames
Block
Adv
Hit
Adv
Block
Stun
Hit
Stun
Extra
Details
Armor
Break
Proj Throw On Hit
Ground
Counter
Hit Ground
On Hit
Air
Counter
Hit Air
Armor Full
Invincible
Strike
Invincible
Projectile
Invincible
Throw
Invincible
Airborne Juggle
Info
Neutral Jump LP Neutral Jump Lp.png 50 50 20 H - 6 6 - 11 - - Reset Reset - - - Lower body: 1~11F - - -
Neutral Jump MP Neutral Jump Mp.png 90 100 40 H - 7 7 - 13 - - Reset Reset - - - Lower body: 1~13F - - -
Neutral Jump HP Neutral Jump Hp.png 110 200 60 H - 6 8 - 13 - - Reset Reset - - - Lower body: 1~15F - - -
Neutral Jump LK Neutral Jump Lk.png 40 50 20 H - 6 12 - 17 - - Reset Reset - - - Lower body: 1~17F - - -
Neutral Jump MK Neutral Jump Mk.png 80 100 40 H - 7 10 - 16 - - Reset Reset - - - Lower body: 1~16F - - -
Neutral Jump HK Neutral Jump Hk.png 100 200 60 H - 6 10 - 15 - - Reset Reset - - - Lower body: 1~15F - - -
Angled Jump LP Angled Jump Lp.png 50 50 20 H - 6 7 - 12 - - Reset Reset - - - Lower body: 1~12F - - -
Angled Jump MP Angled Jump Mp.png 50 50 40 H - 7 3 - 9 - - Floats opponent Soft Knockdown Soft Knockdown Free Juggle Free Juggle - - - Lower body: 1~9F - - -
Angled Jump HP Angled Jump Hp.png 110 200 60 H - 8 8 - 15 - - Reset Reset - - - Lower body: 1~15F - - -
Angled Jump LK Angled Jump Lk.png 40 50 20 H - 5 7 - 11 - - Reset Reset - - - Lower body: 1~11F - - -
Angled Jump MK Angled Jump Mk.png 70 100 40 H - 6 14 - 19 - - Reset Reset - - - Lower body: 1~19F - - -
Angled Jump HK Angled Jump Hk.png 100 200 60 H - 7 6 - 12 - - Reset Reset - - - Lower body: 1~12F - - -
Hell Attack Air Mp.png > Mp.png 30 50 20 H - 6 4 - 9 - - Free Juggle Free Juggle - - - Lower body: 1~9F - - JP: 2
Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Total
Frames
Block
Adv
Hit
Adv
Block
Stun
Hit
Stun
Extra
Details
Armor
Break
Proj Throw On Hit
Ground
Counter
Hit Ground
On Hit
Air
Counter
Hit Air
Armor Full
Invincible
Strike
Invincible
Projectile
Invincible
Throw
Invincible
Airborne Juggle
Info
Focus Attack (Level 1) Level 1 Focus 60 100 20 HL - 10+12 2 34 57 -20 -20 16 16 Range: 1.686 Crumple Soft Knockdown Soft Knockdown 1~10F - - - - - -
Focus Attack (Level 2) Level 2 Focus 90 150 40 HL - 18+12 2 34 65 -14 - 22 - Range: 1.686 Crumple Crumple Free Juggle Free Juggle 1~18F - - - - - -
Focus Attack (Level 3) Level 3 Focus 150 200 60 - - 66 2 34 101 - - - - Range: 1.686, cannot hit pre-jump Crumple Crumple Free Juggle Free Juggle 1~65F - - - - - -
Red Focus Attack (Level 1) Level 1 Red Focus 90 100 20 HL - 10+12 2 34 57 -20 -20 16 16 Range: 1.686, Builds 10 meter on block, Opponent gains 10 meter on hit, 5 on block Crumple Soft Knockdown Soft Knockdown 1~10F (99 hits) - - - - - -
Red Focus Attack (Level 2) Level 2 Red Focus 120 150 40 HL - 18+12 2 34 65 -14 - 22 - Range: 1.686, Builds 20 meter on block, Opponent gains 20 meter on hit, 10 on block Crumple Crumple Free Juggle Free Juggle 1~18F (99 hits) - - - - - -
Red Focus Attack (Level 3) Level 3 Red Focus 225 200 60 - - 66 2 34 101 - - - - Range: 1.686, Opponent gains 30 meter on hit, cannot hit pre-jump X Crumple Crumple Free Juggle Free Juggle 1~66F (99 hits) - - - - - -
EX Red Focus Attack (Level 1) Level 1 EX Red Focus 90 100 20 HL - 10+12 2 34 57 -14 - 22 - Range: 1.686, Builds 20 meter on block, Opponent gains 20 meter on hit, 10 on block Crumple Crumple Free Juggle Free Juggle - - - - - - -
Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Total
Frames
Block
Adv
Hit
Adv
Block
Stun
Hit
Stun
Extra
Details
Armor
Break
Proj Throw On Hit
Ground
Counter
Hit Ground
On Hit
Air
Counter
Hit Air
Armor Full
Invincible
Strike
Invincible
Projectile
Invincible
Throw
Invincible
Airborne Juggle
Info
Deadly Throw Forward Throw 140 130 40 0.95 - 3 2 20 24 - - - - X Hard Knockdown - - - - - - - - - -
Death Tower Back Throw 140 150 40 0.95 - 3 2 20 24 - - - - X Hard Knockdown - - - - - - - - - -
Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Total
Frames
Block
Adv
Hit
Adv
Block
Stun
Hit
Stun
Extra
Details
Armor
Break
Proj Throw On Hit
Ground
Counter
Hit Ground
On Hit
Air
Counter
Hit Air
Armor Full
Invincible
Strike
Invincible
Projectile
Invincible
Throw
Invincible
Airborne Juggle
Info
Psycho Crusher Psycho Crusher Lp.png 120*100 100 30/40 HL su 14 12*11 12+6 54 -8 - 21 14~36F can pass through opponent, 100 damage below waist, causes 18*18 chip damage, charge 55F X Soft Knockdown Soft Knockdown Soft Knockdown Soft Knockdown - - - - 37~48F 15F~ JP: 2
Psycho Crusher Mp.png 130*100 150 30/40 HL su 14 12*15 12+10 62 -14 - 23 14~40F can pass through opponent, causes 18*18 chip damage, 100 damage below waist, charge 55F X Soft Knockdown Soft Knockdown Soft Knockdown Soft Knockdown - - - - 41~52F 16F~ JP: 2
Psycho Crusher Hp.png 140*100 200 30/40 HL su 14 12*21 12+10 68 -17 - 26 14~46F can pass through opponent, causes 18*18 chip damage, 100 damage below waist, charge 55F X Soft Knockdown Soft Knockdown Soft Knockdown Soft Knockdown - - - - 47~58F 16F~ JP: 2
EX Psycho Crusher Psycho Crusher Ex.png 75*60 100*100 -250/0 HL su 14 23 12+6 64 -16 - - 14~36F passes through opponent, opponent gains 20x2 meter on hit, charge 55F X X Soft Knockdown Soft Knockdown Soft Knockdown Soft Knockdown - All: 1~13F - - 37~48F 15F~ JP: 0*1
Double Knee Press Scissor Kick Lk.png 60*40 100*50 20/16*17 HL su*- 10 2(1)4 17 33 -1 - 20 Builds 10*8 meter on block, charge 55F [2nd Hit]: Soft Knockdown [2nd Hit]: Soft Knockdown Soft Knockdown Soft Knockdown - - - - 5~14F 12~16F -
Scissor Kick Mk.png 60*60 100*50 20/16*17 HL su*- 13 2(1)4 22 41 -5 - 21 Builds 10*8 meter on block, charge 55F [2nd Hit]: Soft Knockdown [2nd Hit]: Soft Knockdown Soft Knockdown Soft Knockdown - - - - 7~17F 15~19F -
Scissor Kick Hk.png 70*70 100*50 20/16*16 HL su*- 16 2(1)4 25 47 -8 - 21 Builds 10*8 meter on block, charge 55F [2nd Hit]: Soft Knockdown [2nd Hit]: Soft Knockdown Soft Knockdown Soft Knockdown - - - - 9~20F 18~22F -
EX Double Knee Press Scissor Kick Ex.png 70*80 100*50 -250/0 HL su*- 13 2(1)4 25 44 -8 - 21 Opponent gains 8x2 meter on hit, 5x2 on block, charge 55F [2nd Hit]: Soft Knockdown [2nd Hit]: Soft Knockdown Soft Knockdown Soft Knockdown - All: 1~12F - 13~19F 13~17F 15~19F JP: 1*2
Head Press Head Stomp 120 100 20/30 H - 20 Until ground After landing 16[4] - -24 -29 - - Tracks opponent, startup is distance dependent, listed startup is from point blank, frame advantage is for latest possible hit, builds 20 meter on block, after connect can steer left/right with [4 landing recovery] or perform followup attack 18f~, charge 55F Soft Knockdown Soft Knockdown - - - - - 1F~ -
Somersault Skull Diver Skull Diver 120 100 20/30 H - 35+7 3 After landing 13 - 10 13 - - Listed frame advantage is for Skull Diver performed as low to the ground as possible, builds 20 meter on block Soft Knockdown Soft Knockdown - - - - - -
EX Head Press Head Stomp Ex.png 180 200 -250/0 H - 22 Until ground After landing 16[4] - -18 - - - Tracks opponent, startup is distance dependent, listed startup is from point blank, frame advantage is for latest possible hit, opponent gains 15 meter on hit, 10 on block, after connect can steer left/right with [4 landing recovery] or perform followup attack 18f~, charge 55F Hard Knockdown Hard Knockdown Soft Knockdown Soft Knockdown - All: During startup - - - 1F~ -
EX Somersault Skull Diver Skull Diver Ex.png 80*80 100*100 -250/0 H - 35+7 3 After landing 13 - 10 13 - - Listed frame advantage is for EX Skull Diver performed as low to the ground as possible, opponent gains 15x2 meter on hit, 10x2 on block Soft Knockdown Soft Knockdown - - - - - - JP: 1*1
Empty Devil Reverse Empty Devil Reverse - - - - - - - 44+ After landing 4 48 - - - - Tracks opponent on startup, 14~38F can cancel into Devil Reverse attack, charge 55F - - - - - - - - - 1~44F -
Devil Reverse Attack Devil Reverse 110 150 20/30 H - 13+34 Until ground After landing 16 - -3 - - - Builds 20 meter on block Soft Knockdown Soft Knockdown Soft Knockdown Soft Knockdown - - - - - - -
EX Empty Devil Reverse EX Empty Devil Reverse - - - - - - - 44+ After landing 4 48 - - - - Tracks opponent on startup, 14~38F can cancel into Devil Reverse attack, frame advantage is for hitting as low as possible, charge 55F - - - - - All: 1~13F - - - 1~44F -
EX Devil Reverse Attack Devil Reverse Ex.png 80*80 100*100 -250/0 H - 13+34 Until ground After landing 16 - -3 - - - Opponent gains 15x2 meter on hit, 10x2 on block, Soft Knockdown Soft Knockdown Soft Knockdown Soft Knockdown - - - - - - JP: 1*1
Bison Warp Teleport - - 0/0 - - - - Total 47 47 - - - - 1~29F Invincible, teleport complete on 12F - - - - - All: 1~29F - - - - -
Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Total
Frames
Block
Adv
Hit
Adv
Block
Stun
Hit
Stun
Extra
Details
Armor
Break
Proj Throw On Hit
Ground
Counter
Hit Ground
On Hit
Air
Counter
Hit Air
Armor Full
Invincible
Strike
Invincible
Projectile
Invincible
Throw
Invincible
Airborne Juggle
Info
Knee Press Nightmare Super Combo Lk.png 60x4*100 0 -1000/0 HLx4*L - 1+6 2(1)2(11)
2*2(8)18
30 82 -27 - 21 - 34~60F can pass through opponent, opponent gains 20x5 meter on hit, 5x5 on block, charge 40F [5th Hit]: Hard Knockdown [5th Hit]: Hard Knockdown Hard Knockdown Hard Knockdown - All: 1~7F - All: 9~61F - - JP: 127x5
Super Combo Mk.png 60x4*100 0 -1000/0 HLx4*L - 1+11 2(1)2(11)
2*2(8)18
30 87 -27 - 21 39~65F can pass through opponent, opponent gains 20x5 meter on hit, 5x5 on block, charge 40F [5th Hit]: Hard Knockdown [5th Hit]: Hard Knockdown Hard Knockdown Hard Knockdown - All: 1~9F - All: 11~66F - - JP: 127x5
Super Combo Hk.png 60x4*100 0 -1000/0 HLx4*L - 1+15 2(1)2(11)
2*2(8)18
30 91 -27 - 21 44~70F can pass through opponent, opponent gains 20x5 meter on hit, 5x5 on block, charge 40F [5th Hit]: Hard Knockdown [5th Hit]: Hard Knockdown Hard Knockdown Hard Knockdown - All: 1~11F - All: 13~71F - - JP: 127x5
Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Total
Frames
Block
Adv
Hit
Adv
Block
Stun
Hit
Stun
Extra
Details
Armor
Break
Proj Throw On Hit
Ground
Counter
Hit Ground
On Hit
Air
Counter
Hit Air
Armor Full
Invincible
Strike
Invincible
Projectile
Invincible
Throw
Invincible
Airborne Juggle
Info
Nightmare Booster Ultra Combo 1 48x4*60
*240
0 0/0 HL - 0+10 4*2(12)
2*2(16)
[12x3]
30+18 131 -35 - 25 61~114F can pass through opponent, 5th Hit triggers animation, opponent gains 20x6 meter on hit, 5x7 on block, causes 12x4*15x3 chip damage, charge 40F [1st~4th Hit]: Forces stand, 5th Hit: Hard Knockdown [1st~4th Hit]: Forces stand, 5th Hit: Hard Knockdown Hard Knockdown Hard Knockdown - All: 1~15F - - - 47F~ JP: 127x6
Psycho Punisher Ultra Combo 2 90*330 0 0/0 H - 0+22 2 After landing 42 65 -23 - 21 Can control movement with joystick, opponent gains 30x3 meter on hit, 15 on block, charge 40F X Hard Knockdown Hard Knockdown Hard Knockdown Hard Knockdown - All: 1~2F - All: 3~23F - 1~21F JP: 1
Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Total
Frames
Block
Adv
Hit
Adv
Block
Stun
Hit
Stun
Extra
Details
Armor
Break
Proj Throw On Hit
Ground
Counter
Hit Ground
On Hit
Air
Counter
Hit Air
Armor Full
Invincible
Strike
Invincible
Projectile
Invincible
Throw
Invincible
Airborne Juggle
Info


Notes

Game Navigation

General
FAQ
Controls & Notation
HUD
Basic Elements
Game Systems
Universal Abilities
Movement
Advanced Techniques
Glossary
Change List
Omega Mode
Characters
Abel
Adon
Akuma
Balrog
Blanka
C. Viper
Cammy
Chun-Li
Cody
Dan
Decapre
Deejay
Dhalsim
Dudley
E. Honda
El Fuerte
Elena
Evil Ryu
Fei Long
Gen
Gouken
Guile
Guy
Hakan
Hugo
Ibuki
Juri
Ken
M. Bison
Makoto
Oni
Poison
Rolento
Rose
Rufus
Ryu
Sagat
Sakura
Seth
T. Hawk
Vega
Yang
Yun
Zangief