Super Street Fighter 2 Turbo/O. M. Bison

From SuperCombo Wiki
Old M. Bison's portrait in Super Turbo

Introduction

Picking Old M.Bison

To select O.M.Bison, choose M.Bison and then press ↓ ↑ ↑ ↓ Jab or Fierce, pressing Short simultaneously with the punch button for the alternate color.

Normal Secondary
Mbison-old1.gif Mbison-old2.gif

--Born2SPD

Strengths & Weaknesses

Strengths

  • Long range moves;
  • Dizzy potential;
  • Good throw range;
  • Extremely fast walk speed;
  • Good air mobility with jumps, Devil's Reverse and Head Stomp;
  • Outstanding combo potential;
  • Has many tricks under his sleeve;

Weaknesses

  • No dedicated anti-air;
  • Short range on most crouching normals;
  • Has no reversals to escape throws/meaty attacks.
  • Has great trouble with fireball traps at the corner.
  • His far mk/hk have bad priority, definitely a big loss from n.Dictator.

New & Old Versions Comparison

Here is the list of differences:

  • Obvious stuff: O.M.Bison can not tech throws and does not have a Super;
  • O.M.Bison has some differences in some of his normals:
    • Close Standing Forward has much worse priority;
    • Far Standing Forward has worse priority as a poke, but is less vulnerable to low normals (overall, N.M.Bison's better);
    • Far Standing Roundhouse has same changes as the far forward;
    • Diagonal Jump Strong is a 1-hit normal that does not have juggle properties;
  • Devil's Reverse special move was reworked, and O.M.Bison's has a reversal bug similar to those of T.Hawk's Rising Hawk and the supers of Sagat, Ken, and Dhalsim (executing the last special you did instead);

O.M.Bison is a waste of time. His standing kicks are straight up worse (they're a downgrade at most interactions, except for very rare ones like vs Boxer's crouching low kicks or vs Cammy's Crouching Strong punch, but the priority on it is so bad that these characters have even better ways to deal with it). Another very serious problem is the lack of the powerful Diagonal Jump Strong that juggles, since that gives Dictator so many opportunities to go for his TOD combos, as well as for the spacing advantage. The Old character version of that move has exactly one situation in which it shines though: you can use it to escape Blanka's Jumping Short kick after bite, since you can get a granted trade on that situation. Another move that is way worse is his Devil's Reverse since it provides no air control whatsoever, making Dictator's air trajectory very obvious and telegraphed... plus the move is often unsafe on block as well. Finally, he obviously can't tech throws (which is huge for Dictator) and he also does not have his Super, which, besides its faults, can be very useful in escaping certain situations.

Moves Analysis

Disclaimer: To better understand the diagrams, read this.

Normal Moves

Ground Normals

  • Close/Far Standing Jab:
Damage 4[1] OMBison stcljab1&3 stfarjab1&3.png OMBison stcljab2 stfarjab2.png OMBison stcljab1&3 stfarjab1&3.png
Stun 0~5
Stun Timer 40
Chain Cancel Yes
Special Cancel Yes
Frame Advantage +5
Frame Count 3 4 4
Simplified 1 + 3 4 4

Bison does a quick standing jab, can be rapid fired to stop Honda's Torpedos and Blanka's Ball though it's not entirely reliable, useful in some anti-air situations.

  • Crouching Jab:
Damage 4[1] OMBison crjab1&3.png OMBison crjab2.png OMBison crjab1&3.png
Stun 0~5
Stun Timer 40
Chain Cancel Yes
Special Cancel Yes
Frame Advantage +5
Frame Count 3 4 4
Simplified 1 + 3 4 4

This is a rapid-fire move that is used in combos and ticks. The priority is hideous, so it has mostly no use anywhere else.

  • Close Standing Strong: (Base max activation range: 29)
Damage 22[1] OMBison stclstrng1&4 stfarstrng1&4 stclfrc1&4 stfarfrc1&4.png OMBison stclstrng2.png OMBison stclstrng3 stfarstrng3 stclfrc3.png OMBison stclstrng1&4 stfarstrng1&4 stclfrc1&4 stfarfrc1&4.png
Stun 5~11
Stun Timer 60
Chain Cancel No
Special Cancel Yes / No
Frame Advantage +2 / +6
Frame Count 2 4 4 8
Simplified 1 + 2 8 8

Bison does a body shot that can be used in ticks, also doubles as a throw command, can favorably trade with Dhalsim.

  • Far Standing Strong:
Damage 22[1] OMBison stclstrng1&4 stfarstrng1&4 stclfrc1&4 stfarfrc1&4.png OMBison stfarstrng2 stclfrc2 stfarfrc2.png OMBison stclstrng3 stfarstrng3 stclfrc3.png OMBison stclstrng1&4 stfarstrng1&4 stclfrc1&4 stfarfrc1&4.png
Stun 5~11
Stun Timer 60
Chain Cancel No
Special Cancel No
Frame Advantage +6
Frame Count 2 4 4 8
Simplified 1 + 6 4 8

Mostly goes unused, not terrible priority, but is generally outclassed by other moves.

  • Crouching Strong:
Damage 22[1] OMBison crstrng1&4 crfrc1&4.png OMBison crstrng2 crfrc2.png OMBison crstrng3.png OMBison crstrng1&4 crfrc1&4.png
Stun 5~11
Stun Timer 60
Chain Cancel No
Special Cancel Yes*
Frame Advantage +6
Frame Count 2 2 4 8
Simplified 1 + 4 4 8

Viable in combos, but cr mk is usually favoured for better damage, and hitting low if they block. It also can be used to set up one of the Dhalsim corner infinites.

  • Close Standing Fierce: (Base max activation range: 53)
Damage 28[1] OMBison stclstrng1&4 stfarstrng1&4 stclfrc1&4 stfarfrc1&4.png OMBison stfarstrng2 stclfrc2 stfarfrc2.png OMBison stclstrng3 stfarstrng3 stclfrc3.png OMBison stclstrng1&4 stfarstrng1&4 stclfrc1&4 stfarfrc1&4.png
Stun 10~16
Stun Timer 80
Chain Cancel No
Special Cancel No
Frame Advantage -3
Frame Count 4 4 6 19
Simplified 1 + 8 6 19

Pretty awful move, avoid it.

  • Far Standing Fierce:
Damage 28[1] OMBison stclstrng1&4 stfarstrng1&4 stclfrc1&4 stfarfrc1&4.png OMBison stfarstrng2 stclfrc2 stfarfrc2.png OMBison stfarfrc3.png OMBison stclstrng1&4 stfarstrng1&4 stclfrc1&4 stfarfrc1&4.png
Stun 10~16
Stun Timer 80
Chain Cancel No
Special Cancel No
Frame Advantage -3
Frame Count 4 4 6 19
Simplified 1 + 8 6 19

Bison's main ground to air defense in lieu of a Knee Press Nightmare, also doubles as a throw command, can favorably trade with Dhalsim.

  • Crouching Fierce:
Damage 28[2] OMBison crstrng1&4 crfrc1&4.png OMBison crstrng2 crfrc2.png OMBison crfrc3.png OMBison crstrng1&4 crfrc1&4.png
Stun 10~16
Stun Timer 80
Chain Cancel No
Special Cancel No
Frame Advantage -3
Frame Count 4 4 6 19
Simplified 1 + 8 6 19

Bison does a slow punch while crouching, with correct timing it can be used to beat T.Hawk's splash, as well as other moves when used as an anti-air.

  • Close Standing Short: (Base max activation range: 24)
Damage 14[0] OMBison stclshrt1 stfarshrt1 stclfrwrd1&5 stfarfrwrd1&5 stclrh1&5 stfarrh1&5.png OMBison stclshrt2.png OMBison stclshrt3.png
Stun 0~5
Stun Timer 40
Chain Cancel No
Special Cancel Yes
Frame Advantage +10
Frame Count 2 2 1
Simplified 1 + 2 2 1

Bison does a quick knee that is used mainly in combos and ticking.

  • Far Standing Short:
Damage 14[0] OMBison stclshrt1 stfarshrt1 stclfrwrd1&5 stfarfrwrd1&5 stclrh1&5 stfarrh1&5.png OMBison stfarshrt2&4 stclfrwrd2&4 stfarfrwrd2&4 stclrh2&4 stfarrh2&4.png OMBison stfarshrt3.png OMBison stfarshrt2&4 stclfrwrd2&4 stfarfrwrd2&4 stclrh2&4 stfarrh2&4.png
Stun 0~5
Stun Timer 40
Chain Cancel No
Special Cancel Yes*
Frame Advantage +6
Frame Count 2 2 4 3
Simplified 1 + 4 4 3

It is similar to close standing Short, but the recovery is worse.

  • Crouching Short:
Damage 14[1] OMBison crshrt1&3 crfrwrd1&3 crrh3.png OMBison crshrt2.png OMBison crshrt1&3 crfrwrd1&3 crrh3.png
Stun 0~5
Stun Timer 40
Chain Cancel No
Special Cancel Yes*
Frame Advantage +4
Frame Count 4 4 5
Simplified 1 + 4 4 5

Has use in combos, but is outclassed, can be cancelled into from close st lk, and is an alright tick on occasion. Not much use in neutral due to the poor reach and priority, one nice trick however, is to whiff it before they get up when close, acts as a fake meaty cr mk since they share a sprite, this can discourage them from trying reversal throw, or bait reversals.

  • Close Standing Forward: (Base max activation range: 16)
Damage 22[1] OMBison stclshrt1 stfarshrt1 stclfrwrd1&5 stfarfrwrd1&5 stclrh1&5 stfarrh1&5.png OMBison stfarshrt2&4 stclfrwrd2&4 stfarfrwrd2&4 stclrh2&4 stfarrh2&4.png OMBison stclfrwrd3.png OMBison stfarshrt2&4 stclfrwrd2&4 stfarfrwrd2&4 stclrh2&4 stfarrh2&4.png OMBison stclshrt1 stfarshrt1 stclfrwrd1&5 stfarfrwrd1&5 stclrh1&5 stfarrh1&5.png
Stun 5~11
Stun Timer 60
Chain Cancel No
Special Cancel No
Frame Advantage +4
Frame Count 3 3 5 8 1
Simplified 1 + 6 5 9

Very similar to far st mk, the worse priority rarely matters when you are this close. This move has no special use individually.

  • Far Standing Forward:
Damage 24[1] OMBison stclshrt1 stfarshrt1 stclfrwrd1&5 stfarfrwrd1&5 stclrh1&5 stfarrh1&5.png OMBison stfarshrt2&4 stclfrwrd2&4 stfarfrwrd2&4 stclrh2&4 stfarrh2&4.png OMBison stfarfrwrd3.png OMBison stfarshrt2&4 stclfrwrd2&4 stfarfrwrd2&4 stclrh2&4 stfarrh2&4.png OMBison stclshrt1 stfarshrt1 stclfrwrd1&5 stfarfrwrd1&5 stclrh1&5 stfarrh1&5.png
Stun 5~11
Stun Timer 60
Chain Cancel No
Special Cancel No
Frame Advantage +4
Frame Count 3 3 5 8 1
Simplified 1 + 6 5 9

Bison's main "harassment" move. It is safe, beats fireballs, controls a large amount of space, and can be whiffed while charging to start a pindown.

  • Crouching Forward:
Damage 24[1] OMBison crshrt1&3 crfrwrd1&3 crrh3.png OMBison crfrwrd2.png OMBison crshrt1&3 crfrwrd1&3 crrh3.png
Stun 5~11
Stun Timer 60
Chain Cancel No
Special Cancel Yes*
Frame Advantage +5
Frame Count 4 8 5
Simplified 1 + 4 8 5

This move is great as a meaty on wakeup because it can stuff even Shoryus with proper timing. Bufferable, on block can safely be used to setup an lk Scissor Kick for a pindown.

  • Close Standing Roundhouse: (Base max activation range: 53)
Damage 30[2] OMBison stclshrt1 stfarshrt1 stclfrwrd1&5 stfarfrwrd1&5 stclrh1&5 stfarrh1&5.png OMBison stfarshrt2&4 stclfrwrd2&4 stfarfrwrd2&4 stclrh2&4 stfarrh2&4.png OMBison stclrh3.png OMBison stfarshrt2&4 stclfrwrd2&4 stfarfrwrd2&4 stclrh2&4 stfarrh2&4.png OMBison stclshrt1 stfarshrt1 stclfrwrd1&5 stfarfrwrd1&5 stclrh1&5 stfarrh1&5.png
Stun 10~16
Stun Timer 80
Chain Cancel No
Special Cancel No
Frame Advantage -2
Frame Count 3 3 6 17 1
Simplified 1 + 6 6 18

This is not really useful, but by comboing after a Skull Diver attack.

  • Far Standing Roundhouse:
Damage 30[2] OMBison stclshrt1 stfarshrt1 stclfrwrd1&5 stfarfrwrd1&5 stclrh1&5 stfarrh1&5.png OMBison stfarshrt2&4 stclfrwrd2&4 stfarfrwrd2&4 stclrh2&4 stfarrh2&4.png OMBison stfarrh3.png OMBison stfarshrt2&4 stclfrwrd2&4 stfarfrwrd2&4 stclrh2&4 stfarrh2&4.png OMBison stclshrt1 stfarshrt1 stclfrwrd1&5 stfarfrwrd1&5 stclrh1&5 stfarrh1&5.png
Stun 10~16
Stun Timer 80
Chain Cancel No
Special Cancel No
Frame Advantage -2
Frame Count 3 3 6 17 1
Simplified 1 + 6 6 18

A slower version of MK. Deals really solid damage and stun and has some of the same uses as MK. It is great as a whiff punisher for things such as OG Ken Jab Shoryuken.

  • Crouching Roundhouse:
Damage 30[2] OMBison crrh1.png OMBison crrh2.png OMBison crshrt1&3 crfrwrd1&3 crrh3.png
Stun 5~11
Stun Timer 130
Chain Cancel No
Special Cancel No
Frame Advantage -24
Frame Count 6 29 17
Simplified 1 + 6 29 17

Slide trip. It is useful if opponent techs your tick throw, and also great for positioning with a knockdown. This is quite unsafe on block, from most distances. It also does not work as anti-air.

Aerial Normals

  • Neutral Jumping Jab:
Damage 12[2] OMBison njjab1 njstrng1.png OMBison njjab2 njstrng2.png
Stun 1~7(-2)
Stun Timer 40


Frame Count 3

Decent defensive move, stays active the whole jump.

  • Diagonal Jumping Jab:
Damage 12[2] OMBison djjab1&3 djstrng1&3.png OMBison djjab2.png OMBison djjab1&3 djstrng1&3.png OMBison djjab4 njstrng3 djstrng4 njfrc5 djfrc5 njshrt4 djshrt4 njfrwrd4 djfrwrd4 njrh4 djrh4.png
Stun 1~7(-2)
Stun Timer 40


Frame Count 2 40 6
Simplified 2 40

Can be used as a crossup.

  • Neutral Jumping Strong:
Damage 22[2] OMBison njjab1 njstrng1.png OMBison njjab2 njstrng2.png OMBison djjab4 njstrng3 djstrng4 njfrc5 djfrc5 njshrt4 djshrt4 njfrwrd4 djfrwrd4 njrh4 djrh4.png
Stun 5~11
Stun Timer 50(+10)


Frame Count 3 20

Pretty much the same uses as neutral jump jab.

  • Diagonal Jumping Strong:
Damage 22[2] OMBison djjab1&3 djstrng1&3.png OMBison djstrng2.png OMBison djjab1&3 djstrng1&3.png OMBison djjab4 njstrng3 djstrng4 njfrc5 djfrc5 njshrt4 djshrt4 njfrwrd4 djfrwrd4 njrh4 djrh4.png
Stun 5~11
Stun Timer 50(+10)


Frame Count 3 20 6
Simplified 3 20

This move doesn't have many uses, but there is one situation in which it shines: after being bitten by Blanka you would normally expect him to just jump at you imediatelly after it with Jumping Jab or Short and try to Bite you again. Well this move happens to be able to trade with both moves with this specific spacing, just hold upback and do it right after Dictator goes to the air. This doesn't prevents Blanka to jump at you on that situation since his Jumping Fierce can beat this for example, be he has to do it in such a timing that would not hit Dictator if he just stayed on the ground blocking, so this creates a mixup situation.

  • Neutral Jumping Fierce:
Damage 28[2] OMBison njfrc1.png OMBison njfrc2&4.png OMBison njfrc3.png OMBison njfrc2&4.png OMBison djjab4 njstrng3 djstrng4 njfrc5 djfrc5 njshrt4 djshrt4 njfrwrd4 djfrwrd4 njrh4 djrh4.png
Stun 11~17(-1)
Stun Timer 60(+20)


Frame Count 2 4 10 6
Simplified 6 10

Good horizontal priority and ok reach. Stays out a little longer than nj hk, so has its uses. Mainly used as a defensive move.

  • Diagonal Jumping Fierce:
Damage 28[2] OMBison djfrc1.png OMBison djfrc2&4.png OMBison djfrc3.png OMBison djfrc2&4.png OMBison djjab4 njstrng3 djstrng4 njfrc5 djfrc5 njshrt4 djshrt4 njfrwrd4 djfrwrd4 njrh4 djrh4.png
Stun 11~17(-1)
Stun Timer 60(+20)


Frame Count 3 6 12 5
Simplified 9 12

Nothing special, if you want a high damage diagonal jump normal, favour hk for the better priority.

  • Neutral Jumping Short:
Damage 12[2] OMBison njshrt1&3.png OMBison njshrt2.png OMBison njshrt1&3.png OMBison djjab4 njstrng3 djstrng4 njfrc5 djfrc5 njshrt4 djshrt4 njfrwrd4 djfrwrd4 njrh4 djrh4.png
Stun 1~7(-2)
Stun Timer 40


Frame Count 2 40 3
Simplified 2 40

Great priority, stays out for a really long time, low damage but it does beat a lot air to air.

  • Diagonal Jumping Short:
Damage 12[2] OMBison djshrt1&3.png OMBison djshrt2.png OMBison djshrt1&3.png OMBison djjab4 njstrng3 djstrng4 njfrc5 djfrc5 njshrt4 djshrt4 njfrwrd4 djfrwrd4 njrh4 djrh4.png
Stun 1~7(-2)
Stun Timer 40


Frame Count 2 40 3
Simplified 2 40

Not very useful in general. Good vs Blanka as a "bail out" move. Can stuff horizontal, and vertical ball clean.

  • Neutral Jumping Forward:
Damage 24[2] OMBison njfrwrd1 njrh1.png OMBison njfrwrd2 njrh2.png OMBison njfrwrd3.png OMBison djjab4 njstrng3 djstrng4 njfrc5 djfrc5 njshrt4 djshrt4 njfrwrd4 djfrwrd4 njrh4 djrh4.png
Stun 5~11
Stun Timer 50(+10)


Frame Count 1 2 20
Simplified 3 20

Stay out a decent amount of time, horizontal kick can stuff problem jump ins like Shoto j.hk quite well.

  • Diagonal Jumping Forward:
Damage 24[2] OMBison djfrwrd1.png OMBison djfrwrd2.png OMBison djfrwrd3.png OMBison djjab4 njstrng3 djstrng4 njfrc5 djfrc5 njshrt4 djshrt4 njfrwrd4 djfrwrd4 njrh4 djrh4.png
Stun 5~11
Stun Timer 50(+10)


Frame Count 3 20 5
Simplified 3 20

Great when used as an instant overhead, excellent cross-up, can stuff Blanka's Up Ball which comes into play very often.

  • Neutral Jumping Roundhouse:
Damage 30[2] OMBison njfrwrd1 njrh1.png OMBison njfrwrd2 njrh2.png OMBison njrh3.png OMBison djjab4 njstrng3 djstrng4 njfrc5 djfrc5 njshrt4 djshrt4 njfrwrd4 djfrwrd4 njrh4 djrh4.png
Stun 11~17(-1)
Stun Timer 60(+20)


Frame Count 3 2 8
Simplified 5 8

Like the neutral jumping forward but with more range and priority but less attacking frames.

  • Diagonal Jumping Roundhouse:
Damage 30[2] OMBison djrh1&3.png OMBison djrh2.png OMBison djrh1&3.png OMBison djjab4 njstrng3 djstrng4 njfrc5 djfrc5 njshrt4 djshrt4 njfrwrd4 djfrwrd4 njrh4 djrh4.png
Stun 11~17(-1)
Stun Timer 60(+20)


Frame Count 5 8 5
Simplified 5 8

Great crossup, big damage, easier to use than j.Fowd on slimmer characters. Decent priority air to air.

Throws

O.M.Bison can only throw with Strong and Fierce. He has no kick throws, but Bison can still tech throws with any medium or higher punch or kick even if Bison has no kick throws. This rule only applies to all ST "new" characters, though, so as an "old" character, you won't be teching anything.

  • Deadly Throw: (←/↖/↗/→ + Strong/Fierce)
Damage 32 OMBison throwb.png OMBison throw.png OMBison throwf.png
Stun 7~13
Stun Timer 100
Range (from axis) 52
(from throwable box) 24

A good throw, in certain situations near the corner you can try a crossup slide. Use this sparingly. A couple of characters, like Sim for instance, this can be done mid screen as well.

Special Moves

  • Psycho Crusher a.k.a. Torpedo: (Charge ←, → P)

Detailed Input: (Charge ←/↙/↖ for at least 60f, [7~14f] → [11/9/7f] Jab/Strong/Fierce. It is needed to wait at least 1 frame after leaving the charge direction to enter with the P button)

Jab Strong Fierce OMBison pc1.png OMBison pc2.png OMBison pc3.png OMBison pc4.png OMBison pc5&7.png OMBison pc6anm.gif OMBison pc5&7.png OMBison pc8.png OMBison pc9.png
Damage 26[2] 28[2] 30[2]
Stun 9~15
Stun Timer 100

Frame Count (Jab) 3 4 3 1 7 24 8 4 5 7
Simplified (Jab) 18 32 16
Frame Count (Strong) 2 3 2 1 7 24 12 4 5 7
Simplified (Strong) 15 36 16
Frame Count (Fierce) 1 1 1 1 7 24 12 24 2 4 5 7
Simplified (Fierce) 11 62 16

Bison flies across the screen in flames. It can do a maximum of 3 blocked hits. The distance and the speed at which it travels depends on the strength of the punch. It has been severely weakened since Super SFII, no longer has great priority besides the Jab version. Can be used to escape corners at times and can also hit opponents from behind/underneath with ridiculous timing and a lot of balls. Generally, stick with the scissor kick. If you make a mistake you can easily corner yourself. Normals beat this far too easily.

This move can be very unsafe in most cases, if you space it so you only hit them towards the end of the move (usually with the lp version) then you're usually ok. The mp/hp versions often pass through on block, despite looking safe, it isn't. The punishments other characters can do can vary in some cases based on distance and when they blocked it. Though if you land behind them in the corner, they can throw you just like with unsafe scissor kicks.

The punish guide:

  • Ryu - Fierce fireball/super (Seems inconsistent as it sometimes won't reach)
  • Ken - N.Ken st hk, or fierce srk (both versions)
  • Guile - cr mk, backfist, flash kick
  • Gief - sweep, st mk
  • Chun - sweep
  • Dhalsim - Most stretchy normals will work, st mk and st hp seem the most reliable
  • Blanka - cr hp, cr mp
  • Honda - N.Honda - mp/hp hands, Old Honda - any version of hands
  • DJ - st hk, slide (slide is a little inconsistent)
  • Cammy - st hk, st hp
  • Hawk - st hk, cr mp
  • Fei - rekka 1st hit(fierce is usually best), cr mp
  • Boxer - st hp
  • Dictator - st hk, st mk
  • Claw - st hp, cr mp, cr lp
  • Sagat - st hp, st mk


  • Double Knee Press a.k.a. Scissor Kick: (Charge ←, → K)

Detailed Input: (Charge ←/↙/↖ for at least 78f, [7~14f] →/↘/↗ [11/9/7f] Short/Forward/Roundhouse. It is needed to wait at least 1 frame after leaving the charge direction to enter with the K button)

Short Forward Rh OMBison kp1&7.png OMBison kp2.png OMBison kp3.png OMBison kp4.png OMBison kp5.png OMBison kp6.png OMBison kp1&7.png
Damage 22[1] + 12[1] 24[1] + 12[1] 26[1] + 12[1]
Stun 9~15 + 1~7
Stun Timer 100 + 50
Frame Advantage -6 / +3(+2) -7 / +2(+1) -8 / +1(+0)

Frame Count (Short) 3 2 3 8 9 1 10
Simplified (Short) 8 8 10 10
Frame Count (Forward) 3 2 3 8 9 1 11
Simplified (Forward) 8 8 10 11
Frame Count (Rh) 3 2 3 8 9 1 12
Simplified (Rh) 8 8 10 12

Bison kicks the opponent twice in a forward motion. The distance and speed at which it travels depends on the strength of the kick. When properly spaced to do only one hit, they can be quite safe and useful in pindown strategies. They also are quite useful for scoring knockdowns if opponent tries to counter standing kicks or do low attacks. Can be used as a ghetto anti air, unlike the Psycho Crusher which gets stuffed a lot.

  • Head Stomp: (Charge ↓, ↑ K)

Detailed Input: (Charge ↓/↙/↘ for at least 60f, [7~14f] ↑/↖/↗ [11/9/7/1f] Short/Forward/Roundhouse/any K if you are at a jumpable state. It is needed to wait at least 1 frame after leaving the charge direction to enter with the K button)

  • Startup + Active:
Short Forward Rh OMBison hs1 hsb8.png OMBison hs2 hsb7.png OMBison hs3.png OMBison hs4.png Short Forward & Rh
Damage 20[1] 22[1] 24[1] OMBison hs5shrt.png OMBison hs5.png
Stun 9~15
Stun Timer 100



Frame Count 2 12 8 8
Simplified 30
  • Bounce/Recovery:
OMBison hsb1&3.png OMBison hsb2.png OMBison hsb1&3.png OMBison hsb4.png OMBison hsb5.png OMBison hsb6.png OMBison hs2 hsb7.png OMBison hs1 hsb8.png
Frame Count 7 (IF) 7 (IF) + 1 6 6 6 6 6
Simplified 6

Bison flies towards the opponent and stomps their head with his boots. You can move very flexibly after the head stomp makes contact with a grounded opponent, but when the head stomp hits an airborne opponent, the control over mobility is not as flexible. Works well to get over fireballs.

  • Somersault Skull Diver: (P, during the Bounce/Recovery animation of Head Stomp)
Jab Strong Fierce OMBison sd1&3.png Jab Strong Fierce Strong & Fierce Only OMBison sd5.png
Damage 26[2] 28[2] 30[2] OMBison sd2jab.png OMBison sd2strng.png OMBison sd2frc.png OMBison sd1&3.png OMBison sd4.png
Stun 9~15
Stun Timer 100


Frame Count (Jab) 3 6
Simplified (Jab) 3 6
Frame Count (Strong) 4 20 6 6
Simplified (Strong) 4 20 6
Frame Count (Fierce) 6 8 6 6
Simplified (Fierce) 6 8 6

This is the punch that hits the opponent's head after head stomp. You can move left or right using the joystick while performing this move. The active hitting duration of the move depends on the strength of the punch. This can combo in really weird situations.

  • Devil Reverse: (Charge ↓, ↑ P)

Detailed Input: (Charge ↓/↙/↘ for at least 61f, [7~14f] ↑/↖/↗ [11/9/7/1f] Jab/Strong/Fierce/any P if you are at a jumpable state. It is needed to wait at least 1 frame after leaving the charge direction to enter with the P button)

  • Startup + Active:
Jab Strong Fierce OMBison dr1.png OMBison dr2.png OMBison dr3.png OMBison dr4.png OMBison dr5.png OMBison dr6.png OMBison dr7.png
Damage 28[2] 30[2] 32[2]
Stun 9~15
Stun Timer 100


Frame Count (Jab) 6 4 4 4 29 6 12
Simplified (Jab) 53 12
Frame Count (Strong) 6 4 4 4 29 6 13
Simplified (Strong) 53 13
Frame Count (Fierce) 6 4 4 4 29 6 14
Simplified (Fierce) 53 14
  • Recovery:
OMBison dr8.png OMBison dr9.png OMBison dr10.png OMBison dr11.png
Frame Count (Jab) 2 2 2 6
Simplified (Jab) 4 8
Frame Count (Strong) 2 2 1 8
Simplified (Strong) 4 9
Frame Count (Fierce) 2 2 1 10
Simplified (Fierce) 4 11

Overall this move is pretty bad, and should often be avoided. Unlike the N.Dictator version, you have no control during the moves active period. You can slightly change the angle you fly toward them at, by activiating it with ub,u, or uf. All characters have either a reliable way to stuff this clean, or get out of the way before it connects.

O.M.Bison has a reversal bug with this move; if you attempt to reverse with it at any strength, you will instead perform the last special move you used.

Misc Animations

Jump Animations

  • Neutral/Back/Forward Jump:
OMBison bj1&9 nj1&9 fj1&9.png OMBison bj2 nj2 fj2.png OMBison bj3&7 nj3&7 fj3&7.png OMBison bj4&6 nj4&6 fj4&6.png OMBison bj5 nj5 fj5.png OMBison bj4&6 nj4&6 fj4&6.png OMBison bj3&7 nj3&7 fj3&7.png OMBison bj8 nj8 fj8.png OMBison bj1&9 nj1&9 fj1&9.png
Frame Count (Neutral) 1 1 12 8 8 8 12 1 7*
Simplified (Neutral) 1 1 48 1 7*
Frame Count (Back) 1 1 12 8 8 8 13 1 7*
Simplified (Back) 1 1 49 1 7*
Frame Count (Forward) 1 1 12 8 8 8 11 1 7*
Simplified (Forward) 1 1 47 1 7*

Dictator's prejump animation is the fastest on the game(tied with Dhalsim and O.Sagat). This not only helps with his aerial game, but also makes him very "slippery". He jumps so fast that he can even escape tick throws (specially Zangief's SPDs) by just jumping, even though it's not an optimal way to deal with it and you shouldn't really rely on it. Unfortunately old Dictator has no true reversal to escape throws, due to lack of super, in addition to this you also can't tech throws being an old character. So while it's not reliable, it is in some cases the "best" option.

The landing recovery has a special property which allows it to be canceled into certain actions. At the first landing frame, you can perform throws (including command throws), and on the second landing frame, you can start another jump, attack with a normal or special move, or block. Blocking not being until the second landing frame, as well as hitbox-hurtbox interactions having priority over throwbox-throw hurtbox is why sweeps work as anti airs in this game.
Things are different when jumping over your opponent, however. In that situation it's possible to walk back/forward, to jump again or to even block on the first landing frame! Strangely, if a throw is timed on the first landing frame of a jump that crosses over, a throwbox will never come out, even though that input will result in a normal coming out 2 frames later (like it normally would). Anyway, being able to block on the first landing frame can help a little bit on some safe jump crossup setups, or maybe in other situations as well if your character has a huge jump arc.

The Basics

Sadly old Dictator is pretty terrible, not having a throw tech turns what are bad situations as N.Dictator, into fatal ones. He still has access to his touch of death combos, and his crossups are still useful. However worse priority on far mk/hk is very bad for his neutral game. You basically want to get a knockdown asap, then try for an ambigious crossup into a tod combo.

Game Navigation

General
Controls and Notation
System
HUD
FAQ
New Characters
Balrog
Blanka
Cammy
Chun-Li
Dee Jay
Dhalsim
E. Honda
Fei Long
Guile
Ken
M. Bison
Ryu
Sagat
T. Hawk
Vega
Zangief
Akuma
Old Characters
O. Balrog
O. Blanka
O. Cammy
O. Chun-Li
O. Dee Jay
O. Dhalsim
O. E. Honda
O. Fei Long
O. Guile
O. Ken
O. M. Bison
O. Ryu
O. Sagat
O. T. Hawk
O. Vega
O. Zangief