Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
16 | 16 | 24 | SA3 | 1200 | LH | KD +20(+35) | -20(-5) |
- Anti-Air Invuln: 6-17f; Airborne 22-31f (Forced Knockdown state)
- Projectile Clash 16-31f (1-hit, meterless priority); forward hurtbox is Projectile Invuln 17-31f
- 45f charge time; charge lasts up to 8f after releasing back direction; must be holding forward when LP is input
- Cancel Hitconfirm Window: 17f (Super); 1f later active frame gives 1f less hitconfirm time
- Applies 30% damage scaling to next hit when beginning a combo (100/70/60...)
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
20 | 16 | 24 | SA3 | 1400 | LH | KD +20(+35) | -20(-5) |
- Anti-Air Invuln: 6-21f; Airborne 26-35f (Forced Knockdown state)
- Projectile Clash 20-35f (1-hit, meterless priority); forward hurtbox is Projectile Invuln 21-35f
- 45f charge time; charge lasts up to 8f after releasing back direction; must be holding forward when MP is input
- Cancel Hitconfirm Window: 15f (Super); 1f later active frame gives 1f less hitconfirm time
- Applies 30% damage scaling to next hit when beginning a combo (100/70/60...)
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
24 | 26 | 24 | SA3 | 1600 | LH | KD +14(+39) | -23(+2) |
- Anti-Air Invuln: 6-25f; Airborne 30-49f (Forced Knockdown state)
- Projectile Clash 24-49f (1-hit, meterless priority); forward hurtbox is Projectile Invuln 23-49f
- 45f charge time; charge lasts up to 8f after releasing back direction; must be holding forward when HP is input
- Cancel Hitconfirm Window: 15f (Super); 1f later active frame gives 1f less hitconfirm time
- Applies 30% damage scaling to next hit when beginning a combo (100/70/60...)
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
16 | 7,6,3 | 20 | SA2* SA3 | 400x2,500 (1300) | LH | KD +35(+37) | -3(-1) |
- Anti-Air Invuln: 6-17f; Projectile Invuln: 13-31f; Airborne 20-31f (Forced Knockdown state)
- 45f charge time; charge lasts up to 8f after releasing back direction; must be holding forward when PP is input
- Cancel Hitconfirm Window: 47f/35f/24f (Super); less hitconfirm time on later hits/active frames
- Applies 30% damage scaling to next hit when beginning a combo (100/70/60...)
Psycho Crusher is Bison's highest damage combo ender and a strong gap-closing tool. All normal versions will clash with normal projectiles, and the OD version will beat them clean. Without a bomb, no version of Psycho Crusher will be plus. The move has anti-air invuln starting from frame 6 and projectile invuln once the flames around Bison ignite, making it Bison's default anti-air special.
As Psycho Crusher requires charge, learning to hold charge while buffering other inputs is crucial. This is especially important for Crusher, as the move can cancel into SA3 for huge damage meterless. Look for places to store charge in combos, such as 5MP > 2MP instead being input as 4MP > 1MP.
Crusher is Bison's major answer to fireballs, but using it as an anti-fireball tool can be tricky. Using it from fullscreen is a death sentence, and the back charge naturally forces you to hold down-back to avoid walking too far away. Consider using Shadow Rise alongside Crusher to maintain offensive threat. As Crusher is horribly minus on block, you really want to make sure you're going to connect with the opponent before going through with it.
An important thing to know for Crusher is that Bison is counted as airborne for the duration of the animation. This means Crusher will lose to most anti-air specials on reaction, making it difficult for him to apply Psycho Mine oki in certain matchups. Make sure to punish Bison players for trying this if you play a character with such a special!
OD Crusher avoids a lot of these issues, beating most projectiles and keeping Bison safe. It can be a great way to force yourself in if you don't want to take the risk of navigating neutral, while also being a great deterrent for overly-aggressive or jumpy opponents.