Street Fighter V/M.Bison

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M.Bison

SFV-MBison Portrait.jpg
VITALS
Health: 1000 Stun: 1000
WALKING THROWS
Forward Walk Speed: 2.62 Throw Range: 0.9
Back Walk Speed: 2.3 Throw Hurt Range: 0.25
DASHING JUMPING
Forward Dash Total Frames: 22 Jump Height Apex: -
Back Dash Total Frames: 22 Jump Total Frames: 47 (4+39+4)
Forward Dash Distance: 198 Forward Jump Distance: 234
Back Dash Distance: 125 Back Jump Distance 234
NOTABLE MOVE CLASSES
Overheads: - Hard Knockdowns: crHK (CH), CA
Low Attacks: crLK, crMK, crHK Crush Counters: HK, crHK, df+HP

Summary

Bio

The leader of Shadaloo, Bison is the main villain of the Street Fighter series and seeks world domination.


Why Pick M. Bison?

Bison is a bully. With his suite of many + on block moves, Bison can lock down characters in a way that can feel suffocating, making them want to press buttons and find any escape. If they press a button at the wrong time or reversal at the wrong time Bison can punish them heavily for it with his incredibly damaging crush Counter.png combos. While is walk speed is one of the slowest in the game making him a bit awkward to move around with, he makes up for this by having a unique dash that actually leaves him invulnerable for a few frames in the middle of it, causing long range pokes to whiff and Bison players smiling. His V-Trigger 1 enhances this greatly along with his other specials making an already difficult character to deal more so. His V-Trigger 2 makes him difficult in a different way by giving him a command grab and access to Psycho Crusher, making it incredibly scary to stay blocking and incredibly scary to hit a button. If you want relentless pressure and don't mind his awkward movement, Bison is a great choice.


Players To Watch

Pnoy, Problem X, LPN


Change List

For list of all changes, see Change/Patch List

Season 3.5

  • Crouch LP upwards hitbox reduced
  • Crouch HP upwards hitbox increased
  • Forward Throw.png damage increased from 130 to 140
  • Psycho Burst (f+PPP) startup increased from 16f to 17f
  • HP Psycho Inferno (qcb+HP) Cancel.png window adjusted from 29-30f to 32-33f
  • EX Double Knee Press can be V-Trigger canceled when in non-lock situation (follow-up hit does not come out)
  • Ultimate Psycho Crusher (qcf, qcf+P) combo count eased
  • VT2
    • Psycho Judgement (hcb+K) combo count eased
    • Psycho Crusher (HP+HK) damage increased when lower body hits from 70 to 100


Season 3 (Arcade Edition)

  • Forward walk speed increased
  • Forward Throw.png damage increased from 110 to 130, stun increased from 120 to 170, position afterwards adjusted
  • Back Throw.png damage decreased from 140 to 130, stun decreased from 170 to 150
  • Stand LP advantage on hit increased from +4 to +5
  • Stand MP collision box adjusted
  • Stand HP collision box adjusted
  • Stand LK advantage on hit decreased from +2 to 0, advantage on block decreased from +2 to -2
  • Stand HK hitbox reduced, pushback on block increased
  • Crouch LP hitbox reduced, hurtbox expanded
  • Crouch HP hitbox expanded, hurtbox reduced, collision box adjusted
  • Jump HP hurtbox reduced
  • Jump HK hitbox expanded, hurtbox reduced
  • Psycho Axe (df+HP) hitbox reduced, hurtbox expanded, collision box adjusted
  • Shadow Axe (MP > HP) collision box adjusted
  • Psycho Reflect (MP+MK) gains additional V-Gauge on countering a physical attack
  • Psycho Blast (b,f+P) collision box adjusted
    • LP Psycho Blast startup increased from 10f to 12f
  • EX Devil Reverse (d, u+KK > P) hitbox reduced, hurtbox expanded, increased recovery by 6f
  • Double Knee Press (b,f+K)
    • LK version startup decreased from 13f to 11f, adjusted pushback on block
    • MK version startup decreased from 15f to 14f
  • HP Psycho Inferno (qcb+HP) launches higher on hit
  • Added V-Trigger 2: Psycho Nightmare


Move List

Unique Attacks

SFV-MBison-Unique.jpg

Special Moves

SFV-MBison-Special.jpg

V-System (V-Trigger / V-Skill / V-Reversal)

SFV-MBison-Vsystem.jpg

Critical Art

SFV-MBison-Critical.jpg


MBison Discussions

Discussions regarding MBison

MBison Shoryuken Forum

MBison Discord Link

MBison Discord

Video Guides

Capcom Fighters' Official Character Introduction


Street Fighter Official Character Guide


Sajam's Character Breakdown


Shoryuken's Rising Up Season Changes (previous season on channel)

Bafael's M Bison Guide (from S1, most still applies)

Other Resources

Yuki Hirose Which Bison VT to Use

Frame Data

- Champion Edition data courtesy of @D4RK_ONION, @HatsonFGC, @Arlieth, @Frostdiener, BananaCyclone and the Frame Assist Tool team. - Huge thanks for their efforts! - See https://fullmeter.com/fatonline/#/home for more information

Move Name Command Startup Active Rcvry Adv
Guard
Adv
Hit
Adv
Counter
Damage Stun Hit
Level
Cancel
Ability
KD Adv
Normal
KD Adv
Rise
KD Adv
Roll
Chip
Damage
Counter
Damage
Counter
Stun
Stand LP LP 4 3 7 3 5 7 30 70 H ["sp","su","vs1","vt1","vt2"] - - - - 36 84
Stand MP MP 7 3 14 2 6 8 60 100 H ["vt1","vt2"] - - - 9 72 120
Stand HP HP 11 3 20 -6 -1 1 90 150 H ["sp","su","vs1","vt1","vt2"] - - - 14 108 180
Stand LK LK 3 2 10 -2 0 2 30 70 H ["sp","su","vs1","vt1","vt2"] - - - - 36 84
Stand MK MK 7 3 13 -2 2 4 60 100 H ["vt1","vt2"] - - - 9 72 120
Stand HK HK 9 3 13 3 6 C 80 150 H ["vt1","vt2"] 110 68 68 13 96 180
Crouch LP d+LP 4 3 5 3 4 6 30 70 H ch/sp/su/vs1/vt1/vt2 - - - - 36 84
Crouch MP d+MP 6 3 12 1 3 5 60 100 H ["sp","su","vs1","vt1","vt2"] - - - 9 72 120
Crouch HP d+HP 10 5 23 -11 -5 -3 100 150 H ["vt1","vt2"] - - - 16 120 180
Crouch LK d+LK 4 2 7 2 3 5 20 70 L ["ch","vt1","vt2"] - - - - 24 84
Crouch MK d+MK 7 2 13 -2 -1 1 50 100 L ["sp","su","vs1","vt1","vt2"] - - - 8 60 120
Crouch HK d+HK 15 10 18 -12 KD KD 90 150 L ["vt1","vt2"] 69 20 25 14 108 180
Jump LP u+LP 4 6 - - - ? 40 70 M - - - - - 48 84
Jump MP u+MP 7 3 - - - ? 50 100 M - - - - 8 60 120
Jump HP u+HP 8 6 - - - ? 90 150 M - - - - 14 108 180
Jump LK u+LK 3 6 - - - ? 40 70 M - - - - - 48 84
Jump MK u+MK 6 6 - - - ? 60 100 M - - - - 9 72 120
Jump HK u+HK 8 6 - - - ? 90 150 M - - - - 14 108 180
Move Name Command Startup Active Rcvry Adv
Guard
Adv
Hit
Adv
Counter
Damage Stun Hit
Level
Cancel
Ability
KD Adv
Normal
KD Adv
Rise
KD Adv
Roll
Chip
Damage
Counter
Damage
Counter
Stun
Hell Attack j.MP > j.MP 7+5 4 - - - ? 50*63 (113) 100*45 (145) M - - - - CHIP CH_DAMAGE CH_STUN
Psycho Axe df+HP 18 3 20(25) 1 6 15 80 150 H ["vt1","vt2"] - - - 13 96 180
Shadow Axe MP > df+HP 7+14 3 20 -8 2 15 60*45 (105) 100*108 (208) H*H ["vt1","vt2"] - - - CHIP CH_DAMAGE CH_STUN
Move Name Command Startup Active Rcvry Adv
Guard
Adv
Hit
Adv
Counter
Damage Stun Hit
Level
Cancel
Ability
KD Adv
Normal
KD Adv
Rise
KD Adv
Roll
Chip
Damage
Counter
Damage
Counter
Stun
Psycho Impact LP+LK 5 3 17 - KD KD 140 170 T - 79 20 20 ? 168 204
Psycho Fall b+LP+LK 5 3 17 - KD KD 130 150 T - 67 18 18 ? 156 180
Move Name Command Startup Active Rcvry Adv
Guard
Adv
Hit
Adv
Counter
Damage Stun Hit
Level
Cancel
Ability
KD Adv
Normal
KD Adv
Rise
KD Adv
Roll
Chip
Damage
Counter
Damage
Counter
Stun
Psycho Power HP+HK (VT1) 1 - 10 - - ? - - - - - - - ? CH_DAMAGE CH_STUN
Psycho Nightmare HP+HK (VT2) 1 - 10 - - ? - - - - - - - ? CH_DAMAGE CH_STUN
Psycho Reflect MP+MK (VS1) 6 7(9) 28 - - ? - - - - - - - ? CH_DAMAGE CH_STUN
Psycho Reflect (release) MP+MK (VS1) (release) 16 - 21 13 KD KD 40*40 50*50 H - 109 50 55 ? CH_DAMAGE CH_STUN
Psycho Reflect (parry) MP+MK (VS1) (parry) 11(3) 5 25(17) - KD KD 100 150 H - 85 26 31 ? 120 180
Hell's Warp MP+MK (VS2) 43 4 18(20) 1 KD KD 70 100 H - 105 46 51 ? 84 120
Psycho Burst f+PPP 17 2 23(31) -2 KD KD 60 0 H - 80 21 26 ? 72 0
Move Name Command Startup Active Rcvry Adv
Guard
Adv
Hit
Adv
Counter
Damage Stun Hit
Level
Cancel
Ability
KD Adv
Normal
KD Adv
Rise
KD Adv
Roll
Chip
Damage
Counter
Damage
Counter
Stun
Taunt PPP+KKK 1 - 61 - - ? - - - - - - - ? CH_DAMAGE CH_STUN
LP Psycho Blast b,f+LP 12 10 19 -2 KD KD 70 100 H ["su","vt1"] 83 24 29 ? 84 120
MP Psycho Blast b,f+MP 15 10 18 -1 KD KD 70 100 H ["su","vt1"] 86 27 32 ? 84 120
HP Psycho Blast b,f+HP 19 10 14 2 KD KD 70 100 H ["su","vt1"] 90 31 36 ? 84 120
EX Psycho Blast b,f+PP 15 - 23 6 KD KD 100 150 H ["vt1"] 114 55 60 ? 120 180
LK Double Knee Press b,f+LK 11 2(1)3 19 -4 2 4 40*40 50*100 H ["su","vt1"] - - - ? CH_DAMAGE CH_STUN
MK Double Knee Press b,f+MK 14 2(1)3 20 -3 2 4 40*50 50*100 H ["su","vt1"] - - - ? CH_DAMAGE CH_STUN
HK Double Knee Press b,f+HK 19 2(2)3 21 -2 2 4 50*50 50*100 H ["su","vt1"] - - - ? CH_DAMAGE CH_STUN
EX Double Knee Press b,f+KK 12 6 17 1 KD KD 70*25*25*30 (150) 0*0*0*200 H ["vt1"] 25 25 25 ? CH_DAMAGE CH_STUN
LK Head Press d,u+LK 23 27 7 - - ? 100 200 M ["su"] - - - ? 120 240
MK Head Press d,u+MK 23 27 7 - - ? 100 200 M ["su"] - - - ? 120 240
HK Head Press d,u+HK 23 27 7 - - ? 100 200 M ["su"] - - - ? 120 240
EX Head Press d,u+KK 17 19(39)1 16 - KD KD 60*100 / 120 (air) 0*200 M - 25 25 25 ? CH_DAMAGE CH_STUN
Somersault Skull Diver P after head press 5 10 4 3(8) 11(16) ? 70 100 M ["su"] - - - ? 84 120
Devil Reverse P before head press 15 22 7 2(6) KD KD 70 100 M ["su"] - - - ? 84 120
EX Devil Reverse PP before head press 26 12 10 7(11) KD KD 70*70 100*100 M - - - - ? CH_DAMAGE CH_STUN
LP Psycho Inferno qcb+LP 14 11 32 -12 KD KD 25*25*30 (80) 40*40*70 (150) H ["su","vt1"] 96 37 42 ? CH_DAMAGE CH_STUN
MP Psycho Inferno qcb+MP 16 13 30 -11 KD KD 25x3*15 (90) 35x3*45 (150) H ["su","vt1"] 99 40 45 ? CH_DAMAGE CH_STUN
HP Psycho Inferno qcb+HP 18 15 31 -10 KD KD 20x5 (100) 30x5 (150) H ["su","vt1"] 104 45 50 ? CH_DAMAGE CH_STUN
EX Psycho Inferno qcb+PP 15 17 23 -1 KD KD 20x4*60 (140) 20x4*70 (150) H ["vt1"] 110 51 56 ? CH_DAMAGE CH_STUN
Forward Dash f+f - - 22 - - ? - - - - - - - ? CH_DAMAGE CH_STUN
Move Name Command Startup Active Rcvry Adv
Guard
Adv
Hit
Adv
Counter
Damage Stun Hit
Level
Cancel
Ability
KD Adv
Normal
KD Adv
Rise
KD Adv
Roll
Chip
Damage
Counter
Damage
Counter
Stun
Ultimate Psycho Crusher qcf,qcf+P 6 15 44+19 -40 KD KD 340 0 H - 27 27 27 ? 408 0
Move Name Command Startup Active Rcvry Adv
Guard
Adv
Hit
Adv
Counter
Damage Stun Hit
Level
Cancel
Ability
KD Adv
Normal
KD Adv
Rise
KD Adv
Roll
Chip
Damage
Counter
Damage
Counter
Stun
In VT1
LP Psycho Blast b,f+LP 11 14 13 1 KD KD 100 100 H ["su"] 87 28 33 ? 120 120
MP Psycho Blast b,f+MP 11 14 13 1 KD KD 100 100 H ["su"] 87 28 33 ? 120 120
HP Psycho Blast b,f+HP 11 14 13 1 KD KD 100 100 H ["su"] 87 28 33 ? 120 120
EX Psycho Blast b,f+PP 14 - 22 7 KD KD 120 150 H - 110 51 56 ? 144 180
LK Double Knee Press b,f+LK 13 2(1)3 19 -4 2 4 40*50 (90) 50*100 (150) H ["su"] - - - ? CH_DAMAGE CH_STUN
MK Double Knee Press b,f+MK 15 2(1)3 20 -3 2 4 50*50 (100) 50*100 (150) H ["su"] - - - ? CH_DAMAGE CH_STUN
HK Double Knee Press b,f+HK 19 2(1)3 22 -2 2 4 60*50 (110) 50*100 (150) H ["su"] - - - ? CH_DAMAGE CH_STUN
EX Double Knee Press b,f+KK 13 2(1)4 15 3 KD KD 70*20*20*50 (160) 0*0*0*200 H - 25 25 25 ? CH_DAMAGE CH_STUN
LK Head Press d,u+LK 38 10 25 1 KD KD 120 200 M ["su"] 32 32 32 ? 144 240
MK Head Press d,u+MK 38 10 25 1 KD KD 120 200 M ["su"] 32 32 32 ? 144 240
HK Head Press d,u+HK 38 10 25 1 KD KD 120 200 M ["su"] 32 32 32 ? 144 240
EX Head Press d,u+KK 35 12 21 -2 KD KD 10*70*100 (180) 0*0*200 M - 16 16 16 ? CH_DAMAGE CH_STUN
Devil Reverse P before head press 32 22 7 8 KD KD 100 100 M ["su"] 100 42 47 ? 120 120
EX Devil Reverse PP before head press 40 24 10 13 KD KD 80*80 (160) 100*100 (200) M - 107 49 54 ? CH_DAMAGE CH_STUN
LP Psycho Inferno qcb+LP 14 15 23 -5 KD KD 30x3*10 (100) 35x3*45 (150) H ["su"] 108 49 54 ? CH_DAMAGE CH_STUN
MP Psycho Inferno qcb+MP 14 15 23 -5 KD KD 30x3*10 (100) 35x3*45 (150) H ["su"] 108 49 54 ? CH_DAMAGE CH_STUN
HP Psycho Inferno qcb+HP 14 15 23 -5 KD KD 30x3*10 (100) 35x3*45 (150) H ["su"] 108 49 54 ? CH_DAMAGE CH_STUN
EX Psycho Inferno qcb+PP 15 27 20 4 KD KD 25x4*60 (160) 20x4*70 (150) H - 120 61 66 ? CH_DAMAGE CH_STUN
Ultimate Psycho Crusher qcf,qcf+P 6 30 44+19 -40 KD KD 340 0 H - 27 27 27 ? 408 0
Forward Dash f+f - - 22 - - ? - - - - - - - ? CH_DAMAGE CH_STUN
Move Name Command Startup Active Rcvry Adv
Guard
Adv
Hit
Adv
Counter
Damage Stun Hit
Level
Cancel
Ability
KD Adv
Normal
KD Adv
Rise
KD Adv
Roll
Chip
Damage
Counter
Damage
Counter
Stun
In VT2
Psycho Crusher HP+HK 14 17 7+19 -8(-11) KD KD 100 100 H ["su"] 83 24 29 ? 120 120
Psycho Charge hcb+k 6 2 60 - KD KD 100 100 T - 83 24 24 ? 120 120
Psycho Judgement hcb+k (bomb) 15 12 22 14 KD KD 70 90 H - 126 67 72 ? 84 108
Notes
  • CH Damage and stun is calculated by multiplying base values by 1.2. For multi-hitting moves this usually only applies to first hit; if only second hit connects it will get the x1.2 benefits.
  • For Crush Counters: J = Juggle, C = Crumple, KD = Knockdown
  • Chip damage for normals refers to grey life inflicted

Combos

BnB

With Meter

Corner

Crush Counter

V-Trigger Cancel

V System

V Reversal

Strike V-Reversal that causes Knockdown.png on hit. Since it creates an orb around his body, it can still beat attacks that go through him such as Cammy's Spiral Arrow in VT1

V Skill 1

Bison's V-Skill 1 creates a small barrier in Front.png of him that can absorb 1 hit of any strike or projectile attack. When he successfully parries an attack with it, he gains a fast moving projectile with High.png durability that replaces his V-Skill until the next time he uses it. By holding MP+MK, Bison will immediately Throw.png it back. Once stocked, the projectile can be special canceled into from any of his cancelable strings, or from other specials in V-Trigger 1. The recovery and startup on it is fairly slow so you won't be able to use this to parry first hit of a block string safely, but against projectiles and longer range pokes it's an amazing tool.

As of Season 4, when the parry is used up close on physical attacks Bison now attacks afterwards. On block it is + and on hit it causes a Knockdown.png allowing Bison to continue his pressure.

V Skill 2

Bison's V-Skill 2 allows him to teleport behind the opponent and thrust at them with a knee strike. The teleport is relatively slow, and would be easily telegraphed if it wasn't for his dash looking somewhat similar. On block, you're +1 and in Throw.png range. On hit, it launches the opponent, allowing a juggle into Lp.png Psycho Blast, Lk.png Scissor Kicks, or an EX Psycho Blast if you had been following it. You can be Counter.png hit into a full combo before the hitbox is active, and because it's safe on block and leads to a combo on hit, your opponent's best Counter.png is to hit you out of it or jump. Don't use this to often to prevent being predictable. The weak points of this V-Skill 2 is that it can be thrown out of after appearing behind your opponent or struck.

V Trigger 1

Bison's V-Trigger 1 enhances his special moves. It's 3 bars, and can be activated from any special or normal. Once active, all of Bison's special moves are enhanced significantly, and he's able to Cancel.png his special moves into EX special moves. Using any special while in VT takes up about 1/6 of the timer. All special moves are made much safer and do more damage and stun across the board. For specifics: Inferno sends a bit higher allowing you to juggle, Blast sends a bit higher, all versions of Knee Press are slower but have better frame advantage on hit and block, Stomp and Devil's Reverse both make Bison invisible and the latter can cross up. Bison's dash also becomes the best forward dash in the game, giving him a longer invincibility period, increased distance, and allowing him to pass through his opponents. The damage potential with this VT is great, but does require lots of meter to make good use of.

V Trigger 2

Bison's V-Trigger 2 gives him access to a command grab and his classic Psycho Crusher. It's 2 bars, and unlike VT1, you can't Cancel.png into this from specials. The command grab is performed with hcb+k, and his Psycho Crusher is used with hp+hk. The command grab takes up 1/4 of your timer if it whiffs, and 1/2 if it hits and pierces armoured attacks. Psycho Crusher also takes up 1/2 of the timer. Functionally, you usually should be able to get one command grab and one Psycho Crusher. The command grab is very unique, in that it does very little damage, but it puts an effect on the opponent. By pressing hcb+k again, you can remotely detonate the effect on the opponent, launching them into the air. You can Cancel.png into the detonate from normals and specials, allowing you to create frame traps and lengthy combos that do big damage. You can combo into the command grab from any of his normals, provided they leave you in range. The Psycho Crusher is great, too. It's -8 on block, but depending on how you space it, it can be hard to punish, or even safe. It can crossup on wakeup or air Reset.png provided you time it correctly. It's generally just a good ender you can use to tack on more damage.


Strategy

Playing as Bison

Fighting Against Bison

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