Ultra Street Fighter IV/M. Bison

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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 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.


Ultra SFIV Changes

(From Ultra SFIV Arcade Japan)

  • 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

(Unlisted Changes)

  • Knee Press Nightmare: Charge time reduced
  • Nightmare Booster: Charge time reduced

(Removed from Ultra SFIV Arcade Japan)

  • Stand MP: On hit now +2 from +3; on block now -1 from 0

(New to 1.04 Update)

  • Forward Throw/Back Throw: Fixed bug where his throws had 1 frame longer tech window
  • Double Knee Press: Medium version first hit pushback on hit reduced

Character Specific Data

VITALS
Health: 1000 Stun: 950 W-Ultra Scaling: 75%
WALKING DASHING
Forward Walk Speed: 0.055 Forward Dash Distance: 1.20
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 Jab.gif 30 50 20 HL ch/sp/su 6 2 5 +4 +7
Close MP Close Strong.gif 90 100 40 HL sp/su 7 3 12 -1 +2
Close HP Close Fierce.gif 100 200 60 HL sp/su 8 3 16 -1 +4
Close LK Close Short.gif 30 50 20 HL sp/su 4 2 6 +3 +6
Close MK Close Forward.gif 90 100 40 HL su 7 3 9 +2 +5
Close HK Close Roundhouse.gif 110 200 60 HL - 6 3 16 -1 +3
Far LP Far Jab.gif 20 50 20 HL ch/sp/su 5 2 7 +2 +5
Far MP Far Strong.gif 70 100 40 HL sp/su 6 3 12 0 +3
Far HP Far Fierce.gif 120 200 60 HL - 11 2 19 -3 +1
Far LK Far Short.gif 30 50 20 HL sp/su 4 2 6 +3 +6
Far MK Far Forward.gif 70 100 40 HL - 6 3 14 -3 0
Far HK Far Roundhouse.gif 110 200 60 HL - 6 3 16 -1 +3
Crouch LP Crouch Jab.gif 30 50 20 HL ch/sp/su 4 2 7 +2 +5
Crouch MP Crouch Strong.gif 80 100 40 HL sp/su 7 2 9 +3 +6
Crouch HP Crouch Fierce.gif 110 200 60 HL su 10 4 21 -7 -2
Crouch LK Crouch Short.gif 20 50 20 L sp/su 3 2 8 +1 +4
Crouch MK Crouch Forward.gif 65 100 40 L sp/su 5 4 11 -1 +2
Crouch HK Crouch Roundhouse.gif 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 Jab.gif 50 50 20 H - 6 6 - - -
Neutral Jump MP Neutral Jump Strong.gif 90 100 40 H - 7 7 - - -
Neutral Jump HP Neutral Jump Fierce.gif 110 200 60 H - 6 8 - - -
Neutral Jump LK Neutral Jump Short.gif 40 50 20 H - 6 12 - - -
Neutral Jump MK Neutral Jump Forward.gif 80 100 40 H - 7 10 - - -
Neutral Jump HK Neutral Jump Roundhouse.gif 100 200 60 H - 6 10 - - -
Diagonal Jump LP Diagonal Jump Jab.gif 50 50 20 H - 6 7 - - -
Diagonal Jump MP Diagonal Jump Strong.gif 50 50 40 H - 7 3 - - -
Diagonal Jump HP Diagonal Jump Fierce.gif 110 200 60 H - 8 8 - - -
Diagonal Jump LK Diagonal Jump Short.gif 40 50 20 H - 5 7 - - -
Diagonal Jump MK Diagonal Jump Forward.gif 70 100 40 H - 6 14 - - -
Diagonal Jump HK Diagonal Jump Roundhouse.gif 100 200 60 H - 7 6 - - -
Hell Attack Air Strong.gif > Strong.gif 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 - -
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 Jab.gif 120*100 100 30/40 HL su 14 12*11 12+6 -8 -
Psycho Crusher Strong.gif 130*100 150 30/40 HL su 14 12*15 12+10 -14 -
Psycho Crusher Fierce.gif 140*100 200 30/40 HL su 14 12*21 12+10 -17 -
EX Psycho Crusher Psycho Crusher EX.gif 75*60 100*100 -250/0 HL su 14 23 12+6 -16 -
Double Knee Press Scissor Kick Short.gif 60*40 100*50 20/16*16 HL su*- 10 2(1)4 17 -1 -
Scissor Kick Forward.gif 60*60 100*50 20/16*16 HL su*- 13 2(1)4 22 -5 -
Scissor Kick Roundhouse.gif 70*70 100*50 20/16*16 HL su*- 16 2(1)4 25 -8 -
EX Double Knee Press Scissor Kick EX.gif 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 - -
EX Head Press Head Stomp EX.gif 180 200 -250/0 H - 22 Until ground After landing 16 - -
Head Press Follow Up Head Stomp Followup - - 0/0 - - - - After landing 4 - -
Somersault Skull Diver Skull Diver 120 100 20/30 H - 35+7 3 After landing 13 +10 +13
EX Somersault Skull Diver Skull Diver EX.gif 80*80 100*100 -250/0 H - 35+7 3 After landing 13 +10 +13
Empty Devil Reverse Empty Devil Reverse - - - - - - - Total 48 - -
EX Empty Devil Reverse EX Empty Devil Reverse - - - - - - - Total 48 - -
Devil Reverse Devil Reverse 110 150 20/30 H - 13+34 Until ground After landing 16 - -
EX Devil Reverse Devil Reverse EX.gif 80*80 100*100 -250/0 H - 13+34 Until ground After landing 16 - -
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 Short.gif 60x4*100 0 -1000/0 HLx4*L - 1+6 2(1)2(11)2*2(8)18 30 -27 -
Super Combo Forward.gif 60x4*100 0 -1000/0 HLx4*L - 1+11 2(1)2(11)2*2(8)18 30 -27 -
Super Combo Roundhouse.gif 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 Nightmare Booster 48x4*60*240 0 0/0 HL - 0+10 4*2(12)2*2(16)12x3 30+18 -35 -
Psycho Punisher Psycho Punisher 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 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 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 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 + lp

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Diagonal Jump MP

Diagonal Jump Strong ub / uf + 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 + 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 + lk

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Diagonal Jump MK

Diagonal Jump Forward ub / uf + mk

~~ Uses and Strategies ~~

Crosses up.

File:No image.png

Diagonal Jump HK

Diagonal Jump Roundhouse ub / uf + 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 --- 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 + lp + lk

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Death Tower

Back Throw b + lp + lk

~~ Uses and Strategies ~~

(No uses/strategies)


Special Moves

  Name Nickname Command Notes
File:No image.png

Psycho Crusher

Torpedo b (charge) f + p ex 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 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 + k 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 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.

File:No image.png

Head Press

Head Stomp d (charge) u + k 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 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.

File:No image.png

Head Press Follow Up

Head Press Follow Up

~~ Uses and Strategies ~~

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).

File:No image.png

Somersault Skull Diver

Skull Diver p ex Perform after Head Press

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Empty Devil Reverse

Empty Devil Reverse d (charge) u + p 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.

File:No image.png

Devil Reverse

Devil Reverse (during Empty Devil Reverse) p ex

~~ Uses and Strategies ~~

(See Empty Devil Reverse)

File:No image.png

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

~~ Uses and Strategies ~~

Bison's teleport.

Super Combo

  Name Nickname Command Notes
File:No image.png

Knee Press Nightmare

Super Combo b (charge) f b f + 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 b f + 3k

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Psycho Punisher

Ultra Combo II b (charge) f b f + 3p armorbreak Hold b or f to guide in air after performing

~~ Uses and Strategies ~~

(No uses/strategies)


The Basics

Combos

Bread and Butter

  • j.HP s.HP xx HP Psycho Crusher - (??? damage, ??? stun)
  • 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

Ground Game/Footsies

  • s.LK - Ticking, safe harassment, hit confirming.
  • far s.MK - Basic poke.
  • s.HK - Punishing, combo ender, footsies.
  • c.LK - Frame traps, combo starter.
  • c.MP - Long range, special cancelable.
  • c.MK - Combo starter, also can be used meaty
  • c.HK - Sweep with a long range as Bison slides on the ground.
  • air MP - His best air-to-air, puts the opponent in a juggle state.

Matchups

General

Zoners

Offensive

Grapplers

Defensive

Character Specific

vs. Abel

(No strategies)

vs. Adon

(No strategies)

vs. Akuma/Gouki

(No strategies)

vs. Balrog/Boxer

(No strategies)

vs. Blanka

(No strategies)

vs. C. Viper

(No strategies)

vs. Cammy

(No strategies)

vs. Chun-Li

(No strategies)

vs. Cody

(No strategies)

vs. Dan

(No strategies)

vs. Decapre

(No strategies)

vs. Dee Jay

(No strategies)

vs. Dhalsim

(No strategies)

vs. Dudley

(No strategies)

vs. E. Honda

(No strategies)

vs. El Fuerte

(No strategies)

vs. Elena

(No strategies)

vs. Evil Ryu

(No strategies)

vs. Fei Long

(No strategies)

vs. Gen

(No strategies)

vs. Gouken

(No strategies)

vs. Guile

(No strategies)

vs. Guy

(No strategies)

vs. Hakan

(No strategies)

vs. Hugo

(No strategies)

vs. Ibuki

(No strategies)

vs. Juri

(No strategies)

vs. Ken

(No strategies)

vs. M.Bison/Dictator (self)

(No strategies)

vs. Makoto

(No strategies)

vs. Oni

(No strategies)

vs. Poison

(No strategies)

vs. Rolento

(No strategies)

vs. Rose

(No strategies)

vs. Rufus

(No strategies)

vs. Ryu

(No strategies)

vs. Sagat

(No strategies)

vs. Sakura

(No strategies)

vs. Seth

(No strategies)

vs. T.Hawk

(No strategies)

vs. Vega/Claw

(No strategies)

vs. Yang

(No strategies)

vs. Yun

(No strategies)

vs. Zangief

(No strategies)

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 Jab.gif 30 50 20 HL ch/sp/su 6 2 5 12 +4 +7 11 14 Reset Reset - - - - - - -
Close MP Close Strong.gif 90 100 40 HL sp/su 7 3 12 21 -1 +2 14 17 Reset Reset - - - - - - -
Close HP Close Fierce.gif 100 200 60 HL sp/su 8 3 16 26 -1 +4 18 23 Forces stand Forces stand Reset Reset - - - - - - -
Close LK Close Short.gif 30 50 20 HL sp/su 4 2 6 11 +3 +6 11 14 Reset Reset - - - - - - -
Close MK Close Forward.gif 90 100 40 HL su 7 3 9 18 +2 +5 14 17 Reset Reset - - - - - - -
Close HK Close Roundhouse.gif 110 200 60 HL - 6 3 16 24 -1 +3 18 22 90 Damage at foot Reset Reset - - - - - - -
Far LP Far Jab.gif 20 50 20 HL ch/sp/su 5 2 7 13 +2 +5 11 14 Reset Reset - - - - - - -
Far MP Far Strong.gif 70 100 40 HL sp/su 6 3 12 20 0 +3 15 18 Reset Reset - - - - - - -
Far HP Far Fierce.gif 120 200 60 HL - 11 2 19 31 -3 +1 18 22 Reset Reset - - - - - - -
Far LK Far Short.gif 30 50 20 HL sp/su 4 2 6 11 +3 +6 11 14 Reset Reset - - - - - - -
Far MK Far Forward.gif 70 100 40 HL - 6 3 14 22 -3 0 14 17 Reset Reset - - - - - - -
Far HK Far Roundhouse.gif 110 200 60 HL - 6 3 16 24 -1 +3 18 22 90 Damage at foot Reset Reset - - - - - - -
Crouch LP Crouch Jab.gif 30 50 20 HL ch/sp/su 4 2 7 12 +2 +5 11 14 Reset Reset - - - - - - -
Crouch MP Crouch Strong.gif 80 100 40 HL sp/su 7 2 9 17 +3 +6 14 17 Reset Reset - - - - - - -
Crouch HP Crouch Fierce.gif 110 200 60 HL su 10 4 21 34 -7 -2 18 23 Forces stand Forces stand Reset Reset - - - - - - -
Crouch LK Crouch Short.gif 20 50 20 L sp/su 3 2 8 12 +1 +4 11 14 Reset Reset - - - - - - -
Crouch MK Crouch Forward.gif 65 100 40 L sp/su 5 4 11 19 -1 +2 14 17 Reset Reset - - - - - - -
Crouch HK Crouch Roundhouse.gif 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 Jab.gif 50 50 20 H - 6 6 - 11 - - Reset Reset - - - - - - -
Neutral Jump MP Neutral Jump Strong.gif 90 100 40 H - 7 7 - 13 - - Reset Reset - - - - - - -
Neutral Jump HP Neutral Jump Fierce.gif 110 200 60 H - 6 8 - 13 - - Reset Reset - - - - - - -
Neutral Jump LK Neutral Jump Short.gif 40 50 20 H - 6 12 - 17 - - Reset Reset - - - - - - -
Neutral Jump MK Neutral Jump Forward.gif 80 100 40 H - 7 10 - 16 - - Reset Reset - - - - - - -
Neutral Jump HK Neutral Jump Roundhouse.gif 100 200 60 H - 6 10 - 15 - - Reset Reset - - - - - - -
Diagonal Jump LP Diagonal Jump Jab.gif 50 50 20 H - 6 7 - 12 - - Reset Reset - - - - - - -
Diagonal Jump MP Diagonal Jump Strong.gif 50 50 40 H - 7 3 - 9 - - Floats opponent Soft Knockdown Soft Knockdown Free Juggle Free Juggle - - - - - - -
Diagonal Jump HP Diagonal Jump Fierce.gif 110 200 60 H - 8 8 - 15 - - Reset Reset - - - - - - -
Diagonal Jump LK Diagonal Jump Short.gif 40 50 20 H - 5 7 - 11 - - Reset Reset - - - - - - -
Diagonal Jump MK Diagonal Jump Forward.gif 70 100 40 H - 6 14 - 19 - - Reset Reset - - - - - - -
Diagonal Jump HK Diagonal Jump Roundhouse.gif 100 200 60 H - 7 6 - 12 - - Reset Reset - - - - - - -
Hell Attack Air Strong.gif > Strong.gif 30 50 20 H - 6 4 - 9 - - Free Juggle Free Juggle - - - - - - JP: ?
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 Crumple Soft Knockdown Soft Knockdown - - - - - - -
Focus Attack (Level 2) Level 2 Focus 90 150 40 HL - 18+12 2 34 65 -14 - Crumple Crumple Free Juggle Free Juggle - - - - - - -
Focus Attack (Level 3) Level 3 Focus 150 200 60 - - 66 2 34 101 - - 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 - - Untechable knockdown X Hard Knockdown - - - - - - - - - -
Death Tower Back Throw 140 150 40 0.95 - 3 2 20 24 - - Untechable knockdown 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 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~ -
Psycho Crusher 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~ -
Psycho Crusher 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~ -
EX Psycho Crusher Psycho Crusher 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: ?
Double Knee Press Scissor Kick 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 -
Scissor Kick 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 -
Scissor Kick 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 -
EX Double Knee Press Scissor Kick 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: ?
Head Press 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~ -
EX Head Press Head Stomp 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~ -
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 - - - - - - - - - - -
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 Soft Knockdown Soft Knockdown - - - - - - JP: ?
EX Somersault Skull Diver Skull Diver 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: ?
Empty Devil Reverse Empty Devil Reverse - - - - - - - Total 48 48 - - Tracks opponent on startup, 14~38f can cancel into Devil Reverse attack, charge 55f - - - - - - - - - 1~44f -
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 -
Devil Reverse Devil Reverse 110 150 20/30 H - 13+34 Until ground After landing 16 - - - Soft Knockdown Soft Knockdown Soft Knockdown Soft Knockdown - - - - - - -
EX Devil Reverse Devil Reverse 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: ?
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 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: ?
Super Combo 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: ?
Super Combo 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: ?
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 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~ -
Psycho Punisher 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 -
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: