Street Fighter X Tekken/M Bison

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M. Bison

Sfxt mbison face.jpg

Ideal Team Position: Point


The Emperor of Evil emerged from the v2013 balance changes better off than he been previously, and he has risen through the ranks to find himself on many high placements in tournaments while complementing a variety of partner playstyles, including 2nd at Capcom Cup 2013 with Rolento and 1st at EVO 2017 with Heihachi. While he’s not in the top tier and there are some matchups that he has considerable difficulty against, he is knocking on the door of the Top 10 characters in the game thanks largely in part to his fast, lengthy buttons that can stop an opponent’s momentum in its tracks.

Bison benefits from the Cross Rush system better than almost anyone else in the game, using his long limbs to strike enemies from afar and confirm into a full combo when necessary. If his boost combos are blocked, punishing it can be very difficult for most of the cast, and the necessary punish for those characters that can pull it off are often esoteric. If Bison is faced with an opponent wise to that, he has several effective block strings that can further whittle away at an opponent, namely his LK Scissors Kick that is 0 on block. If the LK Scissors hits, Bison is then allowed to continue pressure with deep- hitting jumping attacks or utilizing his fast ground walk and quick normals. On some occasions, Bison even gets a full juggle off of a very ambiguous Psycho Crusher, allowing him to make a huge statement off of just one lapse in defense. His main weakness is that he is very easy to block on the ground if the opponent is wise to his tactics, and his jump is floaty enough where he can be susceptible to anti-airs. Use him as a point character as he excels at bringing in his partner with the Cross Rush system, and that partner can in turn create the openings that Bison cannot.


Strengths Weaknesses
  • Fast walkspeed
  • Long limbs give his access to hit confirms and block strings that would otherwise be unsafe for most of the cast
  • Low startup of longest limbs allow him to punish blocked cross rushes at ranges that would otherwise be difficult or

impossible for other characters to punish at

  • Strong air-to-air combos
  • Possesses ambiguous cross-ups against quick-rising opponents with the use of the correct Psycho Crusher

depending on the range and position of the opponent

  • Devil’s Reverse allows him to control spacing or burn time on the clock, giving him the ability to dictate the pace of

the match to his liking

  • Possesses two very strong reversals that can allow him to reset neutral (EX Psycho Crusher and EX Devil’s

Reverse)

  • EX Psycho Crusher is near impossible for most matchups to bait and punish
  • Higher than average throw damage
  • High floaty jump can make him somewhat easy to anti-air
  • Lack of reliable anti-air options as his best standing anti-air, s.HK, has not air crush properties and can frequently be

beaten by jumping attacks

  • Can have difficulty opening up blocking opponents thanks to no overhead options and a deceptively small throw hitbox


Moves

Normal Attacks

Name
Command
Notes
Standing Light Punch
Lp.png
Rpdfire.png Speccancel.png
Standing Medium Punch
Mp.png
Speccancel.png
Standing Hard Punch
Hp.png
Speccancel.png
Standing Light Kick
Lk.png
Speccancel.png
Standing Medium Kick
Mk.png
Standing Hard Kick
Hk.png
Close Light Punch
(near opponent) Lp.png
Speccancel.png
Rpdfire.png
Close Medium Punch
(near opponent) Mp.png
Speccancel.png
Close Hard Punch
(near opponent) Hp.png
Speccancel.png
Close Medium Kick
(near opponent) Mk.png
Close Hard Kick
(near opponent) Hk.png
Crouching Light Punch
D.png + Lp.png
Rpdfire.png
Speccancel.png
Crouching Medium Punch
D.png + Mp.png
Speccancel.png
Crouching Hard Punch
D.png + Hp.png
Crouching Light Kick
D.png + Lk.png
Low.png
Speccancel.png
Crouching Medium Kick
D.png + Mk.png
Low.png
Speccancel.png
Crouching Hard Kick
D.png + Hk.png
Low.png
Hardknockdown.png
Neutral Jump Light Punch
U.png + Lp.png
High.png
Neutral Jump Medium Punch
U.png + Mp.png
High.png
Neutral Jump Hard Punch
U.png + Hp.png
High.png
Neutral Jump Light Kick
U.png + Lk.png
High.png
Neutral Jump Medium Kick
U.png + Mk.png
High.png
Neutral Jump Hard Kick
U.png + Hk.png
High.png
Angled Jump Light Punch
Ub.png / Uf.png + Lp.png
High.png
Angled Jump Medium Punch
Ub.png / Uf.png + Mp.png
High.png
Knockdown.png vs airborne
Angled Jump Hard Punch
Ub.png / Uf.png + Hp.png
High.png
Angled Jump Light Kick
Ub.png / Uf.png + Lk.png
High.png
Angled Jump Medium Kick
Ub.png / Uf.png + Mk.png
High.png
crossup
Angled Jump Hard Kick
Ub.png / Uf.png + Hk.png
High.png


Unique Attacks

Name
Command
Notes
Hell Attack
(during angled jump) Mp.png ---.png Mp.png
Knockdown.png vs airborne

Throws

Name
Command
Notes
Deadly Throw
F.png or N.png + Lp.png + Lk.png
Throw.png
Death Tower
B.png + Lp.png + Lk.png
Throw.png

Special Moves

Name
Command
Notes
Psycho Crusher
B.png (charge) F.png + P.png
Ex.png
Knockdown.png
Proj.png armor on Ex.png
Head Press
"Head Stomp"
D.png (charge) U.png + K.png
Ex.png
Knockdown.png vs airborne
Hardknockdown.png on Ex.png
   Somersault Skull Diver
Head Press ---.png P.png
High.png Ex.png
Devil Reverse
D.png (charge) U.png + P.png ---.png P.png
Ex.png
Knockdown.png
Bison Warp
Dp.png or Rdp.png + 3p.png or 3k.png
Double Knee Press
B.png (charge) F.png + K.png
Ex.png Chrg.png
Knockdown.png on 2nd hit
Low.png on 5th hit on Ex.png
Hardknockdown.png on 5th hit on Ex.png

Super Combo

Name
Command
Notes
Knee Press Nightmare
B.png (charge) F.png + 3k.png

Frame Data (updated for v2013)

Move Command Hit Damage Startup Active Recovery Hit Adv Block Adv Cancel JP JC JS "Notes
"
Far LP H 30 5 2 13 +2 -2 SM,EX,SA,CA 1 1 1 Rapid fire cancelable into light normal moves
Far MP H 60 5 3 13 +5 +1 SM,EX,SA,CA 2 1 1 -
Far HP **LC H 90 8 3 25 -3 -8 SM,EX,SA,CA 3 1 1 -
Far LK H 30 4 2 10 +5 +1 - 1 1 1 -
Far MK H 60 6 3 17 +1 -3 - 2 1 1 -
Far HK H 90 6 3 20 +2 -3 - 3 1 1 -
Close LP H 30 6 2 9 +6 +2 SM,EX,SA,CA 1 1 1 Rapid fire cancelable into light normal moves
Close MP H 60 5 4 13 +5 +1 SM,EX,SA,CA 2 1 1 -
Close HP H 90 7 3 18 +5 -1 SM,EX,SA,CA 3 1 1 Forces standing
Close LK H 30 3 2 8 +7 +3 SM,EX,SA,CA 1 1 1 -
Close MK H 60 7 3 11 +7 +3 - 2 1 1 -
Close HK H 90 6 3 19 +3 -2 - 3 1 1 -
Crouch LP H 30 4 2 10 +5 +1 SM,EX,SA,CA 1 1 1 Rapid fire cancelable into light normal moves
Crouch MP H 60 7 3 13 +5 +1 SM,EX,SA,CA 2 1 1 -
Crouch HP H 90(60) 11 4 18 +4 -4 - 3 1 1 Forces standing
Crouch LK L 30 4 2 10 +5 +1 SM,EX,SA,CA 1 1 1 -
Crouch MK L 60 5 4 15 +2 -2 SM,EX,SA,CA 2 1 1 -
Crouch HK L 90 15 12 20 hard knockdown -12 - 3 1 - -
Jump Up LP M 40 6 2 until ground+4 +12 +4 - 1 1 1 -
Jump Up MP M 70 7 6 until ground+4 +16 +5 - 2 1 1 -
Jump Up HP M 100 6 8 until ground+4 +20 +8 - 3 1 1 -
Jump Up LK M 40 6 14 until ground+4 +12 +4 - 1 1 1 -
Jump Up MK M 70 7 10 until ground+4 +16 +5 - 2 1 1 -
Jump Up HK M 100 6 10 until ground+4 +20 +8 - 3 1 1 -
Jump Diagonal LP M 40 6 7 until ground+4 +12 +4 - 1 1 1 -
Jump Diagonal MP M 70 7 3 until ground+4 +16 +5 - 2 1 1 Knockdown on airborne opponent
Jump Diagonal HP M 100 8 8 until ground+4 +20 +8 - 3 1 1 -
Jump Diagonal LK M 40 5 7 until ground+4 +12 +4 - 1 1 1 -
Jump Diagonal MK M 70 6 14 until ground+4 +16 +5 - 2 1 1 -
Jump Diagonal HK M 100 7 6 until ground+4 +20 +8 - 3 1 1 -
Launcher **LC HP+HK H 100 13 2 54 switch -34 - 3 - - Crushes crouching attacks, Launches opponent while switching characters
Cross Cancel f+HP+HK (while blocking) H 120 15 22 18 hard knockdown -15 - - - - Invulnerability frames 1-17, Resembles EX Psycho Crusher
Deadly Throw LP+LK throw 140 5 2 20 hard knockdown - - - - - -
Death Tower b+LP+LK throw 140 5 2 20 hard knockdown - - - - - -
Hell Attack (air) MP > MP M 70 6 4 until ground+4 +16 +5 - 2 1 1 Knockdown on airborne opponent
Psycho Crusher LP (charge 54F) b,f+LP H 120(60) 15 23 18 knockdown -7 - 5 1(for 12 frames),3 0 Airborne frames 15-48
Psycho Crusher MP (charge 54F) b,f+MP H 130(70) 15 27 22 knockdown -13 - 5 1(for 14 frames),3 0 Airborne frames 15-52
Psycho Crusher HP (charge 54F) b,f+HP H 140(80) 15 33 22 knockdown -16 (-33 from close) - 5 1(for 17 frames),3 0 Airborne frames 15-58
Psycho Crusher EX (charge 54F) b,f+PP H 75x2 15 23 18 knockdown -15 - 5,5 0,4 0 Invulnerability frames 1-14, Airborne frames 15-48, Absorbs 1 projectile hit
Head Press (charge 54F) d,u+K M 140 23-41 until ground until grounded+16 (on whiff) -22 -26 - 3 3 0 Tracks opponent, Knockdown on airborne opponent, Airborne from frame 1
Head Press EX (charge 54F) d,u+KK M 160 23-41 until ground until grounded+16 (on whiff) hard knockdown -26 - 3 3 0 Tracks opponent, Invulnerability during start up until active, Airborne from frame 1
Somersault Skull Diver P after Head Press on connect M 80 8 3 until grounded+8 +18 +15 - 3 3 0 -
Somersault Skull Diver EX PP after EX Head Press on connect M 60x2 8 3 until grounded+8 +18 +15 - 3,3 0,3 0 Invulnerability frames 1-10
Devil Reverse (charge 54F) d,u+P - - - - 49 - - 13+: P, PP - - - Tracks opponent
Devil Reverse EX (charge 54F) d,u+PP - - - - 49 - - 13+: P, PP - - - Tracks opponent, Invulnerability frames 1-14
Devil Reverse Follow-up P during Devil Reverse M 70 35 until ground until grounded+16 (on whiff) float +5 - 3 3 0 Hold b or f to alter fall arc after input, Airborne from frame 1
Devil Reverse EX Follow-up PP during EX Devil Reverse M 50,50 35 until ground until grounded+16 (on whiff) float +5 - 3,3 0,3 0 Hold b or f to alter fall arc, Invulnerability frames 1-grounded/hit/block, Airborne from frame 1
Bison Warp f,d,df or b,d,db+PPP or KKK - - - - 50 - - - - - - Invulnerability frames 1-29
Double Knee Press LK (charge 54F) b,f+LK H 60,40 11 2(1)4 20 knockdown -2 - 3,3 1,3 0 Chargeable: 51F for EX Version and 100F for Super Art, Airborne frames 13-17
Double Knee Press MK (charge 54F) b,f+MK H 50,20 17 2(1)4 23 knockdown -5 - 3,3 1,3 0 Chargeable: 51F for EX Version and 100F for Super Art, Airborne frames 19-23
Double Knee Press HK (charge 54F) b,f+HK H 50,30 21 2(1)4 22 knockdown -6 - 3,3 1,3 0 Chargeable: 51F for EX Version and 100F for Super Art, Airborne frames 23-27
Double Knee Press EX (charge 54F) b,f+EX H,L 25x4,50 14 2(1)2(11)2,2(7)18 30 float -32 - 4,5,6,7,8 1,1,1,1,8 0 Chargeable: 51F for Super Art, Projectile invulnerability frames 1-37, Airborne frames 16-20
Knee Press Nightmare **LC (charge 54F) b,f+KKK H 25x2,275 12 2(1)2(11)2,2(2)2 27 hard knockdown -10 - 4,5,6,7,8 1,1,1,1,8 - 65 frames cinematic freeze before attack begins, Invulnerability frames 1-11, Projectile invulnerable
Cross Art **LC qcf+MP+MK H 150+ 9 2 47 switch -27 - 3 - - 63 frames cinematic freeze before attack begins, Invulnerability frames 1-9

Boost Chain Frame Data

Move Hit Damage Startup Active Recovery Hit Adv Block Adv Cancel "Notes
"
Far LP H 30 5 2 13 +2 -2 - Rapid fire cancelable into light normal moves
Far MP H 42 8 3 18 0 -4 EX,SA,CA -
Far HP H 63 8 3 33 -11 -16 EX,SA,CA -
Far LK H 30 4 2 10 +5 +1 - -
Far MK H 42 6 3 22 -4 -8 - -
Far HK H 63 6 3 29 -7 -12 - -
Close LP H 30 6 2 9 +6 +2 - Rapid fire cancelable into light normal moves
Close MP H 42 7 3 18 +1 -3 EX,SA,CA -
Close HP H 63 7 3 27 -4 -10 EX,SA,CA Forces standing
Close LK H 30 3 2 8 +7 +3 - -
Close MK H 42 7 3 16 +2 -2 - -
Close HK H 63 6 3 24 -2 -7 - -
Crouch LP H 30 4 2 10 +5 +1 - Rapid fire cancelable into light normal moves
Crouch MP H 42 7 3 18 0 -4 EX,SA,CA -
Crouch HP H 63(42) 11 4 27 -5 -13 - Forces standing
Crouch LK L 30 4 2 10 +5 +1 - -
Crouch MK L 42 5 4 20 -3 -7 EX,SA,CA -
Crouch HK L 63 14 12 29 hard knockdown -21 - -

Move Analysis

Normal Moves

  • Far/Close LK - Bison's fastest button, it can easily link into itself for boost combos and it is special cancellable by itself. It has a good hitbox for a 3f move hitting standing and crouching enemies.
  • Far MP - good balance of great hitbox and retracted hurtbox. It is special canellable and works well as a whiff punish as he can then boost, do a special move, or go into a CADC situation to begin a tic throw game
  • Far MK - Bison's farthest reaching poke. You will use this to space out his boost combos so that they are harder to punish. It has a large forward hurtbox that can frequently be stuffed by enemies even at a distance well outside striking range
  • Stand HK - Bison's most reliable anti-air, it does not have air crush and its hitbox is firmly diagnoal, which means it must be spaced a certain way for it to be effective. It is also a strong whiff punisher.
  • Crouching LK - 4f, good range and easily links into other normals.
  • j.mk - Bison's main crossup, best used as Bison starts to fall back down from a jump for most effective use. It has a decent amount of priority in air to air situations, as well
  • j.lk - While it does not put enemies in a float state unless it is a CH, it's a strong alternative air to air if you believe the enemy is prepared to meet Bison's j.mp or j.mk in A2A situations
  • j.HP - Bison's best jump-in. It has very large hitbox especially below his body, perfect for catching enemies on the ground who may mistime their anti-air. As a jump-in heavy attack, it has good frame data on hit or block to give you plenty of time to confirm your next attack.


Unique Attacks

  • j.mp x 2 - this move can be delayed between the string and has a high hitbox for easy air to air combos. In the air it will place enemies in a float state regardless of CH properties


Normal Throws

  • Deadly Throw - Neutral / forward throw.
  • Death Tower - Back throw.

Special Moves

  • Double Knee Press - LK is the safest on block but does not launch enemies. MK and HK can create a float state but are easily punishable on block.
  • Psycho Crusher - Bison's primary combo ender, it can be used in okizeme to cross up enemies. If the enemy is hit at the head of the PC on wakeup, it puts them in a float state for juggles. The EX version is invulnerable on startup and is his best reversal
  • Head Press/Skull Diver - Utility is mostly the same as in other games. It can be backdashed away from and punished easily. It's best used to catch jumping enemies
  • Devil Reverse - Bison can annoy enemies from afar with feints, or let the move go unfulfilled to tricky empty dive shenanigans (empty lows, throws, baiting enemies into thinking it was a stomp etc). The actual diving followup causes a float state
  • Teleport - Bison can use this move to reset neutral and force the enemy to chase after him all over again. It's best used on wakeup or in blockstrings to teleport away. The forward teleport can put Bison in a situation to punish raw tags.

Super Combos

  • Knee Press Nightmare - Slightly higher than average damage, has full invulnerability on startup, and has projectile invulnerability throughout to be used as a projectile punish. In the corner it will not combo from juggles that were boosted into.
  • Cross Art - Invulnerable through startup and has a large vertical hitbox which makes it one of M. Bison's best anti air options.

The Basics

The Emperor of Evil emerged from the v2013 balance changes better off than he been previously, and he has risen through the ranks to find himself on many high placements in tournaments, including 2nd at Capcom Cup 2013 with Rolento and 1st at EVO 2017 with Heihachi. While he’s not in the top tier and there are some matchups that he has considerable difficulty against, he is knocking on the door of the Top 10 characters in the game thanks largely in part to his fast, lengthy buttons that can stop an opponent’s momentum in its tracks. Bison benefits from the Cross Rush system better than almost anyone else in the game, using his long limbs to strike enemies from afar and confirm into a full combo when necessary. If his boost combos are blocked, punishing it can be very difficult for most of the cast, and the necessary punish for those characters that can pull it off are often esoteric. If Bison is faced with an opponent wise to that, he has several effective block strings that can further whittle away at an opponent, namely his LK Scissors Kick that is 0 on block. If the LK Scissors hits, Bison is then allowed to continue pressure with deep- hitting jumping attacks or utilizing his fast ground walk and quick normals. On some occasions, Bison even gets a full juggle off of a very ambiguous Psycho Crusher, allowing him to make a huge statement off of just one lapse in defense. His main weakness is that he is very easy to block on the ground if the opponent is wise to his tactics, and his jump is floaty enough where he can be susceptible to anti-airs. Use him as a point character as he excels at bringing in his partner with the Cross Rush system, and that partner can in turn create the openings that Bison cannot.

Advanced Strategy

N/A


Combos

Bread and Butters

  • cr.LK, cr.LK, st.MP xx [b],f+MK, cr.MP xx [b],f+HP (263)
  • cl.MP, st.MP xx [b],f+MK, cr.MP xx [b],f+HP (302)
  • cl.HP, st.MP xx [b],f+MK, cr.MP xx [b],f+HP (332)
  • cl.HP xx [b],f+HK, st.MP xx [b],f+LK(1), cr.MK xx [b],f+HP (366)
  • j.MP>MP, cl.MP, st.HP xx [b],f+HP (335)

Juggle Combos

  • cl.MP, st.HP xx [b],f+HP
  • cl.MP, cl.MP, cl.MP, cl.HP xx [b],f+HP
  • cl.HP xx [b],f+LK(1), cr.MK xx [b],f+HP

Meter Combos

  • N/A


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