Street Fighter 6/M.Bison

From SuperCombo Wiki


Introduction

A man who resembles M. Bison, the leader of Shadaloo, who was believed to be dead. He has lost his memories, but has violent tendencies. He appears in locations related to Shadaloo, guided by Psycho Power.

M. Bison is a bully style character with oppressive special moves that can dominate the neutral, and powerful normals that make opponents think twice about contesting. He benefits from the system mechanics of SF6 more than most other characters - his iconic Double Knee Press (or Scissor Kick) is no longer a charge motion, and its strong frame data makes it a safe tool to pester opponents with when properly spaced. Drive Rush allows him to turn many of his errant hits into devastating combos, and OD Psycho Crusher is a fantastic anti-fireball tool that can beat many projectiles on reaction. His Hell Attack target combo (j.MP~j.MP) can punish poor jumps and leads to very high juggle damage on a successful callout.

Once he's in, Bison has excellent pressure normals such as 5HP or 4HK that let him maintain advantage and whittle down the opponent's Drive Gauge until they crack. A key skill for playing Bison is gauging your opponent's temperament; waiting for the moment they run out of patience, then swatting them down for daring to press a button.

While many of these strengths existed in previous iterations of the character, SF6 Bison has plenty of unique tools that bring him to another level. 6HP is an overhead that's on the slow side, but can easily catch opponents who've been conditioned to guard his plus-on-block normals. It even leads into a full combo when used from Drive Rush, giving Bison another layer of mixup beyond his usual repertoire.

Last but certainly not least is his new special, Backfist Combo, which implements the Psycho Mine from his SFV V-Trigger 2 into his moveset. Finishing combos with this attack leaves your opponent in a very dangerous position, as the mine explosion can either make certain moves safe (such as Psycho Crusher) or dramatically increase the combo damage off his more common starters. If his opponent makes the wrong guess, optimised Bison combos can absolutely shred their lifebar in one violent swing.

Bison's main weakness is that, like most dictators, he is much weaker when he isn't in control. He lacks an invincible OD reversal, and while his supers have some invulnerability a savvy opponent can thwart your escape with a meaty jab. If you find yourself on the back foot as Bison, you'll have to rely on patient defense and the system mechanics until you find another opening to exert your dominance.

If you want to control the pace of a match and make your opponent second guess every decision they make, give in to the Psycho Power and let M. Bison take the reins.


Pick if you like: Avoid if you dislike:
  • Excellent normals for poking and pressure
  • A kit dedicated to predicting and punishing your opponent's moves
  • Powerful "neutral skip" tools that circumvent traditional fireball games
  • Oppressive offense with the threat of devastating damage if you make the right callout
  • Wearing people down with moves that can feel outright suffocating
  • Not having an easy answer to your opponent's pressure
  • Relying on fundamentals and system mechanics to get out of a bad spot
  • Having to plan your offense around a timed detonation


Classic & Modern Versions Comparison

List of differences with Modern M. Bison
Missing Normals
  • Standing Light Kick (5LK)
  • Standing Heavy Kick (5HK)
  • Jumping Light Punch (j.LP)
  • Jumping Medium Kick (j.MK)
  • Jumping Heavy Punch (j.HP)
Missing Command Normals
  • Hover Kick (3HK)
Shortcut-Only Specials
Assist Combos
Miscellaneous Changes


M.Bison
SF6 Mbison Portrait.png
Vitals
Life Points 10000
Ground Movement
Forward Walk Speed 0.048
Backward Walk Speed 0.0312
Forward Dash Speed 19
Backward Dash Speed 23
Forward Dash Distance 1.54
Backward Dash Distance 0.754
Drive Rush Min. Distance (Throw) 0.593
Drive Rush Min. Distance (Block) 2.650
Drive Rush Max Distance 4.425
Jumping
Jump Speed 4+38+3
Jump Apex 2.115
Forward Jump Distance 1.90
Backward Jump Distance 1.52
Throws
Throw Range 0.8
Throw Hurtbox 0.33
Frame Data Glossary - SF6
Hitbox Images

🟥 (Red): Attack hitbox

  • Appears pink for Throw hitboxes

🟩 (Green): Vulnerable hurtbox that can be hit by strikes/projectiles

  • If a move's hitbox and hurtbox overlap, the colors blend to appear orange

🟦 (Blue): Vulnerable throw hurtbox

  • Will be thrown if Pink throw hitbox touches Blue throw hurtbox



Active

How many frames a move remains active (can hurt opponents) for. For projectiles with a maximum active period, a value may be listed in [brackets], but this number is not factored into the move's total frame count.

  • For multi-hit moves with no gaps between the active hitboxes, active frames are listed as X,Y (or sometimes X*Y)
  • For multi-hit moves with gaps between hits, active frames are listed as X(n)Y where n = the frame gap between hitboxes.



Cancel

Available options for canceling one move into another move.

  • "Chn": Chain cancel (Light normals; specific chain options listed in Description)
  • "TC": Target Combo
  • "Sp": Special move
  • "SA": Super Art (if a number is listed, refers only to that specific Super; SA3 = Lv.3 Super Art)
  • "Jmp": Jump cancel (usually on hit only, if applicable)
  • "SS": Serenity Stream (Chun-Li's stance)
    • If one hit of a multi-hit attack is cancelable, this can be indicated with (1st), (2nd), etc.
    • Occasionally, a move can be canceled only into a specific follow-up (e.g. Dee Jay [4]6P > 22PP); this can be indicated by listing the move input in the Cancel field, or with an asterisk that is explained in the move notes (Sp*)



Cancel Hitconfirm Windows

Hitconfirm reaction windows into Special Moves, Target Combos, and Super Arts.

  • Refers to the amount of time (in frames) you have to cancel one attack into another attack on reaction
    • e.g. most cancelable 2MKs have a 13 frame window to cancel into a Special/Super on reaction, making them nearly impossible to hitconfirm
  • Counts from the first frame the attack connects until the final cancelable frame
    • Visual effects like hitsparks and HP drain do not actually occur until frame 2; the first frame is still counted to keep the numbers consistent with previous games, and because it is technically possible to start reacting to the character's reeling animation on frame 1
  • If a Target Combo is cancelable into another attack, the hitconfirm window will include the entire sequence starting from the first hit
    • If there is a frame gap on block between hits of the TC, the hitconfirm window may also be included for just the followup hit
    • Some sequences like Ken's 5MP~HP TC may have a range of values listed (43f~47f). In this example, inputting 5MP~HP at its usual timing gives a 43f hitconfirm into a Special/Super. Delaying the chain into HP gives more total time for the final hitconfirm.



Damage

Attack damage on hit. Multi-hit moves may have the damage listed for individual hits as X,Y (or sometimes X*Y). Sometimes a move's damage changes depending on which active frame connects, or on cinematic vs. non-cinematic hits; in this case, multiple values may be listed, and it will be clarified in the move description.

Damage Scaling

Some moves cause additional damage scaling in combos. Refer to Game Data page for a more detailed breakdown.

Scaling Types:

  • Starter: When a move begins the combo, the next attack is scaled by X percent
    • e.g. Ryu 2MK (20% Starter) > Hadoken: Hadoken is at 80% damage scaling
  • Combo: When a move is comboed into, the next attack is scaled by X percent or X number of hits
    • e.g. Ryu 2HP > OD High Blade Kick (2-Hit Combo Scaling) > Shoryuken: Shoryuken is at 70% damage scaling (100% > 100% > [skip 80%] > 70%)
    • e.g. Cammy 5HP > OD Spiral Arrow (5% Combo Scaling) > Cannon Spike: Cannon Spike is at 75% damage scaling (100% > 100% > [80-5 = 75%])
  • Immediate: When a move is comboed into, this attack is scaled by X percent
    • e.g. Drive Impact Crumple (20% Starter) > Throw (20% Immediate): Throw is at 60% damage scaling
  • Multiplier: A damage scaling multiplier applies after Perfect Parry (50%) and mid-combo Drive Rush (15%). Any hits in the combo continue their usual damage scaling, but reduced by these amounts. These can bring the minimum scaling below the usual 10%, and they stack with each other; as a result, the minimum scaling can reach 4% using a long Drive Rush combo after Perfect Parry.
  • Minimum Scaling: The lowest damage scaling that can be applied to an attack. Super Art Level 1/2/3 generally has 30%/40%/50% minimum scaling respectively. This ensures the attack will still do reasonable damage even at the end of a heavily scaled combo.



Drive Rush Cancel Advantage

Refers to the frame advantage when canceling a normal, command normal, or Target Combo into Drive Rush on hit or block (abbreviated as DRC for Drive Rush Cancel). This is calculated at the moment a follow-up attack can be input, not at the moment the character can block or perform movement options. An attack that with DRC +8 on Hit can link into an 8-frame attack, and DRC +4 on Block can create a true blockstring into a 4-frame attack.

Note that any DRC on Block worse than +4 cannot form a true blockstring, allowing the opponent to interrupt with an invincible reversal. Most light normals are slightly negative after a DRC on block, meaning the opponent can mash their fastest normal to guarantee a counter-hit (though this requires fast reactions). The attacking character could punish this with Light > DRC into an immediate invincible attack, but this would be an incredibly expensive and high-risk gambit.

Forced Knockdown

Most airborne command normals, special moves, and Super Arts put the user in a "Forced Knockdown" state. While in this state, an air knockdown will occur when being hit by any attack, even if it would otherwise cause an air reset.

As an example, Ryu's 2HP causes an air reset when used as an anti-air. Against a move like Cammy's Hooligan Combination, however, the 2HP puts her into an air knockdown state. This allows Ryu to successfully cancel 2HP into Shoryuken for a juggle, similar to how a Drive Impact wall splat works. Taking advantage of Forced Knockdown juggles is important for dealing with moves like Ken's Dragonlash, Dhalsim's Air Teleport, or Kimberly's 6HK~Hop sequence.

Moves that already cause an air knockdown, like most j.MP air-to-airs, will not display the "Forced Knockdown" message.

Guard

Refers to the direction an attack must be blocked. L is for Low attacks (must be blocked crouching), H is for High attacks/overheads (must be blocked standing), LH is for attacks that can be blocked crouching or standing. T is for Throw attacks which cannot be blocked.

Juggles

When a character is put into an Air Knockdown state, it is often possible to follow up with a Juggle attack before they hit the ground. In the simplest terms, there are 2 main juggle states:

  • Free Juggle: any attack can juggle, causing an Air Reset or an Air Knockdown
  • Limited Juggle: only specific attacks with juggle potential may juggle



The following is a more detailed overview of the SF6 juggle system:

Juggle Count (JC): The status of the character being juggled. A high JC limits which attacks can work in juggles.

  • JC0: free juggle state - any attack that can hit an airborne opponent will work
  • JC1+: limited juggle state - juggle only works if the attack's Juggle Limit ≥ defender's Juggle Count

Juggle Start (JS): When starting a juggle, the opponent's JC will be set to this value. May be different vs. standing and airborne opponents.

  • Attack with Juggle Start value of 3 will put opponent at JC3, so only attacks with Juggle Limit value ≥ 3 can follow up

Juggle Increase (JI): When opponent is already in a juggle state, attacks will increase the opponent's JC by this amount.

  • Airborne opponent at JC1 followed by attack with Juggle Increase value of 3 will set opponent to JC4

Juggle Limit (JL): Property of an attack hitbox that determines whether it connects on a juggled opponent. The JL must be ≥ the opponent's JC to hit successfully.

  • An uppercut with a JL value of 5 will connect on an opponent at JC5 or below, but will whiff on JC6 opponent
  • Most normals have a JL value of 0, meaning they only work in Free Juggle (JC0) states
  • Some multi-hit attacks have different JL values on each hit, so a 3-hit move may only hit twice in juggles

An example to tie everything together:

  • An attack (JS3) launches opponent into the air (Opponent now at JC3)
  • Followed up with an attack (JI2/JL4); it connects, because JL4 ≥ JC3 (Opponent now at JC5)
  • Attempts to juggle again with same attack (JL4), but whiffs because JL4 < JC5 (Opponent hits the ground)

Drive Rush notes:

  • DR normals have a Juggle Start/Increase value of 0
  • DR normals have +3 added to their usual Juggle Limit



On Hit/Block

These are frame advantage values when the attack hits or is blocked. If the number is positive, then the move will recover before the defender can act again. If the number is negative, the defender will be able to act before the attacker and maybe even punish. KD refers to knockdown on hit, and the listed KD Advantage refers to how many frames the attacker can act before the defender finishes their wakeup animation.

  • Note that generally, there is an extra +2 hit advantage on Counterhits and +4 hit advantage on Punish Counters (exceptions are noted in the description).



Recovery

How many frames it takes for a move to finish after the active frames have finished. For projectiles, recovery is considered to begin after the first active frame.

  • Moves with different recovery values on hit/block/whiff may have multiple values listed like X(Y), with specific details listed in the description.



Startup

How many frames it takes before the move becomes 'active' or have a hit box. The last startup frame and the first active frame are the same frame, meaning all values are written as Startup + 1.

  • Moves with multiple relevant startup values may be listed as X(Y); for example, a move that hits airborne first before hitting grounded opponents, or a 2-hit move where the first hit whiffs at some ranges.



Normals

Standing Normals

5LP
Standing Light Punch
SF6 Classic.png 5LP
SF6 Modern.png 5L
SF6 Mbison 5lp.png
SF6 Mbison 5lp hitbox.png
Hitboxes Off
Hitboxes On

5LP
Standing Light Punch
Startup Active Recovery Cancel Damage Guard On Hit On Block
5 3 9 Chn Sp SA 300 LH +4 -2
  • Chains into 5LP/2LP/2LK
  • Cancel Hitconfirm Window: ?f
  • Drive Rush cancel advantage: +? oH / -? oB
  • Applies 20% damage scaling to next hit when beginning a combo (100/80/70...)


Bison's longest reaching light normal. Notably 5f, so it will not combo from CH LK Scissors.

5MP
Standing Medium Punch
SF6 Classic.png 5MP
SF6 Modern.png A[H]
SF6 Mbison 5mp.png
SF6 Mbison 5mp hitbox.png
Hitboxes Off
Hitboxes On

5MP
Standing Medium Punch
Startup Active Recovery Cancel Damage Guard On Hit On Block
8 3 15 Sp SA TC 600 LH +6 0
  • Cancel Hitconfirm Window: ?f
  • Drive Rush cancel advantage: +? oH / +? oB


Important combo tool and sets up a strong tick throw with Drive Rush. Naturally links into 2MP for good damage and will combo into 5MP~2HK naturally. With Drive Rush, it gains enough hitstun to link 2HP or extend a juggle with 5MP~6HP.

5HP
Standing Heavy Punch
SF6 Classic.png 5HP
SF6 Modern.png 5H
SF6 Mbison 5hp.png
SF6 Mbison 5hp hitbox.png
SF6 Mbison 5hp hitbox 2.png
Hitboxes Off
Hitboxes On

5HP
Standing Heavy Punch
Startup Active Recovery Cancel Damage Guard On Hit On Block
19 3 17 SA 1000 LH +4(+6) +1(+3)
  • Cancel Hitconfirm Window: ?f (Super)
  • Punish Counter: +??? Stagger.


Surprisingly potent spacing trap tool which also happens to be plus on block. Due to its punish counter properties, it also makes for a strong reversal punish starter.

5LK
Standing Light Kick
5LK
SF6 Mbison 5lk.png
SF6 Mbison 5lk hitbox.png
Hitboxes Off
Hitboxes On

5LK
Standing Light Kick
Startup Active Recovery Cancel Damage Guard On Hit On Block
4 2 10 Sp SA 300 LH +3 -1
  • Cancel Hitconfirm Window: ?f
  • Drive Rush cancel advantage: +? oH / -? oB
  • Applies 20% damage scaling to next hit when beginning a combo (100/80/70...)


Bison's longest-reaching 4f button.

5MK
Standing Medium Kick
SF6 Classic.png 5MK
SF6 Modern.png 5M
SF6 Mbison 5mk.png
SF6 Mbison 5mk hitbox.png
Hitboxes Off
Hitboxes On

5MK
Standing Medium Kick
Startup Active Recovery Cancel Damage Guard On Hit On Block
10 4 16 - 700 LH +2 -3


5HK
Standing Heavy Kick
5HK
SF6 Mbison 5hk.png
SF6 Mbison 5hk hitbox.png
Hitboxes Off
Hitboxes On

5HK
Standing Heavy Kick
Startup Active Recovery Cancel Damage Guard On Hit On Block
13 4 19 - 900 LH +6 -2
  • Foot hurtbox is Anti-Air Invuln 13-16f
  • Whiffs on crouching opponents at longer ranges
  • Punish Counter: +??? Crumple (???f before airborne).


Passable long-range anti-air, more useful as a combo tool and punish starter.


Crouching Normals

2LP
Crouching Light Punch
SF6 Classic.png 2LP
SF6 Modern.png 2L
SF6 Mbison 2lp.png
SF6 Mbison 2lp hitbox.png
Hitboxes Off
Hitboxes On

2LP
Crouching Light Punch
Startup Active Recovery Cancel Damage Guard On Hit On Block
4 2 10 Chn Sp SA 300 LH +4 -2
  • Chains into 5LP/2LP/2LK
  • Cancel Hitconfirm Window: ?f
  • Drive Rush cancel advantage: +? oH / -? oB
  • Applies 20% damage scaling to next hit when beginning a combo (100/80/70...)
  • Topmost hurtbox on frames 1-5 is vulnerable only to aerial attacks, preventing its use as an anti-air


2MP
Crouching Medium Punch
SF6 Classic.png 2MP
SF6 Modern.png A[M]
SF6 Mbison 2mp.png
SF6 Mbison 2mp hitbox.png
Hitboxes Off
Hitboxes On

2MP
Crouching Medium Punch
Startup Active Recovery Cancel Damage Guard On Hit On Block
6 3 14(17) Sp SA 600 LH +5 -1
  • Cancel Hitconfirm Window: ?f
  • Drive Rush cancel advantage: +? oH / +? oB
  • Topmost hurtbox on frames 1-8 is vulnerable only to aerial attacks, preventing its use as an anti-air


2HP
Crouching Heavy Punch
SF6 Classic.png 2HP
SF6 Modern.png 2H
SF6 Mbison 2hp.png
SF6 Mbison 2hp hitbox.png
Hitboxes Off
Hitboxes On

2HP
Crouching Heavy Punch
Startup Active Recovery Cancel Damage Guard On Hit On Block
10 6 21 Sp SA 900 LH 0 -9
  • Cancel Hitconfirm Window: ?f
  • Drive Rush cancel advantage: +? oH / +? oB


Incredible anti-air. Highly consistent and gives a juggle on counterhit or punish counter.

2LK
Crouching Light Kick
SF6 Classic.png 2LK
SF6 Modern.png A[L]
SF6 Mbison 2lk.png
SF6 Mbison 2lk hitbox.png
Hitboxes Off
Hitboxes On

2LK
Crouching Light Kick
Startup Active Recovery Cancel Damage Guard On Hit On Block
5 2 10 Chn 200 L +4 -2
  • Chains into 5LP/2LP/2LK
  • Applies 20% damage scaling to next hit when beginning a combo (100/80/70...)


Very good 2LK, especially when combined with Drive Rush.

2MK
Crouching Medium Kick
SF6 Classic.png 2MK
SF6 Modern.png 2M
SF6 Mbison 2mk.png
SF6 Mbison 2mk hitbox.png
Hitboxes Off
Hitboxes On

2MK
Crouching Medium Kick
Startup Active Recovery Cancel Damage Guard On Hit On Block
8 3 19 Sp SA 500 L -2 -6
  • Cancel Hitconfirm Window: ?f
  • Drive Rush cancel advantage: +? oH / +? oB
  • Applies 20% damage scaling to next hit when beginning a combo (100/80/70...)


2HK
Crouching Heavy Kick
SF6 Classic.png 2HK
SF6 Modern.png 3H
SF6 Mbison 2hk.png
SF6 Mbison 2hk hitbox.png
Hitboxes Off
Hitboxes On

2HK
Crouching Heavy Kick
Startup Active Recovery Cancel Damage Guard On Hit On Block
11 3 26 - 900 L HKD +29 -11
  • Counter-hit/Punish Counter: HKD +?



Jumping Normals

j.LP
Jumping Light Punch
j.LP
SF6 Mbison jlp.png
SF6 Mbison jlp hitbox.png
Hitboxes Off
Hitboxes On

j.LP
Jumping Light Punch
Startup Active Recovery Cancel Damage Guard On Hit On Block
5 4 3 land - 300 H +8(+9) +4(+5)


j.MP
Jumping Medium Punch
SF6 Classic.png j.MP
SF6 Modern.png j.M
SF6 Mbison jmp.png
SF6 Mbison jmp hitbox.png
Hitboxes Off
Hitboxes On

j.MP
Jumping Medium Punch
Startup Active Recovery Cancel Damage Guard On Hit On Block
8 4 3 land TC 700 H +9(+11) +5(+7)


j.HP
Jumping Heavy Punch
j.HP
SF6 Mbison jhp.png
SF6 Mbison jhp hitbox.png
Hitboxes Off
Hitboxes On

j.HP
Jumping Heavy Punch
Startup Active Recovery Cancel Damage Guard On Hit On Block
9 6 3 land - 800 H +7(+15) +3(+11)


j.LK
Jumping Light Kick
SF6 Classic.png j.LK
SF6 Modern.png j.L
SF6 Mbison jlk.png
SF6 Mbison jlk hitbox.png
Hitboxes Off
Hitboxes On

j.LK
Jumping Light Kick
Startup Active Recovery Cancel Damage Guard On Hit On Block
5 7 3 land - 300 H +7(+10) +3(+6)


j.MK
Jumping Medium Kick
j.MK
SF6 Mbison jmk.png
SF6 Mbison jmk hitbox.png
Hitboxes Off
Hitboxes On

j.MK
Jumping Medium Kick
Startup Active Recovery Cancel Damage Guard On Hit On Block
7 7 3 land - 500 H +9(+13) +5(+9)


j.HK
Jumping Heavy Kick
SF6 Classic.png j.HK
SF6 Modern.png j.H
SF6 Mbison jhk.png
SF6 Mbison jhk hitbox.png
Hitboxes Off
Hitboxes On

j.HK
Jumping Heavy Kick
Startup Active Recovery Cancel Damage Guard On Hit On Block
10 6 3 land - 800 H +11(+15) +7(+11)



Command Normals

6HP
Psycho Hammer
SF6 Classic.png 6HP
SF6 Modern.png 6H
SF6 Mbison 6hp.png
SF6 Mbison 6hp hitbox.png
Hitboxes Off
Hitboxes On

6HP
Psycho Hammer
Startup Active Recovery Cancel Damage Guard On Hit On Block
22 3 20 - 800 H +3 -3


4HK
Evil Knee
SF6 Classic.png 4HK
SF6 Modern.png 4H
SF6 Mbison 4hk.png
SF6 Mbison 4hk hitbox.png
Hitboxes Off
Hitboxes On

4HK
Evil Knee
Startup Active Recovery Cancel Damage Guard On Hit On Block
10 4 17 Sp SA 800 LH +4 +1
  • Cancel Hitconfirm Window: ?f
  • Drive Rush cancel advantage: +? oH / +? oB


Advancing, special cancelable, plus on block normal. Steals half a block of Drive all on its own. Use this to force the opponent to do something.

3HK
Hover Kick
3HK
SF6 Mbison 3hk.png
SF6 Mbison 3hk hitbox.png
Hitboxes Off
Hitboxes On

3HK
Hover Kick
Startup Active Recovery Cancel Damage Guard On Hit On Block
15 10 23 - 900 L KD +25(+34) -15(-6)
  • Counter-hit/Punish Counter: HKD +?



Target Combos

5MP~6HP
Shadow Hammer
SF6 Classic.png 5MP~6HP
SF6 Modern.png A[M]~6H
SF6 Mbison 6hp.png
SF6 Mbison 5mp 6hp hitbox.png
Hitboxes Off
Hitboxes On

5MP~6HP
Shadow Hammer
Startup Active Recovery Cancel Damage Guard On Hit On Block
22 3 20 - 800 H +3 -3


Effectively the same as Bison's command overhead. Slower than its low TC counterpart but valuable nonetheless as a juggle extender.

5MP~2HK
Shadow Spear
SF6 Classic.png 5MP~2HK
SF6 Modern.png A[M]~2H
SF6 Mbison 5mp 2hk.png
SF6 Mbison 5mp 2hk hitbox.png
Hitboxes Off
Hitboxes On

5MP~2HK
Shadow Spear
Startup Active Recovery Cancel Damage Guard On Hit On Block
16 4 20 - 700 L +3 -3


Useful as a frame trap after 5MP to try and keep Bison's turn. If unsuccessful, Bison is left close and -3. Becomes a true blockstring and plus on block if the opponent is in Burnout, giving Bison a gapless low string to check reversal attempts after 5MP.

j.MP~j.MP
Hell Attack
SF6 Classic.png j.MP~j.MP
SF6 Modern.png j.M~j.M
SF6 Mbison jmp jmp.png
SF6 Mbison jmp jmp hitbox.png
Hitboxes Off
Hitboxes On

j.MP~j.MP
Hell Attack
Startup Active Recovery Cancel Damage Guard On Hit On Block
7 4 3 land - 700 LH - -



Throws

Forward Throw (LPLK)
Forward Throw
LPLK
SF6 Mbison lplk.png
SF6 Mbison lplk hitbox.png
Hitboxes Off
Hitboxes On

LPLK
Deadly Throw
Startup Active Recovery Cancel Damage Guard On Hit On Block
5 3 23 - 1200 (2040) T KD +21 -
  • Punish Counter: HKD +?
  • Applies 20% immediate damage scaling when comboed into (e.g. after Crumple)


Back Throw (4LPLK)
Back Throw
4LPLK
SF6 Mbison 4lplk.png
SF6 Mbison lplk hitbox.png
Hitboxes Off
Hitboxes On

4LPLK
Death Tower
Startup Active Recovery Cancel Damage Guard On Hit On Block
5 3 23 - 1200 (2040) T KD +18 -
  • Side switches
  • Punish Counter: HKD +?
  • Applies 20% immediate damage scaling when comboed into (e.g. after Crumple)



Drive System

Drive Impact (HPHK)
Drive Impact
HPHK
SF6 Mbison hphk.png
SF6 Mbison hphk hitbox.png
Hitboxes Off
Hitboxes On

HPHK
Hell Twist
Startup Active Recovery Cancel Damage Guard On Hit On Block
26 2 35 - 800 LH KD +35 / Wall Splat KD +65 -3 / Wall Splat HKD +72
  • Armor (2-hit): 1-27f; Range: 2.537 (1.217 movement + 1.32 hitbox)
  • On Hit/PC: Applies 20% damage scaling to next hit when beginning a combo
  • On Block: Applies 20% scaling multiplier to all follow-up hits after Wall Splat; the next attack can incur additional Starter Scaling
  • Combos when canceled from 2HP or Punish Counter 4HK/5MP (no corner wallsplat; useful for depleting Drive gauge, especially after Perfect Parry)
  • A blocked DI can combo into another DI if opponent is not fully cornered (Stuns if opponent has less than 1.5 Drive bars)
    • This happens because a blocked DI is not considered a "hit" for combo purposes
    • Causes both the 20% Starter and 20% Multiplier scaling to apply to the follow-up combo

See Drive Impact on the Gauges page for more details.

When canceled from a normal, these are the important blockstring gaps; a gap of N will trade with an N-frame startup attack; [] = Burnout

  • 4HK: 5[1]
  • 5MP, 2HP: 9[5]
  • 2MP, 2MK: 11[7]
  • Note: A gap ≥ 6f can be thrown, and a gap ≥ 9f can be jumped out of by most characters

Against the following characters in Burnout:

  • JP (22K), frame 3 counter
  • Marisa (214K), frame 3 armor
  • Zangief (5[HP]), frame 4 armor

It's important to use a blockstring that cannot be absorbed by their armor/counter moves. Ideally, the string should also not be a true combo, or it will cause a Lock and prevent Stun.
* Denotes a move that causes Lock on Counter-hit, allowing the opponent to escape a Stun by mashing on wakeup.

  • 4HK* > DI: 1f blockstring gap prevents opponent from absorbing the hit
  • DR~2HP* > DI: 1f blockstring gap prevents opponent from absorbing the hit
  • DR~5MP* > DI: 1f blockstring gap prevents opponent from absorbing the hit
  • DR~2MP* > DI: 3f blockstring gap will work vs. Zangief 5[HP]
  • DR~2MK > DI: 3f blockstring gap will work vs. Zangief 5[HP]

Drive Reversal (6HPHK)
Drive Reversal
SF6 Classic.png 6HPHK
SF6 Modern.png 6DI
SF6 Mbison 6hphk.png
SF6 Mbison 6hphk hitbox.png
Hitboxes Off
Hitboxes On

6HPHK
Hell Drive (Block)
Startup Active Recovery Cancel Damage Guard On Hit On Block
20 3 26(31) - 500 recoverable LH KD +23 -6
  • Full Invuln: 1-22f; Armor Break
  • 5f extra recovery on hit; 4f screen freeze during startup
6HPHK
Hell Drive (Recovery)
Startup Active Recovery Cancel Damage Guard On Hit On Block
18 3 26(31) - 500 recoverable LH KD +23 -6
  • Full Invuln: 1-20f; Armor Break
  • 5f extra recovery on hit; no screen freeze

See Drive Reversal on the Gauges page for more details.

Drive Parry (MPMK)
Drive Parry
MPMK
SF6 Mbison mpmk.png
SF6 Mbison mpmk hitbox.png
Hitboxes Off
Hitboxes On

MPMK
Drive Parry
Startup Active Recovery Cancel Damage Guard On Hit On Block
1 12 or until released 33(1)(11) - - - - -

See Drive Parry on the Gauges page for more details.

  • Perfect Parry:
    • Applies a 50% damage scaling multiplier to any punish afterwards
    • vs. strikes, has only 1f recovery and prevents the opponent from canceling their attack
    • vs. projectiles, puts you into a fixed 11f recovery

Drive Rush (MPMK~66)
Drive Rush
SF6 Classic.png MPMK~66
SF6 Modern.png DP~66
SF6 Mbison 66.png
SF6 Mbison 66 hitbox.png
Hitboxes Off
Hitboxes On

MPMK~66
Parry Drive Rush
Startup Active Recovery Cancel Damage Guard On Hit On Block
3+8 - 15(37) - - - - -
  • 1-bar version performed out of Parry
  • Startup is 1+8 immediately after successful Parry
MPMK or 66
Drive Rush Cancel
Startup Active Recovery Cancel Damage Guard On Hit On Block
9 - 15(37) - - - - -
  • 3-bar version performed on hit/block from a cancelable normal
    • Can also be performed from whiffed cancelable light normals

See Drive Rush on the Gauges page for more details. See Strategy page for Blockstring Gaps and Combo Routes

  • Startup refers to minimum time before an attack can cancel the Drive Rush animation
  • The first 15 recovery frames are cancelable into any attack
  • The final 22 recovery frames are cancelable into any attack or movement option or blocking (except Parry)
  • Only Normal and Command Normal attacks are enhanced with +4 frame advantage and improved juggle properties
  • Applies 15% damage scaling multiplier to any follow-up hits when used mid-combo
    • Only applies scaling once per combo; does not apply when a Drive Rush enhanced attack starts the combo

Distance:

  • 0.593 (min, cancel into immediate Throw)
  • 2.650 (min, earliest blocking/movement frame)
  • 4.425 (max, final DR frame)


Special Moves

Psycho Mine Detonation
Psycho Mine Detonation
-
SF6 Mbison psycho mine.png
"Gunpowder, gelatine"
SF6 Mbison psycho mine hitbox.png
Hitboxes Off
Hitboxes On

-
Psycho Mine (Detonation)
Startup Active Recovery Cancel Damage Guard On Hit On Block
- - - - 500 LH KD -


The timed detonation for Psycho Mine launches opponents much higher than the manually triggered versions from Backfist Combo or Psycho Crusher.

Psycho Crusher Attack ([4]6P)
Psycho Crusher Attack
SF6 Classic.png [4]6P
SF6 Modern.png [4]6X
SF6 Mbison 46lp.png
SF6 Mbison 46lp hitbox.png
SF6 Mbison 46lp hitbox 2.png

SF6 Mbison 46pp hitbox.png
SF6 Mbison 46pp hitbox 2.png
SF6 Mbison 46pp hitbox 3.png
OD Version
Hitboxes Off
Hitboxes On

[4]6LP
Psycho Crusher Attack
Startup Active Recovery Cancel Damage Guard On Hit On Block
16 16 24 SA3 1200 LH KD +20(+35) -20(-5)
  • Anti-Air Invuln: 6-17f; Projectile Clash 16-31f (1-hit, meterless priority)
    • Forward hurtbox is Projectile Invuln 17-31f
[4]6MP
Psycho Crusher Attack
Startup Active Recovery Cancel Damage Guard On Hit On Block
20 16 24 SA3 1400 LH KD +20(+35) -20(-5)
  • Anti-Air Invuln: 6-21f; Projectile Clash 20-35f (1-hit, meterless priority)
    • Forward hurtbox is Projectile Invuln 21-35f
[4]6HP
Psycho Crusher Attack
Startup Active Recovery Cancel Damage Guard On Hit On Block
24 26 24 SA3 1600 LH KD +14(+39) -23(+2)
  • Anti-Air Invuln: 6-25f; Projectile Clash 24-49f (1-hit, meterless priority)
    • Forward hurtbox is Projectile Invuln 23-49f
[4]6PP
Psycho Crusher Attack
Startup Active Recovery Cancel Damage Guard On Hit On Block
16 7,6,3 20 SA2* SA3 400x2,500 (1300) LH KD +35 -3(-1)
  • Anti-Air Invuln: 6-17f; Projectile Invuln: 13-31f


Psycho Crusher is Bison's highest damage combo ender and a strong gap-closing tool. All normal versions will clash with normal projectiles, and the OD version will beat them clean. Without a bomb, no version of Psycho Crusher will be plus.

Psycho Crusher (Mine)
SF6 Classic.png [4]6P
SF6 Modern.png [4]6X
SF6 Mbison 46lp.png

SF6 Mbison 46pp mine.png
"Dynamite with a Lazer Beam"
SF6 Mbison 46lp hitbox.png
SF6 Mbison 46lp hitbox 2.png

SF6 Mbison 46pp hitbox.png
SF6 Mbison 46pp hitbox 2.png
SF6 Mbison 46pp hitbox 3.png
OD Version
Hitboxes Off
Hitboxes On

[4]6LP
Psycho Crusher (Mine)
Startup Active Recovery Cancel Damage Guard On Hit On Block
16 16,1 23 SA3 1200,500 (1700) LH KD +39(+42) +6
  • Detonates Psycho Mine on hit/block
  • Anti-Air Invuln: 6-17f; Projectile Clash 16-31f (1-hit, meterless priority)
    • Forward hurtbox is Projectile Invuln 17-31f
[4]6MP
Psycho Crusher (Mine)
Startup Active Recovery Cancel Damage Guard On Hit On Block
20 16,1 23 SA3 1400,500 (1900) LH KD +39(+42) +6
  • Detonates Psycho Mine on hit/block
  • Anti-Air Invuln: 6-21f; Projectile Clash 20-35f (1-hit, meterless priority)
    • Forward hurtbox is Projectile Invuln 21-35f
[4]6HP
Psycho Crusher (Mine)
Startup Active Recovery Cancel Damage Guard On Hit On Block
24 26,1 23 SA3 1600,500 (2100) LH KD +46(+51) +5
  • Detonates Psycho Mine on hit/block
  • Anti-Air Invuln: 6-25f; Projectile Clash 24-49f (1-hit, meterless priority)
    • Forward hurtbox is Projectile Invuln 23-49f
[4]6PP
Psycho Crusher (Mine)
Startup Active Recovery Cancel Damage Guard On Hit On Block
16 7,6,3(1)1 18 - 400x3,800 (2000) LH KD +82(+83) +10
  • Detonates Psycho Mine on hit/block
  • Anti-Air Invuln: 6-17f; Projectile Invuln: 13-31f


With a bomb on the opponent, Psycho Crusher goes from risky to advantageous. The mine explosion ensures it will be Bison's turn on block and turns the OD version into a terrifying juggle starter.

Double Knee Press (236K)
Double Knee Press
Scissor Kick
SF6 Classic.png 236K
SF6 Modern.png 236X or 6S (L)
SF6 Mbison 236lk.png

SF6 Mbison 236kk.png
OD Follow-up
SF6 Mbison 236lk hitbox.png

SF6 Mbison 236kk hitbox.png


SF6 Mbison 236kk hitbox 2.png
Hitboxes Off
Hitboxes On

236LK
Double Knee Press
Startup Active Recovery Cancel Damage Guard On Hit On Block
13 2(1)2 20(25) SA3 (1st) 300,500 (800) LH +2(+3) -5(-4)
236MK
Double Knee Press
Startup Active Recovery Cancel Damage Guard On Hit On Block
17 2(1)2 20(25) SA3 (1st) 300,600 (900) LH +3(+4) -5(-4)
236HK
Double Knee Press
Startup Active Recovery Cancel Damage Guard On Hit On Block
22 2(1)2 20(25) SA3 (1st) 500,700 (1200) LH +3(+4) -4(-3)
236KK
Double Knee Press
Startup Active Recovery Cancel Damage Guard On Hit On Block
17 2(1)2(17)3 28 SA2 SA3 (2nd) 250x2,300 (800) LH KD +55 -15


Scissor Kicks are Bison's premier special move. On hit, Bison is left close to the opponent with frame advantage for an immediate strike/throw mixup. If spaced, he can use its low crush properties and relative safety to his advantage to demolish challenge attempts. Thanks to Scissor Kicks leaving the opponent standing, Bison can link out of Scissor Kicks on counterhit or punish counter to further discourage challenge attempts.

OD Scissors loses the utility on block in favor of better conversions on hit. The launch is high enough for Bison to juggle Backfist Combo afterwards to set a Psycho Mine and start his gameplan. Additional launch height before OD Scissors gives him better juggles afterwards.

Backfist Combo (214P)
Backfist Combo
SF6 Classic.png 214P
SF6 Modern.png 214X or 5S (M)
SF6 Mbison 214lp.png
SF6 Mbison 214lp 2.png

SF6 Mbison 214pp.png
SF6 Mbison 214pp 2.png
SF6 Mbison 214lp hitbox.png

SF6 Mbison 214pp hitbox.png
SF6 Mbison 214pp hitbox 2.png
Hitboxes Off
Hitboxes On

214LP
Backfist Combo
Startup Active Recovery Cancel Damage Guard On Hit On Block
13 2(10)5 25 SA3 (2nd) 300,400 (700) LH KD +24 -14
  • Plants a Psycho Mine on hit
214MP
Backfist Combo
Startup Active Recovery Cancel Damage Guard On Hit On Block
17 2(10)5 26 SA3 (2nd) 300,500 (800) LH KD +23 -15
  • Plants a Psycho Mine on hit
214HP
Backfist Combo
Startup Active Recovery Cancel Damage Guard On Hit On Block
22 3(10)5 26 SA3 (2nd) 300,600 (900) LH KD +31 -15
  • Plants a Psycho Mine on hit
214PP
Backfist Combo
Startup Active Recovery Cancel Damage Guard On Hit On Block
14 2(19)3(23)3 44 SA2 SA3 (3rd) 400x3 (1200) LH KD +24 -25
  • Plants a Psycho Mine on hit


Backfist Combo (Mine) (214P)
Backfist Combo (Mine)
SF6 Classic.png 214P
SF6 Modern.png 214X or 5S (M)
SF6 Mbison 214lp.png
SF6 Mbison 214lp 2.png

SF6 Mbison 214pp.png
SF6 Mbison 214pp 2.png
"Guaranteed to blow your mind..."
SF6 Mbison 214lp hitbox.png

SF6 Mbison 214pp hitbox.png
SF6 Mbison 214pp hitbox 2.png
"Anytiiiiiime~"
Hitboxes Off
Hitboxes On

214LP
Backfist Combo (Mine)
Startup Active Recovery Cancel Damage Guard On Hit On Block
13 2(10)5,1 24 SA3 (2nd) 300,500x2 (1300) LH KD +42 +6
  • Detonates Psycho Mine on hit/block
214MP
Backfist Combo (Mine)
Startup Active Recovery Cancel Damage Guard On Hit On Block
17 2(10)5,1 25 SA3 (2nd) 300,600,500 (1400) LH KD +42 +6
  • Detonates Psycho Mine on hit/block
214HP
Backfist Combo (Mine)
Startup Active Recovery Cancel Damage Guard On Hit On Block
22 3(10)5,1 25 SA3 (2nd) 300,700,500 (1500) LH KD +49 +6
  • Detonates Psycho Mine on hit/block
214PP
Backfist Combo (Mine)
Startup Active Recovery Cancel Damage Guard On Hit On Block
14 2(19)1(26)1,1 44 SA2 SA3 (4th) 400,500,400x2 (1700) LH KD +48 -3
  • Detonates Psycho Mine on hit/block


Shadow Rise ([2]8K)
Shadow Rise
SF6 Classic.png [2]8K
SF6 Modern.png [2]8X or [2]S (M)
SF6 Mbison 28k.png
SF6 Mbison 28k hitbox.png
Hitboxes Off
Hitboxes On

[2]8K
Shadow Rise
Startup Active Recovery Cancel Damage Guard On Hit On Block
18~46 - 4 land - - - - -
  • Button strength determines trajectory (LK short, MK mid, HK far)
  • Can input OD follow-ups with PP or KK
[2]8KK
Shadow Rise
Startup Active Recovery Cancel Damage Guard On Hit On Block
16~42 - 5 land - - - - -
  • Automatically tracks opponent's location; follow-ups automatically become the OD version


Devil Reverse ([2]8K~P)
Devil Reverse
SF6 Classic.png [2]8K~P
SF6 Modern.png [2]8X~S or [2]S~S
SF6 Mbison 28k p.png

SF6 Mbison 28kk p.png
OD Follow-up
SF6 Mbison 28k p hitbox.png
SF6 Mbison 28k p cross hitbox.png
Cross-up

SF6 Mbison 28kk p hitbox.png
OD Version
SF6 Mbison 28kk p cross hitbox.png
Cross-up
SF6 Mbison 28kk p hitbox 2.png
OD Follow-up
Hitboxes Off
Hitboxes On

[2]8K~P
Devil Reverse
Startup Active Recovery Cancel Damage Guard On Hit On Block
18+16 until land 10 land - 800 H KD +37(+43) +3(+9)
  • Can be steered left/right
[2]8KK~P or [2]8K~PP
Devil Reverse
Startup Active Recovery Cancel Damage Guard On Hit On Block
16+21 until land 5(10) land - 700x2 (1400) H KD +35(+43) +4(+10)
  • 2 hits; can be steered left/right


Devil Reverse (Mine) ([2]8K~P)
Devil Reverse (Mine)
SF6 Classic.png [2]8K~P
SF6 Modern.png [2]8X~S or [2]S~S
SF6 Mbison 28k p.png

SF6 Mbison 28kk p.png
OD Follow-up
SF6 Mbison 28k p hitbox.png
SF6 Mbison 28k p cross hitbox.png
Cross-up

SF6 Mbison 28kk p hitbox.png
OD Version
SF6 Mbison 28kk p cross hitbox.png
Cross-up
SF6 Mbison 28kk p hitbox 2.png
OD Follow-up
Hitboxes Off
Hitboxes On

[2]8K~P
Devil Reverse (Mine)
Startup Active Recovery Cancel Damage Guard On Hit On Block
18+16 - - - 800,700,500 (2000) H KD +50(+56) +15(+21)
  • Detonates Psycho Mine on hit/block
[2]8KK~P or [2]8K~PP
Devil Reverse (Mine)
Startup Active Recovery Cancel Damage Guard On Hit On Block
16+21 - - - 700x3,500 (2600) H KD +54(+59) +23(+28)
  • Detonates Psycho Mine on hit/block


Head Press ([2]8K~K)
Head Press
SF6 Classic.png [2]8K~K
SF6 Modern.png [2]8X~X or [2]S~X
SF6 Mbison 28k k.png
SF6 Mbison 28k k hitbox.png
Hitboxes Off
Hitboxes On

[2]8K~K
Head Press
Startup Active Recovery Cancel Damage Guard On Hit On Block
18+15 until land 26 land - 800 H -29(-23) -39(-38)
  • Bounces off opponent's head on hit/block (can steer left/right after bounce)
  • Can be followed up with Somersault Skull Diver after bounce
[2]8KK~K or [2]8K~KK
Head Press
Startup Active Recovery Cancel Damage Guard On Hit On Block
16+15 until land 12 land - 2000 H HKD +27 +4(+7)
  • Transitions to cinematic follow-up on hit; does not bounce off opponent on block


Somersault Skull Diver ([2]8K~K~P)
Somersault Skull Diver
SF6 Classic.png [2]8K~K~P
SF6 Modern.png [2]8X~X~X or [2]S~X~X
SF6 Mbison 28k k p.png
SF6 Mbison 28k k p hitbox.png
Hitboxes Off
Hitboxes On

[2]8K~K~P
Somersault Skull Diver
Startup Active Recovery Cancel Damage Guard On Hit On Block
12 10 10 land - 800 H +8(+14) +3(+9)
  • Can be performed after meterless Head Press bounce on hit/block



Super Arts

Level 1 Super (236236K)
Knee Press Nightmare
Level 1 Super Art
SF6 Classic.png 236236K
SF6 Modern.png 236236L or 5HS or 6HS
SF6 Mbison 236236k.png
SF6 Mbison 236236k hitbox.png


SF6 Mbison 236236k hitbox 2.png
Hitboxes Off
Hitboxes On

236236K
Knee Press Nightmare
Startup Active Recovery Cancel Damage Guard On Hit On Block
10 2(1)3(31)2(1)2 62 - 2000 (600~1200) LH KD +11
(KD +2)
-41
  • Strike/Throw Invuln: 1-11f; Armor Break
  • Only 1st hit allows Bison to enter full animation
    • 2nd-4th hits lead to weaker version with 600~1200 damage and +2 KD advantage
  • Causes a planted Psycho Mine to disappear on hit
  • Drive Gauge Depletion: 0.5 bars (hit) / 0.25 bars (block)
  • 30% minimum damage scaling


A forward-moving Super that reaches about half screen. From farther out, only the later hits connect, making the move considerably weaker and not worth using. It functions as Bison's primary reversal, only losing to projectiles or frame-perfect meaty safe jabs on some characters. However, the forward movement and hitbox position makes it a poor anti-air at most ranges.

Knee Press Nightmare is a solid juggle ender for tacking on damage, notably after a Psycho Mine infused HP Backfist or HP Psycho Crusher. Bison almost always has stronger cancel options, but it's possible to hitconfirm on reaction from his far-reaching 5HP for damage and corner carry. The threat of a cancel to SA1 also makes this poke viable against Drive Impact in neutral.

Bison does not get any follow-up oki on hit; when used midscreen, he ends up a full screen apart afterwards, and is still left about a half screen away against a cornered opponent. It also depletes any planted Psycho Mine, so using this Super often comes at the cost of future damage and pressure.

When attempting to chip out a burned out opponent with a raw SA1, every character except Dhalsim, Lily, and Zangief can jump to avoid it after the Super freeze. Additionally, Dhalsim can avoid it with teleport; Lily can counter with SA1, and Zangief can escape with SA1 or punish with SA2.

Level 2 Super (214214K)
Psycho Punisher
Level 2 Super Art
SF6 Classic.png 214214K
SF6 Modern.png 214214M or 4HS
SF6 Mbison 214214k.png
SF6 Mbison 214214k hitbox.png
Hitboxes Off
Hitboxes On

214214K
Psycho Punisher
Startup Active Recovery Cancel Damage Guard On Hit On Block
26 7 52 - 3000 LH HKD +23 -34
  • Full Invuln: 1-32f; Armor Break
  • Can steer left/right during startup; can hit cross-up
  • Causes a planted Psycho Mine to disappear on hit
  • Drive Gauge Depletion: 1 bar (hit) / 0.5 bars (block)
  • 40% minimum damage scaling


While slow to startup, Psycho Punisher can reach any part of the screen, allowing Bison to punish ranged projectiles or install specials that would otherwise be too far to reach. In combos, it's best used after launches or ground bounces that can accommodate its slow speed; juggling into 5HP > SA2 or canceling from OD Backfist are good examples. Notably, OD Psycho Crusher does not naturally combo into SA2 despite being cancelable; be sure not to attempt this without a Psycho Mine planted.

While SA2 can hit on both sides, an opponent can easily parry or jump out of the way after the Super freeze. Against an opponent in Burnout (or very close to it), using this Super with meaty timing after a knockdown or air reset could allow for an ambiguous left/right mixup. However, the risk of attempting this vastly outweighs the potential reward, so the cross-up hit should only be used to switch sides on a confirmed hit.

Level 3 Super (236236P)
Unlimited Psycho Crusher
Level 3 Super Art
SF6 Classic.png 236236P
SF6 Modern.png 236236H or 2HS
SF6 Mbison 236236p.png
""

SF6 Mbison 236236p ca.png
Critical Art adds 500 more damage
SF6 Mbison 236236p hitbox.png
Critical Art adds 500 more damage
Hitboxes Off
Hitboxes On

236236P
Unlimited Psycho Crusher
Startup Active Recovery Cancel Damage Guard On Hit On Block
10(5) 6 65 - 4000 LH HKD +15 -46
  • Full Invuln: 1-15f; Armor Break
  • 5f start up when canceled from special moves
  • Causes a planted Psycho Mine to disappear on hit
  • Drive Gauge Depletion: 1.5 bars (hit) / 0.75 bars (block)
    • Cinematic time regenerates ~2 Drive bars for M. Bison
  • 50% minimum damage scaling; applies a 10% damage scaling penalty when canceled from special moves
236236P
Unlimited Psycho Crusher (CA)
Startup Active Recovery Cancel Damage Guard On Hit On Block
10(5) 6 65 - 4500 LH HKD +15 -46
  • Full Invuln: 1-15f; Armor Break
  • Available at 25% HP or below
  • 5f start up when canceled from special moves
  • Causes a planted Psycho Mine to disappear on hit
  • Drive Gauge Depletion: 2 bars (hit) / 1 bar (block)
    • Cinematic time regenerates ~2.2 Drive bars for M. Bison
  • 50% minimum damage scaling; applies 10% immediate damage scaling when canceled from special moves


A powerful version of Psycho Crusher with just under half screen range, making it a viable reversal and projectile punish in some matchups. Bison has many ways to combo into this Super, with Psycho Crusher generally being the strongest cancel route. With a Psycho Mine planted, both HP Backfist and HP Psycho Crusher juggle the opponent high enough to combo into SA3 without a cancel, which can increase the damage in low-scaling combo routes.

When attempting to chip out a burned out opponent with a raw SA3, they will not be able to jump away after the Super freeze. Without an invincible Super, only Dhalsim (Teleport) and JP (Amnesia) can avoid the chip.


Taunts

Neutral Taunt (5PPPKKK)
Neutral Taunt
5PPPKKK
SF6 Mbison 5pppkkk.png
"A gnat like you will be buried here."

SF6 Mbison 5pppkkk 8.png
"A gnat like you is of no use to me."
(hold up)

SF6 Mbison 5pppkkk 2.png
"A gnat like you has no value to anyone. You're a worthless piece of trash!"
(hold down)

5PPPKKK
Neutral Taunt
Startup Active Recovery Cancel Damage Guard On Hit On Block
544 (total) - - - - - - -
  • Change to an alternate taunt by holding Up or Down on frame 235
5PPPKKK~8
Neutral Taunt (Up)
Startup Active Recovery Cancel Damage Guard On Hit On Block
475 (total) - - - - - - -
5PPPKKK~2
Neutral Taunt (Down)
Startup Active Recovery Cancel Damage Guard On Hit On Block
770 (total) - - - - - - -

Forward Taunt (6PPPKKK)
Forward Taunt
6PPPKKK
SF6 Mbison 6pppkkk.png
"Hmph. Do you fear me?"
SF6 Mbison 6pppkkk mine.png
"Three. Two. One. BOOM!"

6PPPKKK
Forward Taunt
Startup Active Recovery Cancel Damage Guard On Hit On Block
411 (total) - - - - - - -
6PPPKKK
Forward Taunt (Mine)
Startup Active Recovery Cancel Damage Guard On Hit On Block
409 2 150 - 500 LH KD -

Back Taunt (4PPPKKK)
Back Taunt
4PPPKKK
SF6 Mbison 4pppkkk.png
"My power howls. Face me!"
SF6 Mbison 4pppkkk 2.png
"Not yet."
SF6 Mbison 4pppkkk hitbox.png
"My power howls. Face me!"
SF6 Mbison 4pppkkk hitbox 2.png
"Not yet."
Hitboxes Off
Hitboxes On

4PPPKKK
Back Taunt
Startup Active Recovery Cancel Damage Guard On Hit On Block
400+42 (792 total) 4 202 - 0 - KD -96 -



SF6 Navigation

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