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{{USFIVCharacterHeader|M. Bison|MBison| | {{USFIVCharacterHeader|M. Bison|MBison| | ||
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. | 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. | ||
| | | | ||
Bison's playstyle focuses on one simple facet - space control. The Dictator is an absolute monster when it comes to limiting his | Bison's playstyle focuses on one simple facet - space control. The Dictator is an absolute monster when it comes to limiting his opponent's movement, thanks to his excellent pokes such as crouching LK/MK and standing MK/HK. He has surprising pressure with his Scissor Kicks which are easy to hit-confirm, and can play mind games by mixing up between Head Stomp and Devil's Reverse. 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.}} | ||
'''Players to Watch''' | |||
[https://www.youtube.com/results?search_query=Dogura+Bison+USF4 Dogura] (JP), [https://www.youtube.com/results?search_query=Gagapa+Bison+USF4 Gagapa] (FR), [https://www.youtube.com/results?search_query=kim1234+Bison Kim1234] (US), [https://www.youtube.com/results?search_query=Tampa+Bison+USF4 Tampa Bison] (US) | |||
[[Image:OmegaSF4 Icon.png|thumb|center|100px|link=Ultra_Street_Fighter_IV/M. Bison/Omega|Click for Omega SF4 version]] | |||
== Ultra SFIV Changes == | == Ultra SFIV Changes == | ||
[https://wiki.supercombo.gg/w/Street_Fighter_IV/Changelist#M._Bison M. Bison SF4 Changelist] | |||
== Character Specific Data == | == Character Specific Data == | ||
{{USFIVCharacterData|1000|950|75%|0.055|0.04|2.01|44 (4+40)|2.34|2.14|1.20|17|1.00|25|8|9|8|0.95|0.95|31|21|Hell Attack, Head Press, EX Head Press, Somersault Skull Diver, EX Somersault Skull Diver, Devil Reverse, EX Devil Reverse, Psycho Punisher|Crouch LK, Crouch MK, Crouch HK, Knee Press Nightmare (5th Hit)|Crouch HK, EX Head Press (vs. Ground)|Psycho Crusher, EX Psycho Crusher, Psycho Punisher|22|30|66|-1|-9|+5|-3|Close HP, Crouch HP, Scissor Kick (1st Hit)|}} | M. Bison{{USFIVCharacterData|1000|950|75%|0.055|0.04|2.01|44 (4+40)|2.34|2.14|1.20 [1.59]|17|1.00|25|8|9|8|0.95|0.95|31|21|Hell Attack, Head Press, EX Head Press, Somersault Skull Diver, EX Somersault Skull Diver, Devil Reverse, EX Devil Reverse, Psycho Punisher|Crouch LK, Crouch MK, Crouch HK, Knee Press Nightmare (5th Hit)|Crouch HK, EX Head Press (vs. Ground)|Psycho Crusher, EX Psycho Crusher, Psycho Punisher|22|30|66|-1|-9|+5|-3|Close HP, Crouch HP, Scissor Kick (1st Hit)|}} | ||
== Frame Data (At A Glance) == | == Frame Data (At A Glance) == | ||
{{USFIVFrameDataGlanceTableHeader}} | {{USFIVFrameDataGlanceTableHeader}} | ||
{{USFIVFrameDataGlanceHeader}} | {{USFIVFrameDataGlanceHeader}} | ||
{{USFIVFrameDataGlanceRow|Close LP|Close Jab|Close lp||Close | {{USFIVFrameDataGlanceRow|Close LP|Close Jab|Close lp||Close {{lp}}|30|50|20|HL|ch/sp/su|6|2|5|12|11|14|4|7|||||||Reset|Reset|-|-|-|-|-|-|-|}} | ||
{{USFIVFrameDataGlanceRow|Close MP|Close Strong|Close mp||Close | {{USFIVFrameDataGlanceRow|Close MP|Close Strong|Close mp||Close {{mp}}|90|100|40|HL|sp/su|7|3|12|21|14|17|-1|2|||||||Reset|Reset|-|-|-|-|-|-|-|}} | ||
{{USFIVFrameDataGlanceRow|Close HP|Close Fierce|Close hp||Close | {{USFIVFrameDataGlanceRow|Close HP|Close Fierce|Close hp||Close {{hp}}|100|200|60|HL|sp/su|8|3|16|26|18|23|-1|4|||||Forces stand|Forces stand|Reset|Reset|-|-|-|-|-|-|-|}} | ||
{{USFIVFrameDataGlanceRow|Close LK|Close Short|Close lk||Close | {{USFIVFrameDataGlanceRow|Close LK|Close Short|Close lk||Close {{lk}}|30|50|20|HL|sp/su|4|2|6|11|11|14|3|6|||||||Reset|Reset|-|-|-|-|-|-|-|}} | ||
{{USFIVFrameDataGlanceRow|Close MK|Close Forward|Close mk||Close | {{USFIVFrameDataGlanceRow|Close MK|Close Forward|Close mk||Close {{mk}}|90|100|40|HL|su|7|3|9|18|14|17|2|5|||||||Reset|Reset|-|-|-|-|-|-|-|}} | ||
{{USFIVFrameDataGlanceRow|Close HK|Close Roundhouse|Close hk||Close | {{USFIVFrameDataGlanceRow|Close HK|Close Roundhouse|Close hk||Close {{hk}}|110|200|60|HL|-|6|3|16|24|18|22|-1|3|90 Damage at foot||||||Reset|Reset|-|-|-|-|-|-|-|}} | ||
{{USFIVFrameDataGlanceRow|Far LP|Far Jab|lp||Far | {{USFIVFrameDataGlanceRow|Far LP|Far Jab|lp||Far {{lp}}|20|50|20|HL|ch/sp/su|5|2|7|13|11|14|2|5|||||||Reset|Reset|-|-|-|-|-|-|-|}} | ||
{{USFIVFrameDataGlanceRow|Far MP|Far Strong|mp||Far | {{USFIVFrameDataGlanceRow|Far MP|Far Strong|mp||Far {{mp}}|70|100|40|HL|sp/su|6|3|12|20|15|18|0|3|||||||Reset|Reset|-|-|-|-|-|-|-|}} | ||
{{USFIVFrameDataGlanceRow|Far HP|Far Fierce|hp||Far | {{USFIVFrameDataGlanceRow|Far HP|Far Fierce|hp||Far {{hp}}|120|200|60|HL|-|11|2|19|31|18|22|-3|1|||||||Reset|Reset|-|-|-|-|-|-|-|}} | ||
{{USFIVFrameDataGlanceRow|Far LK|Far Short|lk||Far | {{USFIVFrameDataGlanceRow|Far LK|Far Short|lk||Far {{lk}}|30|50|20|HL|sp/su|4|2|6|11|11|14|3|6|||||||Reset|Reset|-|-|-|-|-|-|-|}} | ||
{{USFIVFrameDataGlanceRow|Far MK|Far Forward|mk||Far | {{USFIVFrameDataGlanceRow|Far MK|Far Forward|mk||Far {{mk}}|70|100|40|HL|-|6|3|14|22|14|17|-3|0|||||||Reset|Reset|-|-|-|-|-|-|-|}} | ||
{{USFIVFrameDataGlanceRow|Far HK|Far Roundhouse|hk||Far | {{USFIVFrameDataGlanceRow|Far HK|Far Roundhouse|hk||Far {{hk}}|110|200|60|HL|-|6|3|16|24|18|22|-1|3|90 Damage at foot||||||Reset|Reset|-|-|-|-|-|-|-|}} | ||
{{USFIVFrameDataGlanceRow|Crouch LP|Crouch Jab|d + lp||Crouch | {{USFIVFrameDataGlanceRow|Crouch LP|Crouch Jab|d + lp||Crouch {{lp}}|30|50|20|HL|ch/sp/su|4|2|7|12|11|14|2|5|||||||Reset|Reset|-|-|-|-|-|-|-|}} | ||
{{USFIVFrameDataGlanceRow|Crouch MP|Crouch Strong|d + mp||Crouch | {{USFIVFrameDataGlanceRow|Crouch MP|Crouch Strong|d + mp||Crouch {{mp}}|80|100|40|HL|sp/su|7|2|9|17|14|17|3|6|||||||Reset|Reset|-|-|-|-|-|-|-|}} | ||
{{USFIVFrameDataGlanceRow|Crouch HP|Crouch Fierce|d + hp||Crouch | {{USFIVFrameDataGlanceRow|Crouch HP|Crouch Fierce|d + hp||Crouch {{hp}}|110|200|60|HL|su|10|4|21|34|18|23|-7|-2|||||Forces stand|Forces stand|Reset|Reset|-|-|-|-|-|-|-|}} | ||
{{USFIVFrameDataGlanceRow|Crouch LK|Crouch Short|d + lk||Crouch | {{USFIVFrameDataGlanceRow|Crouch LK|Crouch Short|d + lk||Crouch {{lk}}|20|50|20|L|sp/su|3|2|8|12|11|14|1|4|||||||Reset|Reset|-|-|-|-|-|-|-|}} | ||
{{USFIVFrameDataGlanceRow|Crouch MK|Crouch Forward|d + mk||Crouch | {{USFIVFrameDataGlanceRow|Crouch MK|Crouch Forward|d + mk||Crouch {{mk}}|65|100|40|L|sp/su|5|4|11|19|14|17|-1|2|||||||Reset|Reset|-|-|-|-|-|-|-|}} | ||
{{USFIVFrameDataGlanceRow|Crouch HK|Crouch Roundhouse|d + hk||Crouch | {{USFIVFrameDataGlanceRow|Crouch HK|Crouch Roundhouse|d + hk||Crouch {{hk}}|100|200|60|L|su|15|12|16|42|18|-|-10|-|||||Hard Knockdown|Hard Knockdown|Hard Knockdown|Hard Knockdown|-|-|-|-|-|-|-|}} | ||
{{USFIVFrameDataGlanceHeader}} | {{USFIVFrameDataGlanceHeader}} | ||
{{USFIVFrameDataGlanceRow|Neutral Jump LP|Neutral Jump Jab|u + lp||Neutral Jump | {{USFIVFrameDataGlanceRow|Neutral Jump LP|Neutral Jump Jab|u + lp||Neutral Jump {{lp}}|50|50|20|H|-|6|6|-|11|||-|-|||||||Reset|Reset|-|-|-|Lower body: 1~11F|-|-|-|}} | ||
{{USFIVFrameDataGlanceRow|Neutral Jump MP|Neutral Jump Strong|u + mp||Neutral Jump | {{USFIVFrameDataGlanceRow|Neutral Jump MP|Neutral Jump Strong|u + mp||Neutral Jump {{mp}}|90|100|40|H|-|7|7|-|13|||-|-|||||||Reset|Reset|-|-|-|Lower body: 1~13F|-|-|-|}} | ||
{{USFIVFrameDataGlanceRow|Neutral Jump HP|Neutral Jump Fierce|u + hp||Neutral Jump | {{USFIVFrameDataGlanceRow|Neutral Jump HP|Neutral Jump Fierce|u + hp||Neutral Jump {{hp}}|110|200|60|H|-|6|8|-|13|||-|-|||||||Reset|Reset|-|-|-|Lower body: 1~15F|-|-|-|}} | ||
{{USFIVFrameDataGlanceRow|Neutral Jump LK|Neutral Jump Short|u + lk||Neutral Jump | {{USFIVFrameDataGlanceRow|Neutral Jump LK|Neutral Jump Short|u + lk||Neutral Jump {{lk}}|40|50|20|H|-|6|12|-|17|||-|-|||||||Reset|Reset|-|-|-|Lower body: 1~17F|-|-|-|}} | ||
{{USFIVFrameDataGlanceRow|Neutral Jump MK|Neutral Jump Forward|u + mk||Neutral Jump | {{USFIVFrameDataGlanceRow|Neutral Jump MK|Neutral Jump Forward|u + mk||Neutral Jump {{mk}}|80|100|40|H|-|7|10|-|16|||-|-|||||||Reset|Reset|-|-|-|Lower body: 1~16F|-|-|-|}} | ||
{{USFIVFrameDataGlanceRow|Neutral Jump HK|Neutral Jump Roundhouse|u + hk||Neutral Jump | {{USFIVFrameDataGlanceRow|Neutral Jump HK|Neutral Jump Roundhouse|u + hk||Neutral Jump {{hk}}|100|200|60|H|-|6|10|-|15|||-|-|||||||Reset|Reset|-|-|-|Lower body: 1~15F|-|-|-|}} | ||
{{USFIVFrameDataGlanceRow| | {{USFIVFrameDataGlanceRow|Angled Jump LP|Angled Jump Jab|ub / {{uf}} + lp||Angled Jump {{lp}}|50|50|20|H|-|6|7|-|12|||-|-|||||||Reset|Reset|-|-|-|Lower body: 1~12F|-|-|-|}} | ||
{{USFIVFrameDataGlanceRow| | {{USFIVFrameDataGlanceRow|Angled Jump MP|Angled Jump Strong|ub / {{uf}} + mp||Angled Jump {{mp}}|50|50|40|H|-|7|3|-|9|||-|-|Floats opponent||||Soft Knockdown|Soft Knockdown|Free Juggle|Free Juggle|-|-|-|Lower body: 1~9F|-|-|-|}} | ||
{{USFIVFrameDataGlanceRow| | {{USFIVFrameDataGlanceRow|Angled Jump HP|Angled Jump Fierce|ub / {{uf}} + hp||Angled Jump {{hp}}|110|200|60|H|-|8|8|-|15|||-|-|||||||Reset|Reset|-|-|-|Lower body: 1~15F|-|-|-|}} | ||
{{USFIVFrameDataGlanceRow| | {{USFIVFrameDataGlanceRow|Angled Jump LK|Angled Jump Short|ub / {{uf}} + lk||Angled Jump {{lk}}|40|50|20|H|-|5|7|-|11|||-|-|||||||Reset|Reset|-|-|-|Lower body: 1~11F|-|-|-|}} | ||
{{USFIVFrameDataGlanceRow| | {{USFIVFrameDataGlanceRow|Angled Jump MK|Angled Jump Forward|ub / {{uf}} + mk||Angled Jump {{mk}}|70|100|40|H|-|6|14|-|19|||-|-|||||||Reset|Reset|-|-|-|Lower body: 1~19F|-|-|-|}} | ||
{{USFIVFrameDataGlanceRow| | {{USFIVFrameDataGlanceRow|Angled Jump HK|Angled Jump Roundhouse|ub / {{uf}} + hk||Angled Jump {{hk}}|100|200|60|H|-|7|6|-|12|||-|-|||||||Reset|Reset|-|-|-|Lower body: 1~12F|-|-|-|}} | ||
{{USFIVFrameDataGlanceRow|Hell Attack|Hell Attack|(during | {{USFIVFrameDataGlanceRow|Hell Attack|Hell Attack|(during angled jump) {{mp}} {{---}} mp||Air {{mp}} > {{mp}}|30|50|20|H|-|6|4|-|9|||-|-|||||||Free Juggle|Free Juggle|-|-|-|Lower body: 1~9F|-|-|JP: 2|}} | ||
{{USFIVFrameDataGlanceHeader}} | {{USFIVFrameDataGlanceHeader}} | ||
{{USFIVFrameDataGlanceRow|Focus Attack (Level 1)|Level 1 Focus|mp + mk||Level 1 Focus|60|100|20|HL|-|10+12|2|34|57|||-20|-20||||||Crumple|Soft Knockdown|Soft Knockdown| | {{USFIVFrameDataGlanceRow|Focus Attack (Level 1)|Level 1 Focus|mp + mk||Level 1 Focus|60|100|20|HL|-|10+12|2|34|57|16|16|-20|-20|Range: 1.686|||||Crumple|Soft Knockdown|Soft Knockdown|1~10F|-|-|-|-|-|-|}} | ||
{{USFIVFrameDataGlanceRow|Focus Attack (Level 2)|Level 2 Focus|mp + mk||Level 2 Focus|90|150|40|HL|-|18+12|2|34|65|||-14|-|||||Crumple|Crumple|Free Juggle|Free Juggle|-|-|-|-|-|-|-|}} | {{USFIVFrameDataGlanceRow|Focus Attack (Level 2)|Level 2 Focus|mp + mk||Level 2 Focus|90|150|40|HL|-|18+12|2|34|65|22|-|-14|-|Range: 1.686||||Crumple|Crumple|Free Juggle|Free Juggle|1~18F|-|-|-|-|-|-|}} | ||
{{USFIVFrameDataGlanceRow|Focus Attack (Level 3)|Level 3 Focus|mp + mk||Level 3 Focus| | {{USFIVFrameDataGlanceRow|Focus Attack (Level 3)|Level 3 Focus|mp + mk||Level 3 Focus|150|200|60|-|-|66|2|34|101|-|-|-|-|Range: 1.686, cannot hit pre-jump||||Crumple|Crumple|Free Juggle|Free Juggle|1~65F|-|-|-|-|-|-|}} | ||
{{USFIVFrameDataGlanceRow|Red Focus Attack (Level 1)|Level 1 Red Focus|lp + {{mp}} + mk||Level 1 Red Focus|90|100|20|HL|-|10+12|2|34|57|16|16|-20|-20|Range: 1.686, Builds 10 meter on block, Opponent gains 10 meter on hit, 5 on block|||||Crumple|Soft Knockdown|Soft Knockdown|1~10F (99 hits)|-|-|-|-|-|-|}} | |||
{{USFIVFrameDataGlanceRow|Red Focus Attack (Level 2)|Level 2 Red Focus|lp + {{mp}} + mk||Level 2 Red Focus|120|150|40|HL|-|18+12|2|34|65|22|-|-14|-|Range: 1.686, Builds 20 meter on block, Opponent gains 20 meter on hit, 10 on block||||Crumple|Crumple|Free Juggle|Free Juggle|1~18F (99 hits)|-|-|-|-|-|-|}} | |||
{{USFIVFrameDataGlanceRow|Red Focus Attack (Level 3)|Level 3 Red Focus|lp + {{mp}} + mk||Level 3 Red Focus|225|200|60|-|-|66|2|34|101|-|-|-|-|Range: 1.686, Opponent gains 30 meter on hit, cannot hit pre-jump|X|||Crumple|Crumple|Free Juggle|Free Juggle|1~66F (99 hits)|-|-|-|-|-|-|}} | |||
{{USFIVFrameDataGlanceRow|EX Red Focus Attack (Level 1)|Level 1 EX Red Focus|lp + {{mp}} + mk||Level 1 EX Red Focus|90|100|20|HL|-|10+12|2|34|57|22|-|-14|-|Range: 1.686, Builds 20 meter on block, Opponent gains 20 meter on hit, 10 on block||||Crumple|Crumple|Free Juggle|Free Juggle|-|-|-|-|-|-|-|}} | |||
{{USFIVFrameDataGlanceHeader}} | {{USFIVFrameDataGlanceHeader}} | ||
{{USFIVFrameDataGlanceRow|Deadly Throw|Forward Throw|f or n + lp + lk||Forward Throw|140|130|40|0.95|-|3|2|20|24|||-|-| | {{USFIVFrameDataGlanceRow|Deadly Throw|Forward Throw|f or {{n}} + {{lp}} + lk||Forward Throw|140|130|40|0.95|-|3|2|20|24|-|-|-|-||||X|Hard Knockdown|-|-|-|-|-|-|-|-|-|-|}} | ||
{{USFIVFrameDataGlanceRow|Death Tower|Back Throw|b + lp + lk||Back Throw|140|150|40|0.95|-|3|2|20|24|||-|-| | {{USFIVFrameDataGlanceRow|Death Tower|Back Throw|b + {{lp}} + lk||Back Throw|140|150|40|0.95|-|3|2|20|24|-|-|-|-||||X|Hard Knockdown|-|-|-|-|-|-|-|-|-|-|}} | ||
{{USFIVFrameDataGlanceHeader}} | {{USFIVFrameDataGlanceHeader}} | ||
{{USFIVFrameDataGlanceRow|Psycho Crusher|Psycho Crusher|b (charge) f + p ex armorbreak||Psycho Crusher | {{USFIVFrameDataGlanceRow|Psycho Crusher|Psycho Crusher|b (charge) {{f}} + {{p}} {{ex}} armorbreak||Psycho Crusher {{lp}}|120*100|100|30/40|HL|su|14|12*11|12+6|54|21||-8|-|14~36F can pass through opponent, 100 damage below waist, causes 18*18 chip damage, charge 55F|X|||Soft Knockdown|Soft Knockdown|Soft Knockdown|Soft Knockdown|-|-|-|-|37~48F|15F~|JP: 2|}} | ||
{{USFIVFrameDataGlanceRow|||||Psycho Crusher | {{USFIVFrameDataGlanceRow|||||Psycho Crusher {{mp}}|130*100|150|30/40|HL|su|14|12*15|12+10|62|23||-14|-|14~40F can pass through opponent, causes 18*18 chip damage, 100 damage below waist, charge 55F|X|||Soft Knockdown|Soft Knockdown|Soft Knockdown|Soft Knockdown|-|-|-|-|41~52F|16F~|JP: 2|}} | ||
{{USFIVFrameDataGlanceRow|||||Psycho Crusher | {{USFIVFrameDataGlanceRow|||||Psycho Crusher {{hp}}|140*100|200|30/40|HL|su|14|12*21|12+10|68|26||-17|-|14~46F can pass through opponent, causes 18*18 chip damage, 100 damage below waist, charge 55F|X|||Soft Knockdown|Soft Knockdown|Soft Knockdown|Soft Knockdown|-|-|-|-|47~58F|16F~|JP: 2|}} | ||
{{USFIVFrameDataGlanceRow|EX Psycho Crusher|EX Psycho Crusher|||Psycho Crusher | {{USFIVFrameDataGlanceRow|EX Psycho Crusher|EX Psycho Crusher|||Psycho Crusher {{ex}}|75*60|100*100|-250/0|HL|su|14|23|12+6|64|-||-16|-|14~36F passes through opponent, opponent gains 20x2 meter on hit, charge 55F|X|X||Soft Knockdown|Soft Knockdown|Soft Knockdown|Soft Knockdown|-|All: 1~13F|-|-|37~48F|15F~|JP: 0*1|}} | ||
{{USFIVFrameDataGlanceRow|Double Knee Press|Scissor Kick|b (charge) f + k ex||Scissor Kick | {{USFIVFrameDataGlanceRow|Double Knee Press|Scissor Kick|b (charge) {{f}} + {{k}} ex||Scissor Kick {{lk}}|60*40|100*50|20/16*17|HL|su*-|10|2(1)4|17|33|20||-1|-|Builds 10*8 meter on block, charge 55F||||[2nd Hit]: Soft Knockdown|[2nd Hit]: Soft Knockdown|Soft Knockdown|Soft Knockdown|-|-|-|-|5~14F|12~16F|-|}} | ||
{{USFIVFrameDataGlanceRow|||||Scissor Kick | {{USFIVFrameDataGlanceRow|||||Scissor Kick {{mk}}|60*60|100*50|20/16*17|HL|su*-|13|2(1)4|22|41|21||-5|-|Builds 10*8 meter on block, charge 55F||||[2nd Hit]: Soft Knockdown|[2nd Hit]: Soft Knockdown|Soft Knockdown|Soft Knockdown|-|-|-|-|7~17F|15~19F|-|}} | ||
{{USFIVFrameDataGlanceRow|||||Scissor Kick | {{USFIVFrameDataGlanceRow|||||Scissor Kick {{hk}}|70*70|100*50|20/16*16|HL|su*-|16|2(1)4|25|47|21||-8|-|Builds 10*8 meter on block, charge 55F||||[2nd Hit]: Soft Knockdown|[2nd Hit]: Soft Knockdown|Soft Knockdown|Soft Knockdown|-|-|-|-|9~20F|18~22F|-|}} | ||
{{USFIVFrameDataGlanceRow|EX Double Knee Press|EX Scissor Kick|||Scissor Kick | {{USFIVFrameDataGlanceRow|EX Double Knee Press|EX Scissor Kick|||Scissor Kick {{ex}}|70*80|100*50|-250/0|HL|su*-|13|2(1)4|25|44|21||-8|-|Opponent gains 8x2 meter on hit, 5x2 on block, charge 55F||||[2nd Hit]: Soft Knockdown|[2nd Hit]: Soft Knockdown|Soft Knockdown|Soft Knockdown|-|All: 1~12F|-|13~19F|13~17F|15~19F|JP: 1*2|}} | ||
{{USFIVFrameDataGlanceRow|Head Press|Head Stomp|d (charge) u + k ex|After Head Press connects, use b or f to change flight in air|Head Stomp|120|100|20/30|H|-|20|Until ground|After landing 16|-|||-|-| | {{USFIVFrameDataGlanceRow|Head Press|Head Stomp|d (charge) {{u}} + {{k}} ex|After Head Press connects, use b or f to change flight in air|Head Stomp|120|100|20/30|H|-|20|Until ground|After landing 16[4]|-|-|-|-24|-29|Tracks opponent, startup is distance dependent, listed startup is from point blank, frame advantage is for latest possible hit, builds 20 meter on block, after connect can steer left/right with [4 landing recovery] or perform followup attack 18f~, charge 55F||||||Soft Knockdown|Soft Knockdown|-|-|-|-|-|1F~|-|}} | ||
{{USFIVFrameDataGlanceRow| | {{USFIVFrameDataGlanceRow|Somersault Skull Diver|Skull Diver|p|Perform after Head Press|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, builds 20 meter on block||||||Soft Knockdown|Soft Knockdown|-|-|-|-|-|-||}} | ||
{{USFIVFrameDataGlanceRow|Head Press | {{USFIVFrameDataGlanceRow|EX Head Press|EX Head Stomp|||Head Stomp {{ex}}|180|200|-250/0|H|-|22|Until ground|After landing 16[4]|-|-|-|-18|-|Tracks opponent, startup is distance dependent, listed startup is from point blank, frame advantage is for latest possible hit, opponent gains 15 meter on hit, 10 on block, after connect can steer left/right with [4 landing recovery] or perform followup attack 18f~, charge 55F||||Hard Knockdown|Hard Knockdown|Soft Knockdown|Soft Knockdown|-|All: During startup|-|-|-|1F~|-|}} | ||
{{USFIVFrameDataGlanceRow|EX Somersault Skull Diver|EX Skull Diver|p p||Skull Diver {{ex}}|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, opponent gains 15x2 meter on hit, 10x2 on block||||||Soft Knockdown|Soft Knockdown|-|-|-|-|-|-|JP: 1*1|}} | |||
{{USFIVFrameDataGlanceRow|Empty Devil Reverse|Empty Devil Reverse|d (charge) {{u}} + {{p}} ex||Empty Devil Reverse|-|-|-|-|-|-|-|44+ After landing 4|48|-|-|-|-|Tracks opponent on startup, 14~38F can cancel into Devil Reverse attack, charge 55F||||-|-|-|-|-|-|-|-|-|1~44F|-|}} | |||
{{USFIVFrameDataGlanceRow|Devil Reverse Attack|Devil Reverse|p||Devil Reverse|110|150|20/30|H|-|13+34|Until ground|After landing 16|-|-|-|-3|-|Builds 20 meter on block||||Soft Knockdown|Soft Knockdown|Soft Knockdown|Soft Knockdown|-|-|-|-|-|-|-|}} | |||
{{USFIVFrameDataGlanceRow|EX Empty Devil Reverse|EX Empty Devil Reverse|||EX Empty Devil Reverse|-|-|-|-|-|-|-|44+ After landing 4|48|-|-|-|-|Tracks opponent on startup, 14~38F can cancel into Devil Reverse attack, frame advantage is for hitting as low as possible, charge 55F||||-|-|-|-|-|All: 1~13F|-|-|-|1~44F|-|}} | |||
{{USFIVFrameDataGlanceRow|Devil Reverse|Devil Reverse|p||Devil Reverse| | {{USFIVFrameDataGlanceRow|EX Devil Reverse Attack|EX Devil Reverse|p p||Devil Reverse {{ex}}|80*80|100*100|-250/0|H|-|13+34|Until ground|After landing 16|-|-|-|-3|-|Opponent gains 15x2 meter on hit, 10x2 on block, ||||Soft Knockdown|Soft Knockdown|Soft Knockdown|Soft Knockdown|-|-|-|-|-|-|JP: 1*1|}} | ||
{{USFIVFrameDataGlanceRow| | {{USFIVFrameDataGlanceRow|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|Teleport|-|-|0/0|-|-|-|-|Total 47|47|-|-|-|-|1~29F Invincible, teleport complete on 12F||||-|-|-|-|-|All: 1~29F|-|-|-|-|-|}} | ||
{{USFIVFrameDataGlanceHeader}} | {{USFIVFrameDataGlanceHeader}} | ||
{{USFIVFrameDataGlanceRow|Knee Press Nightmare|Super | {{USFIVFrameDataGlanceRow|Knee Press Nightmare|Super|b (charge) {{f}} {{b}} {{f}} + k||Super Combo {{lk}}|60x4*100|0|-1000/0|HLx4*L|-|1+6|2(1)2(11)<br>2*2(8)18|30|82|21|-|-27|-|34~60F can pass through opponent, opponent gains 20x5 meter on hit, 5x5 on block, charge 40F||||[5th Hit]: Hard Knockdown|[5th Hit]: Hard Knockdown|Hard Knockdown|Hard Knockdown|-|All: 1~7F|-|All: 9~61F|-|-|JP: 127x5|}} | ||
{{USFIVFrameDataGlanceRow|||||Super Combo | {{USFIVFrameDataGlanceRow|||||Super Combo {{mk}}|60x4*100|0|-1000/0|HLx4*L|-|1+11|2(1)2(11)<br>2*2(8)18|30|87|21||-27|-|39~65F can pass through opponent, opponent gains 20x5 meter on hit, 5x5 on block, charge 40F||||[5th Hit]: Hard Knockdown|[5th Hit]: Hard Knockdown|Hard Knockdown|Hard Knockdown|-|All: 1~9F|-|All: 11~66F|-|-|JP: 127x5|}} | ||
{{USFIVFrameDataGlanceRow|||||Super Combo | {{USFIVFrameDataGlanceRow|||||Super Combo {{hk}}|60x4*100|0|-1000/0|HLx4*L|-|1+15|2(1)2(11)<br>2*2(8)18|30|91|21||-27|-|44~70F can pass through opponent, opponent gains 20x5 meter on hit, 5x5 on block, charge 40F||||[5th Hit]: Hard Knockdown|[5th Hit]: Hard Knockdown|Hard Knockdown|Hard Knockdown|-|All: 1~11F|-|All: 13~71F|-|-|JP: 127x5|}} | ||
{{USFIVFrameDataGlanceHeader}} | {{USFIVFrameDataGlanceHeader}} | ||
{{USFIVFrameDataGlanceRow|Nightmare Booster|Ultra | {{USFIVFrameDataGlanceRow|Nightmare Booster|Ultra I|b (charge) {{f}} {{b}} {{f}} + 3k||Ultra Combo 1|48x4*60<br>*240|0|0/0|HL|-|0+10|4*2(12)<br>2*2(16)<br>[12x3]|30+18|131|25||-35|-|61~114F can pass through opponent, 5th Hit triggers animation, opponent gains 20x6 meter on hit, 5x7 on block, causes 12x4*15x3 chip damage, charge 40F||||[1st~4th Hit]: Forces stand, 5th Hit: Hard Knockdown|[1st~4th Hit]: Forces stand, 5th Hit: Hard Knockdown|Hard Knockdown|Hard Knockdown|-|All: 1~15F|-|-|-|47F~|JP: 127x6|}} | ||
{{USFIVFrameDataGlanceRow|Psycho Punisher|Ultra | {{USFIVFrameDataGlanceRow|Psycho Punisher|Ultra II|b (charge) {{f}} {{b}} {{f}} + {{3p}} armorbreak|Hold {{b}} or {{f}} to guide in air after performing|Ultra Combo 2|90*330|0|0/0|H|-|0+22|2|After landing 42|65|21||-23|-|Can control movement with joystick, opponent gains 30x3 meter on hit, 15 on block, charge 40F|X|||Hard Knockdown|Hard Knockdown|Hard Knockdown|Hard Knockdown|-|All: 1~2F|-|All: 3~23F|-|1~21F|JP: 1|}} | ||
{{USFIVFrameDataGlanceHeader}} | {{USFIVFrameDataGlanceHeader}} | ||
|- | |- | ||
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{{USFIVMoveListRow|MBison|CloseLK| | {{USFIVMoveListRow|MBison|CloseLK| | ||
Close LK|Close Short|Close lk|speccancel supercancel| | Close LK|Close Short|Close lk|speccancel supercancel| | ||
A quick knee to the mid area. There is no difference the close or far variants. Bison's second fastest | 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. | ||
}} | }} | ||
{{USFIVMoveListRow|MBison|CloseMK| | {{USFIVMoveListRow|MBison|CloseMK| | ||
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{{USFIVMoveListRow|MBison|FarLK| | {{USFIVMoveListRow|MBison|FarLK| | ||
Far LK|Far Short|lk|speccancel supercancel| | Far LK|Far Short|lk|speccancel supercancel| | ||
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. | 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. | ||
}} | }} | ||
{{USFIVMoveListRow|MBison|FarMK| | {{USFIVMoveListRow|MBison|FarMK| | ||
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{{USFIVMoveListRow|MBison|CrouchHK| | {{USFIVMoveListRow|MBison|CrouchHK| | ||
Crouch HK|Crouch Roundhouse|d + hk|supercancel| | Crouch HK|Crouch Roundhouse|d + hk|supercancel| | ||
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) | 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) | ||
}} | }} | ||
{{USFIVMoveListFooter}} | {{USFIVMoveListFooter}} | ||
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{{USFIVMoveListHeader}} | {{USFIVMoveListHeader}} | ||
{{USFIVMoveListRow|MBison|DiagonalLP| | {{USFIVMoveListRow|MBison|DiagonalLP| | ||
Diagonal Jump LP|Diagonal Jump Jab|ub / uf + lp|| | Diagonal Jump LP|Diagonal Jump Jab|ub / {{uf}} + lp|| | ||
(No uses/strategies) | (No uses/strategies) | ||
}} | }} | ||
{{USFIVMoveListRow|MBison|DiagonalMP| | {{USFIVMoveListRow|MBison|DiagonalMP| | ||
Diagonal Jump MP|Diagonal Jump Strong|ub / uf + mp|| | Diagonal Jump MP|Diagonal Jump Strong|ub / {{uf}} + mp|| | ||
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. | 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 | *j.MP close s.HP xx LP Psycho Crusher | ||
}} | }} | ||
{{USFIVMoveListRow|MBison|DiagonalHP| | {{USFIVMoveListRow|MBison|DiagonalHP| | ||
Diagonal Jump HP|Diagonal Jump Fierce|ub / uf + hp|| | Diagonal Jump HP|Diagonal Jump Fierce|ub / {{uf}} + hp|| | ||
High damage jump in with a good downward angle. | High damage jump in with a good downward angle. | ||
}} | }} | ||
{{USFIVMoveListRow|MBison|DiagonalLK| | {{USFIVMoveListRow|MBison|DiagonalLK| | ||
Diagonal Jump LK|Diagonal Jump Short|ub / uf + lk|| | Diagonal Jump LK|Diagonal Jump Short|ub / {{uf}} + lk|| | ||
(No uses/strategies) | (No uses/strategies) | ||
}} | }} | ||
{{USFIVMoveListRow|MBison|DiagonalMK| | {{USFIVMoveListRow|MBison|DiagonalMK| | ||
Diagonal Jump MK|Diagonal Jump Forward|ub / uf + mk|| | Diagonal Jump MK|Diagonal Jump Forward|ub / {{uf}} + mk|| | ||
Crosses up. | Crosses up. | ||
}} | }} | ||
{{USFIVMoveListRow|MBison|DiagonalHK| | {{USFIVMoveListRow|MBison|DiagonalHK| | ||
Diagonal Jump HK|Diagonal Jump Roundhouse|ub / uf + hk|| | Diagonal Jump HK|Diagonal Jump Roundhouse|ub / {{uf}} + hk|| | ||
(No uses/strategies) | (No uses/strategies) | ||
}} | }} | ||
Line 259: | Line 249: | ||
{{USFIVMoveListHeader}} | {{USFIVMoveListHeader}} | ||
{{USFIVMoveListRow|MBison|HellAttack| | {{USFIVMoveListRow|MBison|HellAttack| | ||
Hell Attack|Hell Attack|(during Diagonal Jump) mp --- mp|| | Hell Attack|Hell Attack|(during Diagonal Jump) {{mp}} {{---}} mp|| | ||
(No uses/strategies) | (No uses/strategies) | ||
}} | }} | ||
Line 287: | Line 277: | ||
{{USFIVMoveListHeader}} | {{USFIVMoveListHeader}} | ||
{{USFIVMoveListRow|MBison|DeadlyThrow| | {{USFIVMoveListRow|MBison|DeadlyThrow| | ||
Deadly Throw|Forward Throw|f or n + lp + lk|| | Deadly Throw|Forward Throw|f or {{n}} + {{lp}} + lk|| | ||
(No uses/strategies) | (No uses/strategies) | ||
}} | }} | ||
{{USFIVMoveListRow|MBison|DeathTower| | {{USFIVMoveListRow|MBison|DeathTower| | ||
Death Tower|Back Throw|b + lp + lk|| | Death Tower|Back Throw|b + {{lp}} + lk|| | ||
(No uses/strategies) | (No uses/strategies) | ||
}} | }} | ||
Line 301: | Line 291: | ||
{{USFIVMoveListHeader}} | {{USFIVMoveListHeader}} | ||
{{USFIVMoveListRow|MBison|PsychoCrusher| | {{USFIVMoveListRow|MBison|PsychoCrusher| | ||
Psycho Crusher|Torpedo|b (charge) f + p ex armorbreak|| | Psycho Crusher|Torpedo|b (charge) {{f}} + {{p}} {{ex}} armorbreak|| | ||
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. | 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. | *'''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. | ||
}} | }} | ||
{{USFIVMoveListRow|MBison|DoubleKneePress| | {{USFIVMoveListRow|MBison|DoubleKneePress| | ||
Double Knee Press|Scissor Kick|b (charge) f + k ex|| | Double Knee Press|Scissor Kick|b (charge) {{f}} + {{k}} ex|| | ||
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. | 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. | ||
}} | }} | ||
{{USFIVMoveListRow|MBison|HeadPress| | {{USFIVMoveListRow|MBison|HeadPress| | ||
Head Press|Head Stomp|d (charge) u + k ex|After Head Press connects, use b or f to change flight in air| | Head Press|Head Stomp|d (charge) {{u}} + {{k}} ex|After Head Press connects, use b or f to change flight in air| | ||
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 | 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 startup invincibility, causes a hard knockdown, and does good damage. However, this move is easily dodged and punished (literally just move anywhere), so use sparingly. After hit or block, Bison bounces off and can be steered left or right. This has much less landing recovery then a whiffed Head Press, and can be cancelled into Somersault Skull Diver on the way down by hitting a punch button. | ||
After | |||
}} | }} | ||
{{USFIVMoveListRow|MBison|SomersaultSkullDiver| | {{USFIVMoveListRow|MBison|SomersaultSkullDiver| | ||
Somersault Skull Diver|Skull Diver|p ex|Perform after Head Press| | Somersault Skull Diver|Skull Diver|p ex|Perform after Head Press| | ||
Followup attack to Head Press that hits overhead. A bit slow and telegraphed, but has good frame advantage on hit or block. An effective way to use this is to steer away after bouncing off the opponent, then reverse directions and come in for the surprise attack. | |||
}} | }} | ||
{{USFIVMoveListRow|MBison|EmptyDevilReverse| | {{USFIVMoveListRow|MBison|EmptyDevilReverse| | ||
Empty Devil Reverse|Empty Devil Reverse|d (charge) u + p ex|| | Empty Devil Reverse|Empty Devil Reverse|d (charge) {{u}} + {{p}} ex|| | ||
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. | 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. The EX version has invincibility and is an effective escape option. | ||
}} | }} | ||
{{USFIVMoveListRow|MBison|DevilReverse| | {{USFIVMoveListRow|MBison|DevilReverse| | ||
Devil Reverse|Devil Reverse|(during Empty Devil Reverse) p ex|| | Devil Reverse|Devil Reverse|(during Empty Devil Reverse) {{p}} ex|| | ||
Followup to Devil Reverse startup. Can be an ambiguous crossup if spaced properly and hits overhead, but can be slightly unsafe especially on taller opponents. | |||
}} | }} | ||
{{USFIVMoveListRow|MBison|BisonWarp| | {{USFIVMoveListRow|MBison|BisonWarp| | ||
Bison Warp|Teleport|dp or rdp + 3p or 3k| | Bison Warp|Teleport|dp or {{rdp}} + {{3p}} or 3k||Bison's teleport. Dp + 3p will appear right behind the opponent, dp + 3k will appear right in front, rdp + 3p goes backwards about half-screen and rdp + 3k goes back almost full-screen. When used midscreen, the backwards teleports can only go as far as the current camera position will allow, but if the opponent is cornered Bison can move much further backwards. | ||
Bison | |||
}} | }} | ||
{{USFIVMoveListFooter}} | {{USFIVMoveListFooter}} | ||
Line 339: | Line 324: | ||
{{USFIVMoveListHeader}} | {{USFIVMoveListHeader}} | ||
{{USFIVMoveListRow|MBison|KneePressNightmare| | {{USFIVMoveListRow|MBison|KneePressNightmare| | ||
Knee Press Nightmare|Super Combo|b (charge) f b f + k|| | Knee Press Nightmare|Super Combo|b (charge) {{f}} {{b}} {{f}} + k|| | ||
(No uses/strategies) | (No uses/strategies) | ||
}} | }} | ||
Line 349: | Line 334: | ||
{{USFIVMoveListHeader}} | {{USFIVMoveListHeader}} | ||
{{USFIVMoveListRow|MBison|NightmareBooster| | {{USFIVMoveListRow|MBison|NightmareBooster| | ||
Nightmare Booster|Ultra Combo I|b (charge) f b f + 3k|| | Nightmare Booster|Ultra Combo I|b (charge) {{f}} {{b}} {{f}} + 3k|| | ||
(No uses/strategies) | (No uses/strategies) | ||
}} | }} | ||
{{USFIVMoveListRow|MBison|PsychoPunisher| | {{USFIVMoveListRow|MBison|PsychoPunisher| | ||
Psycho Punisher|Ultra Combo II|b (charge) f b f + 3p armorbreak|Hold b or f to guide in air after performing| | Psycho Punisher|Ultra Combo II|b (charge) {{f}} {{b}} {{f}} + {{3p}} armorbreak|Hold {{b}} or {{f}} to guide in air after performing| | ||
(No uses/strategies) | (No uses/strategies) | ||
}} | }} | ||
Line 359: | Line 344: | ||
==The Basics== | ==The Basics== | ||
==Combos== | ==Combos== | ||
==Strategy== | ==Strategy== | ||
==Matchups== | ==Matchups== | ||
{{#vardefine:player|M. Bison}}<!-- | |||
--->{{#vardefine:spacing|-0.75em}}<!-- | |||
= | ---><!--Don't delete the divs--><div style="margin-top:{{#var:spacing}}"> | ||
=====<font style="visibility:hidden; float:right">Abel</font>===== | |||
{{MatchupData-USF4 | player ={{#var:player}} | |||
==== | | character =Abel | ||
| icon =Abel | |||
| favorability = | |||
| data = | |||
==== | }}</div> | ||
= | |||
= | |||
= | <!--Don't delete the divs--><div style="margin-top:{{#var:spacing}}"> | ||
=====<font style="visibility:hidden; float:right">Adon</font>===== | |||
{{MatchupData-USF4 | player ={{#var:player}} | |||
| character =Adon | |||
| icon =Adon | |||
| favorability = | |||
| data = | |||
}}</div> | |||
= | <!--Don't delete the divs--><div style="margin-top:{{#var:spacing}}"> | ||
=====<font style="visibility:hidden; float:right">Akuma/Gouki</font>===== | |||
{{MatchupData-USF4 | player ={{#var:player}} | |||
| character =Akuma | |||
| icon =Akuma | |||
| favorability = | |||
| data = | |||
}}</div> | |||
= | <!--Don't delete the divs--><div style="margin-top:{{#var:spacing}}"> | ||
=====<font style="visibility:hidden; float:right">Balrog/Boxer</font>===== | |||
{{MatchupData-USF4 | player ={{#var:player}} | |||
| character =Balrog | |||
| icon =Balrog | |||
| favorability = | |||
| data = | |||
}}</div> | |||
= | <!--Don't delete the divs--><div style="margin-top:{{#var:spacing}}"> | ||
=====<font style="visibility:hidden; float:right">Blanka</font>===== | |||
{{MatchupData-USF4 | player ={{#var:player}} | |||
| character =Blanka | |||
| icon =Blanka | |||
| favorability = | |||
| data = | |||
}}</div> | |||
= | <!--Don't delete the divs--><div style="margin-top:{{#var:spacing}}"> | ||
=====<font style="visibility:hidden; float:right">C. Viper</font>===== | |||
{{MatchupData-USF4 | player ={{#var:player}} | |||
| character =C. Viper | |||
| icon =CViper | |||
| favorability = | |||
| data = | |||
}}</div> | |||
= | <!--Don't delete the divs--><div style="margin-top:{{#var:spacing}}"> | ||
=====<font style="visibility:hidden; float:right">Cammy</font>===== | |||
{{MatchupData-USF4 | player ={{#var:player}} | |||
| character =Cammy | |||
| icon =Cammy | |||
| favorability = | |||
| data = | |||
}}</div> | |||
= | <!--Don't delete the divs--><div style="margin-top:{{#var:spacing}}"> | ||
=====<font style="visibility:hidden; float:right">Chun-Li</font>===== | |||
{{MatchupData-USF4 | player ={{#var:player}} | |||
| character =Chun-Li | |||
| icon =ChunLi | |||
| favorability = | |||
| data = | |||
}}</div> | |||
= | <!--Don't delete the divs--><div style="margin-top:{{#var:spacing}}"> | ||
=====<font style="visibility:hidden; float:right">Cody</font>===== | |||
{{MatchupData-USF4 | player ={{#var:player}} | |||
| character =Cody | |||
| icon =Cody | |||
| favorability = | |||
| data = | |||
}}</div> | |||
= | <!--Don't delete the divs--><div style="margin-top:{{#var:spacing}}"> | ||
=====<font style="visibility:hidden; float:right">Dan</font>===== | |||
{{MatchupData-USF4 | player ={{#var:player}} | |||
| character =Dan | |||
| icon =Dan | |||
| favorability = | |||
| data = | |||
}}</div> | |||
= | <!--Don't delete the divs--><div style="margin-top:{{#var:spacing}}"> | ||
=====<font style="visibility:hidden; float:right">Decapre</font>===== | |||
{{MatchupData-USF4 | player ={{#var:player}} | |||
| character =Decapre | |||
| icon =Decapre | |||
| favorability = | |||
| data = | |||
}}</div> | |||
= | <!--Don't delete the divs--><div style="margin-top:{{#var:spacing}}"> | ||
=====<font style="visibility:hidden; float:right">Dee Jay</font>===== | |||
{{MatchupData-USF4 | player ={{#var:player}} | |||
| character =Deejay | |||
| icon =DeeJay | |||
| favorability = | |||
| data = | |||
}}</div> | |||
= | <!--Don't delete the divs--><div style="margin-top:{{#var:spacing}}"> | ||
=====<font style="visibility:hidden; float:right">Dhalsim</font>===== | |||
{{MatchupData-USF4 | player ={{#var:player}} | |||
| character =Dhalsim | |||
| icon =Dhalsim | |||
| favorability = | |||
| data = | |||
}}</div> | |||
= | <!--Don't delete the divs--><div style="margin-top:{{#var:spacing}}"> | ||
=====<font style="visibility:hidden; float:right">Dudley</font>===== | |||
{{MatchupData-USF4 | player ={{#var:player}} | |||
| character =Dudley | |||
| icon =Dudley | |||
| favorability = | |||
| data = | |||
}}</div> | |||
= | <!--Don't delete the divs--><div style="margin-top:{{#var:spacing}}"> | ||
=====<font style="visibility:hidden; float:right">E. Honda</font>===== | |||
{{MatchupData-USF4 | player ={{#var:player}} | |||
| character =E. Honda | |||
| icon =EHonda | |||
| favorability = | |||
| data = | |||
}}</div> | |||
= | <!--Don't delete the divs--><div style="margin-top:{{#var:spacing}}"> | ||
=====<font style="visibility:hidden; float:right">El Fuerte</font>===== | |||
{{MatchupData-USF4 | player ={{#var:player}} | |||
| character =El Fuerte | |||
| icon =ElFuerte | |||
| favorability = | |||
| data = | |||
}}</div> | |||
= | <!--Don't delete the divs--><div style="margin-top:{{#var:spacing}}"> | ||
=====<font style="visibility:hidden; float:right">Elena</font>===== | |||
{{MatchupData-USF4 | player ={{#var:player}} | |||
| character =Elena | |||
| icon =Elena | |||
| favorability = | |||
| data = | |||
}}</div> | |||
= | <!--Don't delete the divs--><div style="margin-top:{{#var:spacing}}"> | ||
=====<font style="visibility:hidden; float:right">Evil Ryu</font>===== | |||
{{MatchupData-USF4 | player ={{#var:player}} | |||
| character =Evil Ryu | |||
| icon =Evil_Ryu | |||
| favorability = | |||
| data = | |||
}}</div> | |||
= | <!--Don't delete the divs--><div style="margin-top:{{#var:spacing}}"> | ||
=====<font style="visibility:hidden; float:right">Fei Long</font>===== | |||
{{MatchupData-USF4 | player ={{#var:player}} | |||
| character =Fei Long | |||
| icon =FeiLong | |||
| favorability = | |||
| data = | |||
}}</div> | |||
= | <!--Don't delete the divs--><div style="margin-top:{{#var:spacing}}"> | ||
=====<font style="visibility:hidden; float:right">Gen</font>===== | |||
{{MatchupData-USF4 | player ={{#var:player}} | |||
| character =Gen | |||
| icon =Gen | |||
| favorability = | |||
| data = | |||
}}</div> | |||
= | <!--Don't delete the divs--><div style="margin-top:{{#var:spacing}}"> | ||
=====<font style="visibility:hidden; float:right">Gouken</font>===== | |||
{{MatchupData-USF4 | player ={{#var:player}} | |||
| character =Gouken | |||
| icon =Gouken | |||
| favorability = | |||
| data = | |||
}}</div> | |||
= | <!--Don't delete the divs--><div style="margin-top:{{#var:spacing}}"> | ||
=====<font style="visibility:hidden; float:right">Guile</font>===== | |||
{{MatchupData-USF4 | player ={{#var:player}} | |||
| character =Guile | |||
| icon =Guile | |||
| favorability = | |||
| data = | |||
}}</div> | |||
= | <!--Don't delete the divs--><div style="margin-top:{{#var:spacing}}"> | ||
=====<font style="visibility:hidden; float:right">Guy</font>===== | |||
{{MatchupData-USF4 | player ={{#var:player}} | |||
| character =Guy | |||
| icon =Guy | |||
| favorability = | |||
| data = | |||
}}</div> | |||
= | <!--Don't delete the divs--><div style="margin-top:{{#var:spacing}}"> | ||
=====<font style="visibility:hidden; float:right">Hakan</font>===== | |||
{{MatchupData-USF4 | player ={{#var:player}} | |||
| character =Hakan | |||
| icon =Hakan | |||
| favorability = | |||
| data = | |||
}}</div> | |||
= | <!--Don't delete the divs--><div style="margin-top:{{#var:spacing}}"> | ||
=====<font style="visibility:hidden; float:right">Hugo</font>===== | |||
{{MatchupData-USF4 | player ={{#var:player}} | |||
| character =Hugo | |||
| icon =Hugo | |||
| favorability = | |||
| data = | |||
}}</div> | |||
= | <!--Don't delete the divs--><div style="margin-top:{{#var:spacing}}"> | ||
=====<font style="visibility:hidden; float:right">Ibuki</font>===== | |||
{{MatchupData-USF4 | player ={{#var:player}} | |||
| character =Ibuki | |||
| icon =Ibuki | |||
| favorability = | |||
| data = | |||
}}</div> | |||
= | <!--Don't delete the divs--><div style="margin-top:{{#var:spacing}}"> | ||
=====<font style="visibility:hidden; float:right">Juri</font>===== | |||
{{MatchupData-USF4 | player ={{#var:player}} | |||
| character =Juri | |||
| icon =Juri | |||
| favorability = | |||
| data = | |||
}}</div> | |||
= | <!--Don't delete the divs--><div style="margin-top:{{#var:spacing}}"> | ||
=====<font style="visibility:hidden; float:right">Ken</font>===== | |||
{{MatchupData-USF4 | player ={{#var:player}} | |||
| character =Ken | |||
| icon =Ken | |||
| favorability = | |||
| data = | |||
}}</div> | |||
= | <!--Don't delete the divs--><div style="margin-top:{{#var:spacing}}"> | ||
( | =====<font style="visibility:hidden; float:right">M. Bison/Dictator (Mirror)</font>===== | ||
{{MatchupData-USF4 | player ={{#var:player}} | |||
| character =M. Bison | |||
| icon =MBison | |||
| favorability = | |||
| data = | |||
}}</div> | |||
= | <!--Don't delete the divs--><div style="margin-top:{{#var:spacing}}"> | ||
=====<font style="visibility:hidden; float:right">Makoto</font>===== | |||
{{MatchupData-USF4 | player ={{#var:player}} | |||
| character =Makoto | |||
| icon =Makoto | |||
| favorability = | |||
| data = | |||
}}</div> | |||
= | <!--Don't delete the divs--><div style="margin-top:{{#var:spacing}}"> | ||
=====<font style="visibility:hidden; float:right">Oni</font>===== | |||
{{MatchupData-USF4 | player ={{#var:player}} | |||
| character =Oni | |||
| icon =Oni | |||
| favorability = | |||
| data = | |||
}}</div> | |||
= | <!--Don't delete the divs--><div style="margin-top:{{#var:spacing}}"> | ||
=====<font style="visibility:hidden; float:right">Poison</font>===== | |||
{{MatchupData-USF4 | player ={{#var:player}} | |||
| character =Poison | |||
| icon =Poison | |||
| favorability = | |||
| data = | |||
}}</div> | |||
= | <!--Don't delete the divs--><div style="margin-top:{{#var:spacing}}"> | ||
=====<font style="visibility:hidden; float:right">Rolento</font>===== | |||
{{MatchupData-USF4 | player ={{#var:player}} | |||
| character =Rolento | |||
| icon =Rolento | |||
| favorability = | |||
| data = | |||
}}</div> | |||
= | <!--Don't delete the divs--><div style="margin-top:{{#var:spacing}}"> | ||
=====<font style="visibility:hidden; float:right">Rose</font>===== | |||
{{MatchupData-USF4 | player ={{#var:player}} | |||
| character =Rose | |||
| icon =Rose | |||
| favorability = | |||
| data = | |||
}}</div> | |||
= | <!--Don't delete the divs--><div style="margin-top:{{#var:spacing}}"> | ||
=====<font style="visibility:hidden; float:right">Rufus</font>===== | |||
{{MatchupData-USF4 | player ={{#var:player}} | |||
| character =Rufus | |||
| icon =Rufus | |||
| favorability = | |||
| data = | |||
}}</div> | |||
= | <!--Don't delete the divs--><div style="margin-top:{{#var:spacing}}"> | ||
=====<font style="visibility:hidden; float:right">Ryu</font>===== | |||
{{MatchupData-USF4 | player ={{#var:player}} | |||
| character =Ryu | |||
| icon =Ryu | |||
| favorability = | |||
| data = | |||
}}</div> | |||
= | <!--Don't delete the divs--><div style="margin-top:{{#var:spacing}}"> | ||
=====<font style="visibility:hidden; float:right">Sagat</font>===== | |||
{{MatchupData-USF4 | player ={{#var:player}} | |||
| character =Sagat | |||
| icon =Sagat | |||
| favorability = | |||
| data = | |||
}}</div> | |||
= | <!--Don't delete the divs--><div style="margin-top:{{#var:spacing}}"> | ||
=====<font style="visibility:hidden; float:right">Sakura</font>===== | |||
{{MatchupData-USF4 | player ={{#var:player}} | |||
| character =Sakura | |||
| icon =Sakura | |||
| favorability = | |||
| data = | |||
}}</div> | |||
= | <!--Don't delete the divs--><div style="margin-top:{{#var:spacing}}"> | ||
=====<font style="visibility:hidden; float:right">Seth</font>===== | |||
{{MatchupData-USF4 | player ={{#var:player}} | |||
| character =Seth | |||
| icon =Seth | |||
| favorability = | |||
| data = | |||
}}</div> | |||
= | <!--Don't delete the divs--><div style="margin-top:{{#var:spacing}}"> | ||
=====<font style="visibility:hidden; float:right">T. Hawk</font>===== | |||
{{MatchupData-USF4 | player ={{#var:player}} | |||
| character =T. Hawk | |||
| icon =THawk | |||
| favorability = | |||
| data = | |||
}}</div> | |||
= | <!--Don't delete the divs--><div style="margin-top:{{#var:spacing}}"> | ||
=====<font style="visibility:hidden; float:right">Vega/Claw</font>===== | |||
{{MatchupData-USF4 | player ={{#var:player}} | |||
| character =Vega | |||
| icon =Vega | |||
| favorability = | |||
| data = | |||
}}</div> | |||
= | <!--Don't delete the divs--><div style="margin-top:{{#var:spacing}}"> | ||
=====<font style="visibility:hidden; float:right">Yang</font>===== | |||
{{MatchupData-USF4 | player ={{#var:player}} | |||
| character =Yang | |||
| icon =Yang | |||
| favorability = | |||
| data = | |||
}}</div> | |||
= | <!--Don't delete the divs--><div style="margin-top:{{#var:spacing}}"> | ||
=====<font style="visibility:hidden; float:right">Yun</font>===== | |||
{{MatchupData-USF4 | player ={{#var:player}} | |||
| character =Yun | |||
| icon =Yun | |||
| favorability = | |||
| data = | |||
}}</div> | |||
= | <!--Don't delete the divs--><div style="margin-top:{{#var:spacing}}"> | ||
=====<font style="visibility:hidden; float:right">Zangief</font>===== | |||
{{MatchupData-USF4 | player ={{#var:player}} | |||
| character =Zangief | |||
| icon =Zangief | |||
| favorability = | |||
| data = | |||
}}</div> | |||
==Frame Data== | ==Frame Data== | ||
{{USFIVFrameDataTableHeader}} | {{USFIVFrameDataTableHeader}} | ||
{{USFIVFrameDataHeader}} | {{USFIVFrameDataHeader}} | ||
{{USFIVFrameDataRow|Close LP|Close Jab|Close lp||Close | {{USFIVFrameDataRow|Close LP|Close Jab|Close lp||Close {{lp}}|30|50|20|HL|ch/sp/su|6|2|5|12|11|14|4|7|||||||Reset|Reset|-|-|-|-|-|-|-|}} | ||
{{USFIVFrameDataRow|Close MP|Close Strong|Close mp||Close | {{USFIVFrameDataRow|Close MP|Close Strong|Close mp||Close {{mp}}|90|100|40|HL|sp/su|7|3|12|21|14|17|-1|2|||||||Reset|Reset|-|-|-|-|-|-|-|}} | ||
{{USFIVFrameDataRow|Close HP|Close Fierce|Close hp||Close | {{USFIVFrameDataRow|Close HP|Close Fierce|Close hp||Close {{hp}}|100|200|60|HL|sp/su|8|3|16|26|18|23|-1|4|||||Forces stand|Forces stand|Reset|Reset|-|-|-|-|-|-|-|}} | ||
{{USFIVFrameDataRow|Close LK|Close Short|Close lk||Close | {{USFIVFrameDataRow|Close LK|Close Short|Close lk||Close {{lk}}|30|50|20|HL|sp/su|4|2|6|11|11|14|3|6|||||||Reset|Reset|-|-|-|-|-|-|-|}} | ||
{{USFIVFrameDataRow|Close MK|Close Forward|Close mk||Close | {{USFIVFrameDataRow|Close MK|Close Forward|Close mk||Close {{mk}}|90|100|40|HL|su|7|3|9|18|14|17|2|5|||||||Reset|Reset|-|-|-|-|-|-|-|}} | ||
{{USFIVFrameDataRow|Close HK|Close Roundhouse|Close hk||Close | {{USFIVFrameDataRow|Close HK|Close Roundhouse|Close hk||Close {{hk}}|110|200|60|HL|-|6|3|16|24|18|22|-1|3|90 Damage at foot||||||Reset|Reset|-|-|-|-|-|-|-|}} | ||
{{USFIVFrameDataRow|Far LP|Far Jab|lp||Far | {{USFIVFrameDataRow|Far LP|Far Jab|lp||Far {{lp}}|20|50|20|HL|ch/sp/su|5|2|7|13|11|14|2|5|||||||Reset|Reset|-|-|-|-|-|-|-|}} | ||
{{USFIVFrameDataRow|Far MP|Far Strong|mp||Far | {{USFIVFrameDataRow|Far MP|Far Strong|mp||Far {{mp}}|70|100|40|HL|sp/su|6|3|12|20|15|18|0|3|||||||Reset|Reset|-|-|-|-|-|-|-|}} | ||
{{USFIVFrameDataRow|Far HP|Far Fierce|hp||Far | {{USFIVFrameDataRow|Far HP|Far Fierce|hp||Far {{hp}}|120|200|60|HL|-|11|2|19|31|18|22|-3|1|||||||Reset|Reset|-|-|-|-|-|-|-|}} | ||
{{USFIVFrameDataRow|Far LK|Far Short|lk||Far | {{USFIVFrameDataRow|Far LK|Far Short|lk||Far {{lk}}|30|50|20|HL|sp/su|4|2|6|11|11|14|3|6|||||||Reset|Reset|-|-|-|-|-|-|-|}} | ||
{{USFIVFrameDataRow|Far MK|Far Forward|mk||Far | {{USFIVFrameDataRow|Far MK|Far Forward|mk||Far {{mk}}|70|100|40|HL|-|6|3|14|22|14|17|-3|0|||||||Reset|Reset|-|-|-|-|-|-|-|}} | ||
{{USFIVFrameDataRow|Far HK|Far Roundhouse|hk||Far | {{USFIVFrameDataRow|Far HK|Far Roundhouse|hk||Far {{hk}}|110|200|60|HL|-|6|3|16|24|18|22|-1|3|90 Damage at foot||||||Reset|Reset|-|-|-|-|-|-|-|}} | ||
{{USFIVFrameDataRow|Crouch LP|Crouch Jab|d + lp||Crouch | {{USFIVFrameDataRow|Crouch LP|Crouch Jab|d + lp||Crouch {{lp}}|30|50|20|HL|ch/sp/su|4|2|7|12|11|14|2|5|||||||Reset|Reset|-|-|-|-|-|-|-|}} | ||
{{USFIVFrameDataRow|Crouch MP|Crouch Strong|d + mp||Crouch | {{USFIVFrameDataRow|Crouch MP|Crouch Strong|d + mp||Crouch {{mp}}|80|100|40|HL|sp/su|7|2|9|17|14|17|3|6|||||||Reset|Reset|-|-|-|-|-|-|-|}} | ||
{{USFIVFrameDataRow|Crouch HP|Crouch Fierce|d + hp||Crouch | {{USFIVFrameDataRow|Crouch HP|Crouch Fierce|d + hp||Crouch {{hp}}|110|200|60|HL|su|10|4|21|34|18|23|-7|-2|||||Forces stand|Forces stand|Reset|Reset|-|-|-|-|-|-|-|}} | ||
{{USFIVFrameDataRow|Crouch LK|Crouch Short|d + lk||Crouch | {{USFIVFrameDataRow|Crouch LK|Crouch Short|d + lk||Crouch {{lk}}|20|50|20|L|sp/su|3|2|8|12|11|14|1|4|||||||Reset|Reset|-|-|-|-|-|-|-|}} | ||
{{USFIVFrameDataRow|Crouch MK|Crouch Forward|d + mk||Crouch | {{USFIVFrameDataRow|Crouch MK|Crouch Forward|d + mk||Crouch {{mk}}|65|100|40|L|sp/su|5|4|11|19|14|17|-1|2|||||||Reset|Reset|-|-|-|-|-|-|-|}} | ||
{{USFIVFrameDataRow|Crouch HK|Crouch Roundhouse|d + hk||Crouch | {{USFIVFrameDataRow|Crouch HK|Crouch Roundhouse|d + hk||Crouch {{hk}}|100|200|60|L|su|15|12|16|42|18|-|-10|-|||||Hard Knockdown|Hard Knockdown|Hard Knockdown|Hard Knockdown|-|-|-|-|-|-|-|}} | ||
{{USFIVFrameDataHeader}} | {{USFIVFrameDataHeader}} | ||
{{USFIVFrameDataRow|Neutral Jump LP|Neutral Jump Jab|u + lp||Neutral Jump | {{USFIVFrameDataRow|Neutral Jump LP|Neutral Jump Jab|u + lp||Neutral Jump {{lp}}|50|50|20|H|-|6|6|-|11|||-|-|||||||Reset|Reset|-|-|-|Lower body: 1~11F|-|-|-|}} | ||
{{USFIVFrameDataRow|Neutral Jump MP|Neutral Jump Strong|u + mp||Neutral Jump | {{USFIVFrameDataRow|Neutral Jump MP|Neutral Jump Strong|u + mp||Neutral Jump {{mp}}|90|100|40|H|-|7|7|-|13|||-|-|||||||Reset|Reset|-|-|-|Lower body: 1~13F|-|-|-|}} | ||
{{USFIVFrameDataRow|Neutral Jump HP|Neutral Jump Fierce|u + hp||Neutral Jump | {{USFIVFrameDataRow|Neutral Jump HP|Neutral Jump Fierce|u + hp||Neutral Jump {{hp}}|110|200|60|H|-|6|8|-|13|||-|-|||||||Reset|Reset|-|-|-|Lower body: 1~15F|-|-|-|}} | ||
{{USFIVFrameDataRow|Neutral Jump LK|Neutral Jump Short|u + lk||Neutral Jump | {{USFIVFrameDataRow|Neutral Jump LK|Neutral Jump Short|u + lk||Neutral Jump {{lk}}|40|50|20|H|-|6|12|-|17|||-|-|||||||Reset|Reset|-|-|-|Lower body: 1~17F|-|-|-|}} | ||
{{USFIVFrameDataRow|Neutral Jump MK|Neutral Jump Forward|u + mk||Neutral Jump | {{USFIVFrameDataRow|Neutral Jump MK|Neutral Jump Forward|u + mk||Neutral Jump {{mk}}|80|100|40|H|-|7|10|-|16|||-|-|||||||Reset|Reset|-|-|-|Lower body: 1~16F|-|-|-|}} | ||
{{USFIVFrameDataRow|Neutral Jump HK|Neutral Jump Roundhouse|u + hk||Neutral Jump | {{USFIVFrameDataRow|Neutral Jump HK|Neutral Jump Roundhouse|u + hk||Neutral Jump {{hk}}|100|200|60|H|-|6|10|-|15|||-|-|||||||Reset|Reset|-|-|-|Lower body: 1~15F|-|-|-|}} | ||
{{USFIVFrameDataRow| | {{USFIVFrameDataRow|Angled Jump LP|Angled Jump Jab|ub / {{uf}} + lp||Angled Jump {{lp}}|50|50|20|H|-|6|7|-|12|||-|-|||||||Reset|Reset|-|-|-|Lower body: 1~12F|-|-|-|}} | ||
{{USFIVFrameDataRow| | {{USFIVFrameDataRow|Angled Jump MP|Angled Jump Strong|ub / {{uf}} + mp||Angled Jump {{mp}}|50|50|40|H|-|7|3|-|9|||-|-|Floats opponent||||Soft Knockdown|Soft Knockdown|Free Juggle|Free Juggle|-|-|-|Lower body: 1~9F|-|-|-|}} | ||
{{USFIVFrameDataRow| | {{USFIVFrameDataRow|Angled Jump HP|Angled Jump Fierce|ub / {{uf}} + hp||Angled Jump {{hp}}|110|200|60|H|-|8|8|-|15|||-|-|||||||Reset|Reset|-|-|-|Lower body: 1~15F|-|-|-|}} | ||
{{USFIVFrameDataRow| | {{USFIVFrameDataRow|Angled Jump LK|Angled Jump Short|ub / {{uf}} + lk||Angled Jump {{lk}}|40|50|20|H|-|5|7|-|11|||-|-|||||||Reset|Reset|-|-|-|Lower body: 1~11F|-|-|-|}} | ||
{{USFIVFrameDataRow| | {{USFIVFrameDataRow|Angled Jump MK|Angled Jump Forward|ub / {{uf}} + mk||Angled Jump {{mk}}|70|100|40|H|-|6|14|-|19|||-|-|||||||Reset|Reset|-|-|-|Lower body: 1~19F|-|-|-|}} | ||
{{USFIVFrameDataRow| | {{USFIVFrameDataRow|Angled Jump HK|Angled Jump Roundhouse|ub / {{uf}} + hk||Angled Jump {{hk}}|100|200|60|H|-|7|6|-|12|||-|-|||||||Reset|Reset|-|-|-|Lower body: 1~12F|-|-|-|}} | ||
{{USFIVFrameDataRow|Hell Attack|Hell Attack|(during | {{USFIVFrameDataRow|Hell Attack|Hell Attack|(during angled jump) {{mp}} {{---}} mp||Air {{mp}} > {{mp}}|30|50|20|H|-|6|4|-|9|||-|-|||||||Free Juggle|Free Juggle|-|-|-|Lower body: 1~9F|-|-|JP: 2|}} | ||
{{USFIVFrameDataHeader}} | {{USFIVFrameDataHeader}} | ||
{{USFIVFrameDataRow|Focus Attack (Level 1)|Level 1 Focus|mp + mk||Level 1 Focus|60|100|20|HL|-|10+12|2|34|57|||-20|-20||||||Crumple|Soft Knockdown|Soft Knockdown| | {{USFIVFrameDataRow|Focus Attack (Level 1)|Level 1 Focus|mp + mk||Level 1 Focus|60|100|20|HL|-|10+12|2|34|57|16|16|-20|-20|Range: 1.686|||||Crumple|Soft Knockdown|Soft Knockdown|1~10F|-|-|-|-|-|-|}} | ||
{{USFIVFrameDataRow|Focus Attack (Level 2)|Level 2 Focus|mp + mk||Level 2 Focus|90|150|40|HL|-|18+12|2|34|65|||-14|-|||||Crumple|Crumple|Free Juggle|Free Juggle|-|-|-|-|-|-|-|}} | {{USFIVFrameDataRow|Focus Attack (Level 2)|Level 2 Focus|mp + mk||Level 2 Focus|90|150|40|HL|-|18+12|2|34|65|22|-|-14|-|Range: 1.686||||Crumple|Crumple|Free Juggle|Free Juggle|1~18F|-|-|-|-|-|-|}} | ||
{{USFIVFrameDataRow|Focus Attack (Level 3)|Level 3 Focus|mp + mk||Level 3 Focus| | {{USFIVFrameDataRow|Focus Attack (Level 3)|Level 3 Focus|mp + mk||Level 3 Focus|150|200|60|-|-|66|2|34|101|-|-|-|-|Range: 1.686, cannot hit pre-jump||||Crumple|Crumple|Free Juggle|Free Juggle|1~65F|-|-|-|-|-|-|}} | ||
{{USFIVFrameDataRow|Red Focus Attack (Level 1)|Level 1 Red Focus|lp + {{mp}} + mk||Level 1 Red Focus|90|100|20|HL|-|10+12|2|34|57|16|16|-20|-20|Range: 1.686, Builds 10 meter on block, Opponent gains 10 meter on hit, 5 on block|||||Crumple|Soft Knockdown|Soft Knockdown|1~10F (99 hits)|-|-|-|-|-|-|}} | |||
{{USFIVFrameDataRow|Red Focus Attack (Level 2)|Level 2 Red Focus|lp + {{mp}} + mk||Level 2 Red Focus|120|150|40|HL|-|18+12|2|34|65|22|-|-14|-|Range: 1.686, Builds 20 meter on block, Opponent gains 20 meter on hit, 10 on block||||Crumple|Crumple|Free Juggle|Free Juggle|1~18F (99 hits)|-|-|-|-|-|-|}} | |||
{{USFIVFrameDataRow|Red Focus Attack (Level 3)|Level 3 Red Focus|lp + {{mp}} + mk||Level 3 Red Focus|225|200|60|-|-|66|2|34|101|-|-|-|-|Range: 1.686, Opponent gains 30 meter on hit, cannot hit pre-jump|X|||Crumple|Crumple|Free Juggle|Free Juggle|1~66F (99 hits)|-|-|-|-|-|-|}} | |||
{{USFIVFrameDataRow|EX Red Focus Attack (Level 1)|Level 1 EX Red Focus|lp + {{mp}} + mk||Level 1 EX Red Focus|90|100|20|HL|-|10+12|2|34|57|22|-|-14|-|Range: 1.686, Builds 20 meter on block, Opponent gains 20 meter on hit, 10 on block||||Crumple|Crumple|Free Juggle|Free Juggle|-|-|-|-|-|-|-|}} | |||
{{USFIVFrameDataHeader}} | {{USFIVFrameDataHeader}} | ||
{{USFIVFrameDataRow|Deadly Throw|Forward Throw|f or n + lp + lk||Forward Throw|140|130|40|0.95|-|3|2|20|24|||-|-| | {{USFIVFrameDataRow|Deadly Throw|Forward Throw|f or {{n}} + {{lp}} + lk||Forward Throw|140|130|40|0.95|-|3|2|20|24|-|-|-|-||||X|Hard Knockdown|-|-|-|-|-|-|-|-|-|-|}} | ||
{{USFIVFrameDataRow|Death Tower|Back Throw|b + lp + lk||Back Throw|140|150|40|0.95|-|3|2|20|24|||-|-| | {{USFIVFrameDataRow|Death Tower|Back Throw|b + {{lp}} + lk||Back Throw|140|150|40|0.95|-|3|2|20|24|-|-|-|-||||X|Hard Knockdown|-|-|-|-|-|-|-|-|-|-|}} | ||
{{USFIVFrameDataHeader}} | {{USFIVFrameDataHeader}} | ||
{{USFIVFrameDataRow|Psycho Crusher|Psycho Crusher|b (charge) f + p ex armorbreak||Psycho Crusher | {{USFIVFrameDataRow|Psycho Crusher|Psycho Crusher|b (charge) {{f}} + {{p}} {{ex}} armorbreak||Psycho Crusher {{lp}}|120*100|100|30/40|HL|su|14|12*11|12+6|54|21||-8|-|14~36F can pass through opponent, 100 damage below waist, causes 18*18 chip damage, charge 55F|X|||Soft Knockdown|Soft Knockdown|Soft Knockdown|Soft Knockdown|-|-|-|-|37~48F|15F~|JP: 2|}} | ||
{{USFIVFrameDataRow|||||Psycho Crusher | {{USFIVFrameDataRow|||||Psycho Crusher {{mp}}|130*100|150|30/40|HL|su|14|12*15|12+10|62|23||-14|-|14~40F can pass through opponent, causes 18*18 chip damage, 100 damage below waist, charge 55F|X|||Soft Knockdown|Soft Knockdown|Soft Knockdown|Soft Knockdown|-|-|-|-|41~52F|16F~|JP: 2|}} | ||
{{USFIVFrameDataRow|||||Psycho Crusher | {{USFIVFrameDataRow|||||Psycho Crusher {{hp}}|140*100|200|30/40|HL|su|14|12*21|12+10|68|26||-17|-|14~46F can pass through opponent, causes 18*18 chip damage, 100 damage below waist, charge 55F|X|||Soft Knockdown|Soft Knockdown|Soft Knockdown|Soft Knockdown|-|-|-|-|47~58F|16F~|JP: 2|}} | ||
{{USFIVFrameDataRow|EX Psycho Crusher|EX Psycho Crusher|||Psycho Crusher | {{USFIVFrameDataRow|EX Psycho Crusher|EX Psycho Crusher|||Psycho Crusher {{ex}}|75*60|100*100|-250/0|HL|su|14|23|12+6|64|-||-16|-|14~36F passes through opponent, opponent gains 20x2 meter on hit, charge 55F|X|X||Soft Knockdown|Soft Knockdown|Soft Knockdown|Soft Knockdown|-|All: 1~13F|-|-|37~48F|15F~|JP: 0*1|}} | ||
{{USFIVFrameDataRow|Double Knee Press|Scissor Kick|b (charge) f + k ex||Scissor Kick | {{USFIVFrameDataRow|Double Knee Press|Scissor Kick|b (charge) {{f}} + {{k}} ex||Scissor Kick {{lk}}|60*40|100*50|20/16*17|HL|su*-|10|2(1)4|17|33|20||-1|-|Builds 10*8 meter on block, charge 55F||||[2nd Hit]: Soft Knockdown|[2nd Hit]: Soft Knockdown|Soft Knockdown|Soft Knockdown|-|-|-|-|5~14F|12~16F|-|}} | ||
{{USFIVFrameDataRow|||||Scissor Kick | {{USFIVFrameDataRow|||||Scissor Kick {{mk}}|60*60|100*50|20/16*17|HL|su*-|13|2(1)4|22|41|21||-5|-|Builds 10*8 meter on block, charge 55F||||[2nd Hit]: Soft Knockdown|[2nd Hit]: Soft Knockdown|Soft Knockdown|Soft Knockdown|-|-|-|-|7~17F|15~19F|-|}} | ||
{{USFIVFrameDataRow|||||Scissor Kick | {{USFIVFrameDataRow|||||Scissor Kick {{hk}}|70*70|100*50|20/16*16|HL|su*-|16|2(1)4|25|47|21||-8|-|Builds 10*8 meter on block, charge 55F||||[2nd Hit]: Soft Knockdown|[2nd Hit]: Soft Knockdown|Soft Knockdown|Soft Knockdown|-|-|-|-|9~20F|18~22F|-|}} | ||
{{USFIVFrameDataRow|EX Double Knee Press|EX Scissor Kick|||Scissor Kick | {{USFIVFrameDataRow|EX Double Knee Press|EX Scissor Kick|||Scissor Kick {{ex}}|70*80|100*50|-250/0|HL|su*-|13|2(1)4|25|44|21||-8|-|Opponent gains 8x2 meter on hit, 5x2 on block, charge 55F||||[2nd Hit]: Soft Knockdown|[2nd Hit]: Soft Knockdown|Soft Knockdown|Soft Knockdown|-|All: 1~12F|-|13~19F|13~17F|15~19F|JP: 1*2|}} | ||
{{USFIVFrameDataRow|Head Press|Head Stomp|d (charge) u + k ex|After Head Press connects, use b or f to change flight in air|Head Stomp|120|100|20/30|H|-|20|Until ground|After landing 16|-|||-|-| | {{USFIVFrameDataRow|Head Press|Head Stomp|d (charge) {{u}} + {{k}} ex|After Head Press connects, use b or f to change flight in air|Head Stomp|120|100|20/30|H|-|20|Until ground|After landing 16[4]|-|-|-|-24|-29|Tracks opponent, startup is distance dependent, listed startup is from point blank, frame advantage is for latest possible hit, builds 20 meter on block, after connect can steer left/right with [4 landing recovery] or perform followup attack 18f~, charge 55F||||||Soft Knockdown|Soft Knockdown|-|-|-|-|-|1F~|-|}} | ||
{{USFIVFrameDataRow| | {{USFIVFrameDataRow|Somersault Skull Diver|Skull Diver|p|Perform after Head Press|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, builds 20 meter on block||||||Soft Knockdown|Soft Knockdown|-|-|-|-|-|-||}} | ||
{{USFIVFrameDataRow|Head Press | {{USFIVFrameDataRow|EX Head Press|EX Head Stomp|||Head Stomp {{ex}}|180|200|-250/0|H|-|22|Until ground|After landing 16[4]|-|-|-|-18|-|Tracks opponent, startup is distance dependent, listed startup is from point blank, frame advantage is for latest possible hit, opponent gains 15 meter on hit, 10 on block, after connect can steer left/right with [4 landing recovery] or perform followup attack 18f~, charge 55F||||Hard Knockdown|Hard Knockdown|Soft Knockdown|Soft Knockdown|-|All: During startup|-|-|-|1F~|-|}} | ||
{{USFIVFrameDataRow|EX Somersault Skull Diver|EX Skull Diver|p p||Skull Diver {{ex}}|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, opponent gains 15x2 meter on hit, 10x2 on block||||||Soft Knockdown|Soft Knockdown|-|-|-|-|-|-|JP: 1*1|}} | |||
{{USFIVFrameDataRow|Empty Devil Reverse|Empty Devil Reverse|d (charge) {{u}} + {{p}} ex||Empty Devil Reverse|-|-|-|-|-|-|-|44+ After landing 4|48|-|-|-|-|Tracks opponent on startup, 14~38F can cancel into Devil Reverse attack, charge 55F||||-|-|-|-|-|-|-|-|-|1~44F|-|}} | |||
{{USFIVFrameDataRow|Devil Reverse Attack|Devil Reverse|p||Devil Reverse|110|150|20/30|H|-|13+34|Until ground|After landing 16|-|-|-|-3|-|Builds 20 meter on block||||Soft Knockdown|Soft Knockdown|Soft Knockdown|Soft Knockdown|-|-|-|-|-|-|-|}} | |||
{{USFIVFrameDataRow|EX Empty Devil Reverse|EX Empty Devil Reverse|||EX Empty Devil Reverse|-|-|-|-|-|-|-|44+ After landing 4|48|-|-|-|-|Tracks opponent on startup, 14~38F can cancel into Devil Reverse attack, frame advantage is for hitting as low as possible, charge 55F||||-|-|-|-|-|All: 1~13F|-|-|-|1~44F|-|}} | |||
{{USFIVFrameDataRow|Devil Reverse|Devil Reverse|p||Devil Reverse| | {{USFIVFrameDataRow|EX Devil Reverse Attack|EX Devil Reverse|p p||Devil Reverse {{ex}}|80*80|100*100|-250/0|H|-|13+34|Until ground|After landing 16|-|-|-|-3|-|Opponent gains 15x2 meter on hit, 10x2 on block, ||||Soft Knockdown|Soft Knockdown|Soft Knockdown|Soft Knockdown|-|-|-|-|-|-|JP: 1*1|}} | ||
{{USFIVFrameDataRow| | {{USFIVFrameDataRow|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|Teleport|-|-|0/0|-|-|-|-|Total 47|47|-|-|-|-|1~29F Invincible, teleport complete on 12F||||-|-|-|-|-|All: 1~29F|-|-|-|-|-|}} | ||
{{USFIVFrameDataHeader}} | {{USFIVFrameDataHeader}} | ||
{{USFIVFrameDataRow|Knee Press Nightmare|Super | {{USFIVFrameDataRow|Knee Press Nightmare|Super|b (charge) {{f}} {{b}} {{f}} + k||Super Combo {{lk}}|60x4*100|0|-1000/0|HLx4*L|-|1+6|2(1)2(11)<br>2*2(8)18|30|82|21|-|-27|-|34~60F can pass through opponent, opponent gains 20x5 meter on hit, 5x5 on block, charge 40F||||[5th Hit]: Hard Knockdown|[5th Hit]: Hard Knockdown|Hard Knockdown|Hard Knockdown|-|All: 1~7F|-|All: 9~61F|-|-|JP: 127x5|}} | ||
{{USFIVFrameDataRow|||||Super Combo | {{USFIVFrameDataRow|||||Super Combo {{mk}}|60x4*100|0|-1000/0|HLx4*L|-|1+11|2(1)2(11)<br>2*2(8)18|30|87|21||-27|-|39~65F can pass through opponent, opponent gains 20x5 meter on hit, 5x5 on block, charge 40F||||[5th Hit]: Hard Knockdown|[5th Hit]: Hard Knockdown|Hard Knockdown|Hard Knockdown|-|All: 1~9F|-|All: 11~66F|-|-|JP: 127x5|}} | ||
{{USFIVFrameDataRow|||||Super Combo | {{USFIVFrameDataRow|||||Super Combo {{hk}}|60x4*100|0|-1000/0|HLx4*L|-|1+15|2(1)2(11)<br>2*2(8)18|30|91|21||-27|-|44~70F can pass through opponent, opponent gains 20x5 meter on hit, 5x5 on block, charge 40F||||[5th Hit]: Hard Knockdown|[5th Hit]: Hard Knockdown|Hard Knockdown|Hard Knockdown|-|All: 1~11F|-|All: 13~71F|-|-|JP: 127x5|}} | ||
{{USFIVFrameDataHeader}} | {{USFIVFrameDataHeader}} | ||
{{USFIVFrameDataRow|Nightmare Booster|Ultra | {{USFIVFrameDataRow|Nightmare Booster|Ultra I|b (charge) {{f}} {{b}} {{f}} + 3k||Ultra Combo 1|48x4*60<br>*240|0|0/0|HL|-|0+10|4*2(12)<br>2*2(16)<br>[12x3]|30+18|131|25||-35|-|61~114F can pass through opponent, 5th Hit triggers animation, opponent gains 20x6 meter on hit, 5x7 on block, causes 12x4*15x3 chip damage, charge 40F||||[1st~4th Hit]: Forces stand, 5th Hit: Hard Knockdown|[1st~4th Hit]: Forces stand, 5th Hit: Hard Knockdown|Hard Knockdown|Hard Knockdown|-|All: 1~15F|-|-|-|47F~|JP: 127x6|}} | ||
{{USFIVFrameDataRow|Psycho Punisher|Ultra | {{USFIVFrameDataRow|Psycho Punisher|Ultra II|b (charge) {{f}} {{b}} {{f}} + {{3p}} armorbreak|Hold {{b}} or {{f}} to guide in air after performing|Ultra Combo 2|90*330|0|0/0|H|-|0+22|2|After landing 42|65|21||-23|-|Can control movement with joystick, opponent gains 30x3 meter on hit, 15 on block, charge 40F|X|||Hard Knockdown|Hard Knockdown|Hard Knockdown|Hard Knockdown|-|All: 1~2F|-|All: 3~23F|-|1~21F|JP: 1|}} | ||
{{USFIVFrameDataHeader}} | {{USFIVFrameDataHeader}} | ||
|- | |- | ||
Line 655: | Line 869: | ||
=====Notes | =====Notes===== | ||
[[Category: Ultra Street Fighter IV]] | {{Navbox-USFIV}} | ||
[[Category:Ultra Street Fighter IV]] | |||
[[Category:M. Bison]] |
Latest revision as of 10:14, 7 December 2022

M. Bison
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 opponent's movement, thanks to his excellent pokes such as crouching LK/MK and standing MK/HK. He has surprising pressure with his Scissor Kicks which are easy to hit-confirm, and can play mind games by mixing up between Head Stomp and Devil's Reverse. 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.
Players to Watch
Dogura (JP), Gagapa (FR), Kim1234 (US), Tampa Bison (US)
Ultra SFIV Changes
Character Specific Data
M. Bison
VITALS | |||||
---|---|---|---|---|---|
Health: | 1000 | Stun: | 950 | W-Ultra Scaling: | 75% |
WALKING | DASHING | ||||
Forward Walk Speed: | 0.055 | Forward Dash Distance: | 1.20 [1.59] | ||
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 ![]() |
30 | 50 | 20 | HL | ch/sp/su | 6 | 2 | 5 | 4 | 7 |
Close MP | Close ![]() |
90 | 100 | 40 | HL | sp/su | 7 | 3 | 12 | -1 | 2 |
Close HP | Close ![]() |
100 | 200 | 60 | HL | sp/su | 8 | 3 | 16 | -1 | 4 |
Close LK | Close ![]() |
30 | 50 | 20 | HL | sp/su | 4 | 2 | 6 | 3 | 6 |
Close MK | Close ![]() |
90 | 100 | 40 | HL | su | 7 | 3 | 9 | 2 | 5 |
Close HK | Close ![]() |
110 | 200 | 60 | HL | - | 6 | 3 | 16 | -1 | 3 |
Far LP | Far ![]() |
20 | 50 | 20 | HL | ch/sp/su | 5 | 2 | 7 | 2 | 5 |
Far MP | Far ![]() |
70 | 100 | 40 | HL | sp/su | 6 | 3 | 12 | 0 | 3 |
Far HP | Far ![]() |
120 | 200 | 60 | HL | - | 11 | 2 | 19 | -3 | 1 |
Far LK | Far ![]() |
30 | 50 | 20 | HL | sp/su | 4 | 2 | 6 | 3 | 6 |
Far MK | Far ![]() |
70 | 100 | 40 | HL | - | 6 | 3 | 14 | -3 | 0 |
Far HK | Far ![]() |
110 | 200 | 60 | HL | - | 6 | 3 | 16 | -1 | 3 |
Crouch LP | Crouch ![]() |
30 | 50 | 20 | HL | ch/sp/su | 4 | 2 | 7 | 2 | 5 |
Crouch MP | Crouch ![]() |
80 | 100 | 40 | HL | sp/su | 7 | 2 | 9 | 3 | 6 |
Crouch HP | Crouch ![]() |
110 | 200 | 60 | HL | su | 10 | 4 | 21 | -7 | -2 |
Crouch LK | Crouch ![]() |
20 | 50 | 20 | L | sp/su | 3 | 2 | 8 | 1 | 4 |
Crouch MK | Crouch ![]() |
65 | 100 | 40 | L | sp/su | 5 | 4 | 11 | -1 | 2 |
Crouch HK | Crouch ![]() |
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 ![]() |
50 | 50 | 20 | H | - | 6 | 6 | - | - | - |
Neutral Jump MP | Neutral Jump ![]() |
90 | 100 | 40 | H | - | 7 | 7 | - | - | - |
Neutral Jump HP | Neutral Jump ![]() |
110 | 200 | 60 | H | - | 6 | 8 | - | - | - |
Neutral Jump LK | Neutral Jump ![]() |
40 | 50 | 20 | H | - | 6 | 12 | - | - | - |
Neutral Jump MK | Neutral Jump ![]() |
80 | 100 | 40 | H | - | 7 | 10 | - | - | - |
Neutral Jump HK | Neutral Jump ![]() |
100 | 200 | 60 | H | - | 6 | 10 | - | - | - |
Angled Jump LP | Angled Jump ![]() |
50 | 50 | 20 | H | - | 6 | 7 | - | - | - |
Angled Jump MP | Angled Jump ![]() |
50 | 50 | 40 | H | - | 7 | 3 | - | - | - |
Angled Jump HP | Angled Jump ![]() |
110 | 200 | 60 | H | - | 8 | 8 | - | - | - |
Angled Jump LK | Angled Jump ![]() |
40 | 50 | 20 | H | - | 5 | 7 | - | - | - |
Angled Jump MK | Angled Jump ![]() |
70 | 100 | 40 | H | - | 6 | 14 | - | - | - |
Angled Jump HK | Angled Jump ![]() |
100 | 200 | 60 | H | - | 7 | 6 | - | - | - |
Hell Attack | Air ![]() ![]() |
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 | - | - |
Red Focus Attack (Level 1) | Level 1 Red Focus | 90 | 100 | 20 | HL | - | 10+12 | 2 | 34 | -20 | -20 |
Red Focus Attack (Level 2) | Level 2 Red Focus | 120 | 150 | 40 | HL | - | 18+12 | 2 | 34 | -14 | - |
Red Focus Attack (Level 3) | Level 3 Red Focus | 225 | 200 | 60 | - | - | 66 | 2 | 34 | - | - |
EX Red Focus Attack (Level 1) | Level 1 EX Red Focus | 90 | 100 | 20 | HL | - | 10+12 | 2 | 34 | -14 | - |
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 ![]() |
120*100 | 100 | 30/40 | HL | su | 14 | 12*11 | 12+6 | -8 | - |
Psycho Crusher ![]() |
130*100 | 150 | 30/40 | HL | su | 14 | 12*15 | 12+10 | -14 | - | |
Psycho Crusher ![]() |
140*100 | 200 | 30/40 | HL | su | 14 | 12*21 | 12+10 | -17 | - | |
EX Psycho Crusher | Psycho Crusher ![]() |
75*60 | 100*100 | -250/0 | HL | su | 14 | 23 | 12+6 | -16 | - |
Double Knee Press | Scissor Kick ![]() |
60*40 | 100*50 | 20/16*17 | HL | su*- | 10 | 2(1)4 | 17 | -1 | - |
Scissor Kick ![]() |
60*60 | 100*50 | 20/16*17 | HL | su*- | 13 | 2(1)4 | 22 | -5 | - | |
Scissor Kick ![]() |
70*70 | 100*50 | 20/16*16 | HL | su*- | 16 | 2(1)4 | 25 | -8 | - | |
EX Double Knee Press | Scissor Kick ![]() |
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[4] | -24 | -29 |
Somersault Skull Diver | Skull Diver | 120 | 100 | 20/30 | H | - | 35+7 | 3 | After landing 13 | 10 | 13 |
EX Head Press | Head Stomp ![]() |
180 | 200 | -250/0 | H | - | 22 | Until ground | After landing 16[4] | -18 | - |
EX Somersault Skull Diver | Skull Diver ![]() |
80*80 | 100*100 | -250/0 | H | - | 35+7 | 3 | After landing 13 | 10 | 13 |
Empty Devil Reverse | Empty Devil Reverse | - | - | - | - | - | - | - | 44+ After landing 4 | - | - |
Devil Reverse Attack | Devil Reverse | 110 | 150 | 20/30 | H | - | 13+34 | Until ground | After landing 16 | -3 | - |
EX Empty Devil Reverse | EX Empty Devil Reverse | - | - | - | - | - | - | - | 44+ After landing 4 | - | - |
EX Devil Reverse Attack | Devil Reverse ![]() |
80*80 | 100*100 | -250/0 | H | - | 13+34 | Until ground | After landing 16 | -3 | - |
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 ![]() |
60x4*100 | 0 | -1000/0 | HLx4*L | - | 1+6 | 2(1)2(11) 2*2(8)18 |
30 | -27 | - |
Super Combo ![]() |
60x4*100 | 0 | -1000/0 | HLx4*L | - | 1+11 | 2(1)2(11) 2*2(8)18 |
30 | -27 | - | |
Super Combo ![]() |
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 | Ultra Combo 1 | 48x4*60 *240 |
0 | 0/0 | HL | - | 0+10 | 4*2(12) 2*2(16) [12x3] |
30+18 | -35 | - |
Psycho Punisher | Ultra Combo 2 | 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 | ||||
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 | ||||
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 |
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 / ![]() |
|
~~ Uses and Strategies ~~ (No uses/strategies) | ||||
File:No image.png |
Diagonal Jump MP |
Diagonal Jump Strong | ub / ![]() |
|
~~ 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.
| ||||
File:No image.png |
Diagonal Jump HP |
Diagonal Jump Fierce | ub / ![]() |
|
~~ Uses and Strategies ~~ High damage jump in with a good downward angle. | ||||
File:No image.png |
Diagonal Jump LK |
Diagonal Jump Short | ub / ![]() |
|
~~ Uses and Strategies ~~ (No uses/strategies) | ||||
File:No image.png |
Diagonal Jump MK |
Diagonal Jump Forward | ub / ![]() |
|
~~ Uses and Strategies ~~ Crosses up. | ||||
File:No image.png |
Diagonal Jump HK |
Diagonal Jump Roundhouse | ub / ![]() |
|
~~ Uses and Strategies ~~ (No uses/strategies) |
Unique Attacks
Name | Nickname | Command | Notes | |
File:No image.png |
Hell Attack |
Hell Attack | (during Diagonal Jump) ![]() ![]() |
|
~~ 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 ![]() ![]() |
|
~~ Uses and Strategies ~~ (No uses/strategies) | ||||
File:No image.png |
Death Tower |
Back Throw | b + ![]() |
|
~~ Uses and Strategies ~~ (No uses/strategies) |
Special Moves
Name | Nickname | Command | Notes | |
File:No image.png |
Psycho Crusher |
Torpedo | b (charge) ![]() ![]() ![]() |
|
~~ 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.
| ||||
File:No image.png |
Double Knee Press |
Scissor Kick | b (charge) ![]() ![]() |
|
~~ 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 | ||||
File:No image.png |
Head Press |
Head Stomp | d (charge) ![]() ![]() |
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 startup invincibility, causes a hard knockdown, and does good damage. However, this move is easily dodged and punished (literally just move anywhere), so use sparingly. After hit or block, Bison bounces off and can be steered left or right. This has much less landing recovery then a whiffed Head Press, and can be cancelled into Somersault Skull Diver on the way down by hitting a punch button. | ||||
File:No image.png |
Somersault Skull Diver |
Skull Diver | p ex | Perform after Head Press |
~~ Uses and Strategies ~~ Followup attack to Head Press that hits overhead. A bit slow and telegraphed, but has good frame advantage on hit or block. An effective way to use this is to steer away after bouncing off the opponent, then reverse directions and come in for the surprise attack. | ||||
File:No image.png |
Empty Devil Reverse |
Empty Devil Reverse | d (charge) ![]() ![]() |
|
~~ 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. The EX version has invincibility and is an effective escape option. | ||||
File:No image.png |
Devil Reverse |
Devil Reverse | (during Empty Devil Reverse) ![]() |
|
~~ Uses and Strategies ~~ Followup to Devil Reverse startup. Can be an ambiguous crossup if spaced properly and hits overhead, but can be slightly unsafe especially on taller opponents. | ||||
File:No image.png |
Bison Warp |
Teleport | dp or ![]() ![]() |
|
~~ Uses and Strategies ~~ |
Super Combo
Name | Nickname | Command | Notes | |
File:No image.png |
Knee Press Nightmare |
Super Combo | b (charge) ![]() ![]() ![]() |
|
~~ Uses and Strategies ~~ (No uses/strategies) |
Ultra Combos
Name | Nickname | Command | Notes | |
File:No image.png |
Nightmare Booster |
Ultra Combo I | b (charge) ![]() ![]() ![]() |
|
~~ Uses and Strategies ~~ (No uses/strategies) | ||||
File:No image.png |
Psycho Punisher |
Ultra Combo II | b (charge) ![]() ![]() ![]() ![]() |
Hold ![]() ![]() |
~~ Uses and Strategies ~~ (No uses/strategies) |
The Basics
Combos
Strategy
Matchups
Abel
Abel[No Data] [character page] |
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Adon
Adon[No Data] [character page] |
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Akuma/Gouki
Akuma[No Data] [character page] |
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Balrog/Boxer
Balrog[No Data] [character page] |
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Blanka
Blanka[No Data] [character page] |
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C. Viper
C. Viper[No Data] [character page] |
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Cammy
Cammy[No Data] [character page] |
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Chun-Li
Chun-Li[No Data] [character page] |
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Cody
Cody[No Data] [character page] |
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Dan
Dan[No Data] [character page] |
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Decapre
Decapre[No Data] [character page] |
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Dee Jay
Deejay[No Data] [character page] |
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Dhalsim
Dhalsim[No Data] [character page] |
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Dudley
Dudley[No Data] [character page] |
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E. Honda
E. Honda[No Data] [character page] |
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El Fuerte
El Fuerte[No Data] [character page] |
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Elena
Elena[No Data] [character page] |
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Evil Ryu
Evil Ryu[No Data] [character page] |
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Fei Long
Fei Long[No Data] [character page] |
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Gen
Gen[No Data] [character page] |
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Gouken
Gouken[No Data] [character page] |
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Guile
Guile[No Data] [character page] |
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Guy
Guy[No Data] [character page] |
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Hakan
Hakan[No Data] [character page] |
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Hugo
Hugo[No Data] [character page] |
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Ibuki
Ibuki[No Data] [character page] |
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Juri
Juri[No Data] [character page] |
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Ken
Ken[No Data] [character page] |
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M. Bison/Dictator (Mirror)
M. Bison[No Data] [character page] |
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Makoto
Makoto[No Data] [character page] |
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Oni
Oni[No Data] [character page] |
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Poison
Poison[No Data] [character page] |
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Rolento
Rolento[No Data] [character page] |
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Rose
Rose[No Data] [character page] |
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Rufus
Rufus[No Data] [character page] |
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Ryu
Ryu[No Data] [character page] |
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Sagat
Sagat[No Data] [character page] |
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Sakura
Sakura[No Data] [character page] |
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Seth
Seth[No Data] [character page] |
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T. Hawk
T. Hawk[No Data] [character page] |
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Vega/Claw
Vega[No Data] [character page] |
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Yang
Yang[No Data] [character page] |
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Yun
Yun[No Data] [character page] |
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Zangief
Zangief[No Data] [character page] |
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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 ![]() |
30 | 50 | 20 | HL | ch/sp/su | 6 | 2 | 5 | 12 | 4 | 7 | 11 | 14 | Reset | Reset | - | - | - | - | - | - | - | ||||||
Close MP | Close ![]() |
90 | 100 | 40 | HL | sp/su | 7 | 3 | 12 | 21 | -1 | 2 | 14 | 17 | Reset | Reset | - | - | - | - | - | - | - | ||||||
Close HP | Close ![]() |
100 | 200 | 60 | HL | sp/su | 8 | 3 | 16 | 26 | -1 | 4 | 18 | 23 | Forces stand | Forces stand | Reset | Reset | - | - | - | - | - | - | - | ||||
Close LK | Close ![]() |
30 | 50 | 20 | HL | sp/su | 4 | 2 | 6 | 11 | 3 | 6 | 11 | 14 | Reset | Reset | - | - | - | - | - | - | - | ||||||
Close MK | Close ![]() |
90 | 100 | 40 | HL | su | 7 | 3 | 9 | 18 | 2 | 5 | 14 | 17 | Reset | Reset | - | - | - | - | - | - | - | ||||||
Close HK | Close ![]() |
110 | 200 | 60 | HL | - | 6 | 3 | 16 | 24 | -1 | 3 | 18 | 22 | 90 Damage at foot | Reset | Reset | - | - | - | - | - | - | - | |||||
Far LP | Far ![]() |
20 | 50 | 20 | HL | ch/sp/su | 5 | 2 | 7 | 13 | 2 | 5 | 11 | 14 | Reset | Reset | - | - | - | - | - | - | - | ||||||
Far MP | Far ![]() |
70 | 100 | 40 | HL | sp/su | 6 | 3 | 12 | 20 | 0 | 3 | 15 | 18 | Reset | Reset | - | - | - | - | - | - | - | ||||||
Far HP | Far ![]() |
120 | 200 | 60 | HL | - | 11 | 2 | 19 | 31 | -3 | 1 | 18 | 22 | Reset | Reset | - | - | - | - | - | - | - | ||||||
Far LK | Far ![]() |
30 | 50 | 20 | HL | sp/su | 4 | 2 | 6 | 11 | 3 | 6 | 11 | 14 | Reset | Reset | - | - | - | - | - | - | - | ||||||
Far MK | Far ![]() |
70 | 100 | 40 | HL | - | 6 | 3 | 14 | 22 | -3 | 0 | 14 | 17 | Reset | Reset | - | - | - | - | - | - | - | ||||||
Far HK | Far ![]() |
110 | 200 | 60 | HL | - | 6 | 3 | 16 | 24 | -1 | 3 | 18 | 22 | 90 Damage at foot | Reset | Reset | - | - | - | - | - | - | - | |||||
Crouch LP | Crouch ![]() |
30 | 50 | 20 | HL | ch/sp/su | 4 | 2 | 7 | 12 | 2 | 5 | 11 | 14 | Reset | Reset | - | - | - | - | - | - | - | ||||||
Crouch MP | Crouch ![]() |
80 | 100 | 40 | HL | sp/su | 7 | 2 | 9 | 17 | 3 | 6 | 14 | 17 | Reset | Reset | - | - | - | - | - | - | - | ||||||
Crouch HP | Crouch ![]() |
110 | 200 | 60 | HL | su | 10 | 4 | 21 | 34 | -7 | -2 | 18 | 23 | Forces stand | Forces stand | Reset | Reset | - | - | - | - | - | - | - | ||||
Crouch LK | Crouch ![]() |
20 | 50 | 20 | L | sp/su | 3 | 2 | 8 | 12 | 1 | 4 | 11 | 14 | Reset | Reset | - | - | - | - | - | - | - | ||||||
Crouch MK | Crouch ![]() |
65 | 100 | 40 | L | sp/su | 5 | 4 | 11 | 19 | -1 | 2 | 14 | 17 | Reset | Reset | - | - | - | - | - | - | - | ||||||
Crouch HK | Crouch ![]() |
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 ![]() |
50 | 50 | 20 | H | - | 6 | 6 | - | 11 | - | - | Reset | Reset | - | - | - | Lower body: 1~11F | - | - | - | ||||||||
Neutral Jump MP | Neutral Jump ![]() |
90 | 100 | 40 | H | - | 7 | 7 | - | 13 | - | - | Reset | Reset | - | - | - | Lower body: 1~13F | - | - | - | ||||||||
Neutral Jump HP | Neutral Jump ![]() |
110 | 200 | 60 | H | - | 6 | 8 | - | 13 | - | - | Reset | Reset | - | - | - | Lower body: 1~15F | - | - | - | ||||||||
Neutral Jump LK | Neutral Jump ![]() |
40 | 50 | 20 | H | - | 6 | 12 | - | 17 | - | - | Reset | Reset | - | - | - | Lower body: 1~17F | - | - | - | ||||||||
Neutral Jump MK | Neutral Jump ![]() |
80 | 100 | 40 | H | - | 7 | 10 | - | 16 | - | - | Reset | Reset | - | - | - | Lower body: 1~16F | - | - | - | ||||||||
Neutral Jump HK | Neutral Jump ![]() |
100 | 200 | 60 | H | - | 6 | 10 | - | 15 | - | - | Reset | Reset | - | - | - | Lower body: 1~15F | - | - | - | ||||||||
Angled Jump LP | Angled Jump ![]() |
50 | 50 | 20 | H | - | 6 | 7 | - | 12 | - | - | Reset | Reset | - | - | - | Lower body: 1~12F | - | - | - | ||||||||
Angled Jump MP | Angled Jump ![]() |
50 | 50 | 40 | H | - | 7 | 3 | - | 9 | - | - | Floats opponent | Soft Knockdown | Soft Knockdown | Free Juggle | Free Juggle | - | - | - | Lower body: 1~9F | - | - | - | |||||
Angled Jump HP | Angled Jump ![]() |
110 | 200 | 60 | H | - | 8 | 8 | - | 15 | - | - | Reset | Reset | - | - | - | Lower body: 1~15F | - | - | - | ||||||||
Angled Jump LK | Angled Jump ![]() |
40 | 50 | 20 | H | - | 5 | 7 | - | 11 | - | - | Reset | Reset | - | - | - | Lower body: 1~11F | - | - | - | ||||||||
Angled Jump MK | Angled Jump ![]() |
70 | 100 | 40 | H | - | 6 | 14 | - | 19 | - | - | Reset | Reset | - | - | - | Lower body: 1~19F | - | - | - | ||||||||
Angled Jump HK | Angled Jump ![]() |
100 | 200 | 60 | H | - | 7 | 6 | - | 12 | - | - | Reset | Reset | - | - | - | Lower body: 1~12F | - | - | - | ||||||||
Hell Attack | Air ![]() ![]() |
30 | 50 | 20 | H | - | 6 | 4 | - | 9 | - | - | Free Juggle | Free Juggle | - | - | - | Lower body: 1~9F | - | - | JP: 2 | ||||||||
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 | 16 | 16 | Range: 1.686 | Crumple | Soft Knockdown | Soft Knockdown | 1~10F | - | - | - | - | - | - | ||||
Focus Attack (Level 2) | Level 2 Focus | 90 | 150 | 40 | HL | - | 18+12 | 2 | 34 | 65 | -14 | - | 22 | - | Range: 1.686 | Crumple | Crumple | Free Juggle | Free Juggle | 1~18F | - | - | - | - | - | - | |||
Focus Attack (Level 3) | Level 3 Focus | 150 | 200 | 60 | - | - | 66 | 2 | 34 | 101 | - | - | - | - | Range: 1.686, cannot hit pre-jump | Crumple | Crumple | Free Juggle | Free Juggle | 1~65F | - | - | - | - | - | - | |||
Red Focus Attack (Level 1) | Level 1 Red Focus | 90 | 100 | 20 | HL | - | 10+12 | 2 | 34 | 57 | -20 | -20 | 16 | 16 | Range: 1.686, Builds 10 meter on block, Opponent gains 10 meter on hit, 5 on block | Crumple | Soft Knockdown | Soft Knockdown | 1~10F (99 hits) | - | - | - | - | - | - | ||||
Red Focus Attack (Level 2) | Level 2 Red Focus | 120 | 150 | 40 | HL | - | 18+12 | 2 | 34 | 65 | -14 | - | 22 | - | Range: 1.686, Builds 20 meter on block, Opponent gains 20 meter on hit, 10 on block | Crumple | Crumple | Free Juggle | Free Juggle | 1~18F (99 hits) | - | - | - | - | - | - | |||
Red Focus Attack (Level 3) | Level 3 Red Focus | 225 | 200 | 60 | - | - | 66 | 2 | 34 | 101 | - | - | - | - | Range: 1.686, Opponent gains 30 meter on hit, cannot hit pre-jump | X | Crumple | Crumple | Free Juggle | Free Juggle | 1~66F (99 hits) | - | - | - | - | - | - | ||
EX Red Focus Attack (Level 1) | Level 1 EX Red Focus | 90 | 100 | 20 | HL | - | 10+12 | 2 | 34 | 57 | -14 | - | 22 | - | Range: 1.686, Builds 20 meter on block, Opponent gains 20 meter on hit, 10 on block | 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 | - | - | - | - | X | Hard Knockdown | - | - | - | - | - | - | - | - | - | - | |||
Death Tower | Back Throw | 140 | 150 | 40 | 0.95 | - | 3 | 2 | 20 | 24 | - | - | - | - | 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 ![]() |
120*100 | 100 | 30/40 | HL | su | 14 | 12*11 | 12+6 | 54 | -8 | - | 21 | 14~36F can pass through opponent, 100 damage below waist, causes 18*18 chip damage, charge 55F | X | Soft Knockdown | Soft Knockdown | Soft Knockdown | Soft Knockdown | - | - | - | - | 37~48F | 15F~ | JP: 2 | |||
Psycho Crusher ![]() |
130*100 | 150 | 30/40 | HL | su | 14 | 12*15 | 12+10 | 62 | -14 | - | 23 | 14~40F can pass through opponent, causes 18*18 chip damage, 100 damage below waist, charge 55F | X | Soft Knockdown | Soft Knockdown | Soft Knockdown | Soft Knockdown | - | - | - | - | 41~52F | 16F~ | JP: 2 | ||||
Psycho Crusher ![]() |
140*100 | 200 | 30/40 | HL | su | 14 | 12*21 | 12+10 | 68 | -17 | - | 26 | 14~46F can pass through opponent, causes 18*18 chip damage, 100 damage below waist, charge 55F | X | Soft Knockdown | Soft Knockdown | Soft Knockdown | Soft Knockdown | - | - | - | - | 47~58F | 16F~ | JP: 2 | ||||
EX Psycho Crusher | Psycho Crusher ![]() |
75*60 | 100*100 | -250/0 | HL | su | 14 | 23 | 12+6 | 64 | -16 | - | - | 14~36F passes through opponent, opponent gains 20x2 meter on hit, charge 55F | X | X | Soft Knockdown | Soft Knockdown | Soft Knockdown | Soft Knockdown | - | All: 1~13F | - | - | 37~48F | 15F~ | JP: 0*1 | ||
Double Knee Press | Scissor Kick ![]() |
60*40 | 100*50 | 20/16*17 | HL | su*- | 10 | 2(1)4 | 17 | 33 | -1 | - | 20 | Builds 10*8 meter on block, charge 55F | [2nd Hit]: Soft Knockdown | [2nd Hit]: Soft Knockdown | Soft Knockdown | Soft Knockdown | - | - | - | - | 5~14F | 12~16F | - | ||||
Scissor Kick ![]() |
60*60 | 100*50 | 20/16*17 | HL | su*- | 13 | 2(1)4 | 22 | 41 | -5 | - | 21 | Builds 10*8 meter on block, charge 55F | [2nd Hit]: Soft Knockdown | [2nd Hit]: Soft Knockdown | Soft Knockdown | Soft Knockdown | - | - | - | - | 7~17F | 15~19F | - | |||||
Scissor Kick ![]() |
70*70 | 100*50 | 20/16*16 | HL | su*- | 16 | 2(1)4 | 25 | 47 | -8 | - | 21 | Builds 10*8 meter on block, charge 55F | [2nd Hit]: Soft Knockdown | [2nd Hit]: Soft Knockdown | Soft Knockdown | Soft Knockdown | - | - | - | - | 9~20F | 18~22F | - | |||||
EX Double Knee Press | Scissor Kick ![]() |
70*80 | 100*50 | -250/0 | HL | su*- | 13 | 2(1)4 | 25 | 44 | -8 | - | 21 | Opponent gains 8x2 meter on hit, 5x2 on block, charge 55F | [2nd Hit]: Soft Knockdown | [2nd Hit]: Soft Knockdown | Soft Knockdown | Soft Knockdown | - | All: 1~12F | - | 13~19F | 13~17F | 15~19F | JP: 1*2 | ||||
Head Press | Head Stomp | 120 | 100 | 20/30 | H | - | 20 | Until ground | After landing 16[4] | - | -24 | -29 | - | - | Tracks opponent, startup is distance dependent, listed startup is from point blank, frame advantage is for latest possible hit, builds 20 meter on block, after connect can steer left/right with [4 landing recovery] or perform followup attack 18f~, charge 55F | Soft Knockdown | Soft Knockdown | - | - | - | - | - | 1F~ | - | |||||
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, builds 20 meter on block | Soft Knockdown | Soft Knockdown | - | - | - | - | - | - | ||||||
EX Head Press | Head Stomp ![]() |
180 | 200 | -250/0 | H | - | 22 | Until ground | After landing 16[4] | - | -18 | - | - | - | Tracks opponent, startup is distance dependent, listed startup is from point blank, frame advantage is for latest possible hit, opponent gains 15 meter on hit, 10 on block, after connect can steer left/right with [4 landing recovery] or perform followup attack 18f~, charge 55F | Hard Knockdown | Hard Knockdown | Soft Knockdown | Soft Knockdown | - | All: During startup | - | - | - | 1F~ | - | |||
EX Somersault Skull Diver | Skull Diver ![]() |
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, opponent gains 15x2 meter on hit, 10x2 on block | Soft Knockdown | Soft Knockdown | - | - | - | - | - | - | JP: 1*1 | |||||
Empty Devil Reverse | Empty Devil Reverse | - | - | - | - | - | - | - | 44+ After landing 4 | 48 | - | - | - | - | Tracks opponent on startup, 14~38F can cancel into Devil Reverse attack, charge 55F | - | - | - | - | - | - | - | - | - | 1~44F | - | |||
Devil Reverse Attack | Devil Reverse | 110 | 150 | 20/30 | H | - | 13+34 | Until ground | After landing 16 | - | -3 | - | - | - | Builds 20 meter on block | Soft Knockdown | Soft Knockdown | Soft Knockdown | Soft Knockdown | - | - | - | - | - | - | - | |||
EX Empty Devil Reverse | EX Empty Devil Reverse | - | - | - | - | - | - | - | 44+ After landing 4 | 48 | - | - | - | - | Tracks opponent on startup, 14~38F can cancel into Devil Reverse attack, frame advantage is for hitting as low as possible, charge 55F | - | - | - | - | - | All: 1~13F | - | - | - | 1~44F | - | |||
EX Devil Reverse Attack | Devil Reverse ![]() |
80*80 | 100*100 | -250/0 | H | - | 13+34 | Until ground | After landing 16 | - | -3 | - | - | - | Opponent gains 15x2 meter on hit, 10x2 on block, | Soft Knockdown | Soft Knockdown | Soft Knockdown | Soft Knockdown | - | - | - | - | - | - | JP: 1*1 | |||
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 ![]() |
60x4*100 | 0 | -1000/0 | HLx4*L | - | 1+6 | 2(1)2(11) 2*2(8)18 |
30 | 82 | -27 | - | 21 | - | 34~60F can pass through opponent, opponent gains 20x5 meter on hit, 5x5 on block, charge 40F | [5th Hit]: Hard Knockdown | [5th Hit]: Hard Knockdown | Hard Knockdown | Hard Knockdown | - | All: 1~7F | - | All: 9~61F | - | - | JP: 127x5 | |||
Super Combo ![]() |
60x4*100 | 0 | -1000/0 | HLx4*L | - | 1+11 | 2(1)2(11) 2*2(8)18 |
30 | 87 | -27 | - | 21 | 39~65F can pass through opponent, opponent gains 20x5 meter on hit, 5x5 on block, charge 40F | [5th Hit]: Hard Knockdown | [5th Hit]: Hard Knockdown | Hard Knockdown | Hard Knockdown | - | All: 1~9F | - | All: 11~66F | - | - | JP: 127x5 | |||||
Super Combo ![]() |
60x4*100 | 0 | -1000/0 | HLx4*L | - | 1+15 | 2(1)2(11) 2*2(8)18 |
30 | 91 | -27 | - | 21 | 44~70F can pass through opponent, opponent gains 20x5 meter on hit, 5x5 on block, charge 40F | [5th Hit]: Hard Knockdown | [5th Hit]: Hard Knockdown | Hard Knockdown | Hard Knockdown | - | All: 1~11F | - | All: 13~71F | - | - | JP: 127x5 | |||||
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 | Ultra Combo 1 | 48x4*60 *240 |
0 | 0/0 | HL | - | 0+10 | 4*2(12) 2*2(16) [12x3] |
30+18 | 131 | -35 | - | 25 | 61~114F can pass through opponent, 5th Hit triggers animation, opponent gains 20x6 meter on hit, 5x7 on block, causes 12x4*15x3 chip damage, charge 40F | [1st~4th Hit]: Forces stand, 5th Hit: Hard Knockdown | [1st~4th Hit]: Forces stand, 5th Hit: Hard Knockdown | Hard Knockdown | Hard Knockdown | - | All: 1~15F | - | - | - | 47F~ | JP: 127x6 | ||||
Psycho Punisher | Ultra Combo 2 | 90*330 | 0 | 0/0 | H | - | 0+22 | 2 | After landing 42 | 65 | -23 | - | 21 | Can control movement with joystick, opponent gains 30x3 meter on hit, 15 on block, charge 40F | X | Hard Knockdown | Hard Knockdown | Hard Knockdown | Hard Knockdown | - | All: 1~2F | - | All: 3~23F | - | 1~21F | JP: 1 | |||
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 |