Street Fighter IV/M. Bison

From SuperCombo Wiki

Introduction

Move Analysis

Normal Moves

Normal Throws

Command Normals

Focus / Saving Attack

Special Moves

Super Move

Ultra Move

The Basics

Combos

Strategy

Matchups

Frame Data



frame frame frames of frames of super meter cancel
move Name startup active recovery adv.blk adv.hit blockstun hitstun damage stun gain block ability comments
close LP 6 2 5 +4 +7 10 13 30 50 20 HL CSpS -
close MP 7 3 12 -1 +2 13 16 90 100 40 HL SpS -
close HP 8 3 16 -1 +4 17 22 120 200 60 HL SpS -
close LK 4 2 6 +3 +6 10 13 30 50 20 HL SpS -
close MK 7 3 9 +2 +5 13 16 90 100 40 HL S -
close HK 6 3 16 -1 +3 17 21 120 200 60 HL - -
far LP 5 2 7 +2 +5 10 13 20 50 20 HL CSpS -
far MP 8 3 11 0 +3 13 16 90 100 40 HL S -
far HP 11 2 19 -3 +1 17 21 130 200 60 HL - -
far LK 4 2 6 +3 +6 10 13 30 50 20 HL SpS -
far MK 6 3 14 -3 0 13 16 70 100 40 HL - -
far HK 6 3 16 -1 +3 17 21 120 200 60 HL - -
crouch LP 4 2 7 +2 +5 10 13 30 50 20 HL CSpS -
crouch MP 7 2 9 +3 +6 13 16 80 100 40 HL SpS -
crouch HP 12 4 21 -7 -2 17 22 110 200 60 HL S -
crouch LK 3 2 8 +1 +4 10 13 20 50 20 L SpS -
crouch MK 5 4 11 -1 +2 13 16 70 100 40 L SpS -
crouch HK 14 12 16 -10 - 17 - 110 200 60 L - -
jump up LP 6 6 - - - 8 11 50 50 20 H - -
jump up MP 7 7 - - - 11 15 90 100 40 H - -
jump up HP 6 8 - - - 15 18 110 200 60 H - -
jump up LK 6 12 - - - 8 11 40 50 20 H - -
jump up MK 7 10 - - - 11 15 80 100 40 H - -
jump up HK 6 10 - - - 15 18 100 200 60 H - -
jump forward LP 6 7 - - - 8 11 50 50 20 H - -
jump forward MP 7 3 - - - 11 15 50 50 40 H - -
jump forward HP 8 8 - - - 15 18 110 200 60 H - -
jump forward LK 5 7 - - - 8 11 40 50 20 H - -
jump forward MK 6 14 - - - 11 15 70 100 40 H - -
jump forward HK 7 6 - - - 15 18 100 200 60 H - -
Jump MP(during Jump MP) 6 4 - - - 11 15 30 50 20 H - -
level1 FA 22 2 34 -20 -20 15 15 60 100 20 HL - -
level2 FA 17+13 2 34 -14 - 12 - 90 150 40 HL - -
level3 FA 66 2 34 - - - - 150 200 60 - - -
F+LP+LK 3 2 20 - - - - 130 130 40 0.9 - -
B+LP+LK 3 2 20 - - - - 130 150 40 0.9 - -
Psycho Crusher LP 14 12*11 12+6 -8 - 20 - 110 100 30/40 HL S -
Psycho Crusher MP 14 14*13 12+10 -14 - 20 - 120 150 30/40 HL S -
Psycho Crusher HP 14 17*16 12+10 -17 - 20 - 130 200 30/40 HL S -
Psycho Crusher EX 14 23 12+6 -16 - 24 - 70*70 100*100 0/0 HL S -
Scissor Kick LK 10 2(1)4 17 0 - 20 24*- 60*40 100*50 20/16x2 HL S/- -
Scissor Kick MK 13 2(1)4 22 -5 - 20 24*- 60*50 100*50 20/16x2 HL S/- -
Scissor Kick HK 16 2(1)4 25 -8 - 20 24*- 70*60 100*50 20/16x2 HL S/- -
Scissor Kick EX 13 2(1)4 25 -8 - 20 24*- 70*70 100*50 0/0 HL S/- -
Headstomp 22 ??? 16 - - 20 25 120 100 20/30 H - -
Headstomp EX 22 ??? 16 - - 20 - 200 200 0/0 H - -
Headstomp ??? - - 4 - - - - - - - - - -
Headstomp P followup 17+7 3 13 +9 +13 22 26 120 100 20/30 H - -
Headstomp P followup EX 17+7 3 13 +10 +14 22 26 80*80 100*100 0/0 H - -
Devil Reverse ??? - - 48 - - - - - - 0/0 - - -
Devil Reverse 13+34 ??? 16 - - 13 - 110 150 20/30 H - -
Devil Reverse EX 13+34 ??? 16 - - 13 - 80*80 100*100 0/0 H - -
Teleport - - 42 - - - - - - - - - -
Super Combo LK 1+5 2(1)2(11)2*2(8)18 30 -27 - 20 - 60x4*100 0 0/0 HLx4*L - -
Super Combo MK 1+11 2(1)2(11)2*2(8)18 30 -27 - 20 - 60x48100 0 0/0 HLx4*L - -
Super Combo HK 1+15 2(1)2(11)2*2(8)18 30 -27 - 20 - 60x4*100 0 0/0 HLx4*L - -
Ultra Combo 1+11 4*2(12)2*2(16)12x3 30+18 -35 - 25 - 40x5*160 0 0/0 HL - -
move name startup active recovery frame frame frames of frames of damage stun super meter block cancel comments
adv.blk adv.hit blockstun hitstun gain ability
Arcade characters AbelAkumaBalrogBlankaC. ViperChun-LiDhalsimE. HondaEl Fuerte
GuileKenM. BisonRufusRyuSagatVegaZangief
Console characters CammyDanFei LongGenGoukenRoseSakuraSeth