Ultra Street Fighter IV/M. Bison: Difference between revisions

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== Moves ==
== Moves ==
== Normal Moves ==
=== Standing Close Normals ===
{{USFIVMoveListHeader}}
{{USFIVMoveListRow|Close LP|Close Jab|Close lp|
|(No strategies yet)
}}
{{USFIVMoveListRow|Close MP|Close Strong|Close mp|
|(No strategies yet)
}}
{{USFIVMoveListRow|Close HP|Close Fierce|Close hp|
|(No strategies yet)
}}
{{USFIVMoveListRow|Close LK|Close Short|Close lk|
|(No strategies yet)
}}
{{USFIVMoveListRow|Close MK|Close Forward|Close mk|
|(No strategies yet)
}}
{{USFIVMoveListRow|Close HK|Close Roundhouse|Close hk|
|(No strategies yet)
}}
{{USFIVMoveListFooter}}
=== Standing Far Normals ===
{{USFIVMoveListHeader}}
{{USFIVMoveListRow|Far LP|Far Jab|lp|
|(No strategies yet)
}}
{{USFIVMoveListRow|Far MP|Far Strong|mp|
|(No strategies yet)
}}
{{USFIVMoveListRow|Far HP|Far Fierce|hp|
|(No strategies yet)
}}
{{USFIVMoveListRow|Far LK|Far Short|lk|
|(No strategies yet)
}}
{{USFIVMoveListRow|Far MK|Far Forward|mk|
|(No strategies yet)
}}
{{USFIVMoveListRow|Far HK|Far Roundhouse|hk|
|(No strategies yet)
}}
{{USFIVMoveListFooter}}
=== Crouching Normals ===
{{USFIVMoveListHeader}}
{{USFIVMoveListRow|Crouch LP|Crouch Jab|d + lp|
|(No strategies yet)
}}
{{USFIVMoveListRow|Crouch MP|Crouch Strong|d + mp|
|(No strategies yet)
}}
{{USFIVMoveListRow|Crouch HP|Crouch Fierce|d + hp|
|(No strategies yet)
}}
{{USFIVMoveListRow|Crouch LK|Crouch Short|d + lk|
|(No strategies yet)
}}
{{USFIVMoveListRow|Crouch MK|Crouch Forward|d + mk|
|(No strategies yet)
}}
{{USFIVMoveListRow|Crouch HK|Crouch Roundhouse|d + hk|
|(No strategies yet)
}}
{{USFIVMoveListFooter}}
=== Neutral Jump Attacks ===
{{USFIVMoveListHeader}}
{{USFIVMoveListRow|Neutral Jump LP|Neutral Jump Jab|u + lp|
|(No strategies yet)
}}
{{USFIVMoveListRow|Neutral Jump MP|Neutral Jump Strong|u + mp|
|(No strategies yet)
}}
{{USFIVMoveListRow|Neutral Jump HP|Neutral Jump Fierce|u + hp|
|(No strategies yet)
}}
{{USFIVMoveListRow|Neutral Jump LK|Neutral Jump Short|u + lk|
|(No strategies yet)
}}
{{USFIVMoveListRow|Neutral Jump MK|Neutral Jump Forward|u + mk|
|(No strategies yet)
}}
{{USFIVMoveListRow|Neutral Jump HK|Neutral Jump Roundhouse|u + hk|
|(No strategies yet)
}}
{{USFIVMoveListFooter}}
=== Angled Jump Attacks ===
{{USFIVMoveListHeader}}
{{USFIVMoveListRow|Angled Jump LP|Angled Jump Jab|ub / uf + lp|
|(No strategies yet)
}}
{{USFIVMoveListRow|Angled Jump MP|Angled Jump Strong|ub / uf + mp|
|(No strategies yet)
}}
{{USFIVMoveListRow|Angled Jump HP|Angled Jump Fierce|ub / uf + hp|
|(No strategies yet)
}}
{{USFIVMoveListRow|Angled Jump LK|Angled Jump Short|ub / uf + lk|
|(No strategies yet)
}}
{{USFIVMoveListRow|Angled Jump MK|Angled Jump Forward|ub / uf + mk|
|(No strategies yet)
}}
{{USFIVMoveListRow|Angled Jump HK|Angled Jump Roundhouse|ub / uf + hk|
|(No strategies yet)
}}
{{USFIVMoveListFooter}}


==== Unique Attacks ====
==== Unique Attacks ====


{{USFIVMoveListHeader}}
{{USFIVMoveListHeader}}
{{USFIVMoveListRow | Hell Attack | (during angled jump) mp --- mp | high }}
{{USFIVMoveListRow|Unique Attack|Unique Attack|f + mp|
{{MoveListFooter}}
|(No strategies yet)
}}
{{USFIVMoveListFooter}}
 
 
==== Focus Attacks ====
 
{{USFIVMoveListHeader}}
{{USFIVMoveListRow|Focus Attack|Focus Attack|mp + mk|
|(No strategies yet)
}}
{{USFIVMoveListFooter}}
 


==== Throws ====
=== Throws ===


{{USFIVMoveListHeader}}
{{USFIVMoveListHeader}}
{{USFIVMoveListRow | Deadly Throw | f or n + lp + lk | throw }}
{{USFIVMoveListRow||Forward Throw|f or n + lp + lk|
{{USFIVMoveListRow | Death Tower | b + lp + lk | throw }}
|(No strategies yet)
{{MoveListFooter}}
}}
{{USFIVMoveListRow||Back Throw|b + lp + lk|
|(No strategies yet)
}}
{{USFIVMoveListFooter}}
 


==== Special Moves ====
==== Special Moves ====


{{USFIVMoveListHeader}}
{{USFIVMoveListHeader}}
{{USFIVMoveListRow | Psycho Crusher | b (charge) f + p | ex armorbreak }}
{{USFIVMoveListRow|Special Move|Special Move|qcf + p ex|
{{USFIVMoveListRow | Double Knee Press | b (charge) f + k | ex }}
|(No strategies yet)
{{USFIVMoveListRow | Head Press | d (charge) u + k | After Head Press connects, use f or b to change flight in air; high ex }}
}}
{{USFIVMoveListRow |    Somersault Skull Diver | p | Perform after Head Press; high ex }}
{{USFIVMoveListRow|Special Move|Special Move|qcb + k ex armorbreak|
{{USFIVMoveListRow | Devil Reverse | d (charge) u + p --- p | high ex }}
|(No strategies yet)
{{USFIVMoveListRow | Bison Warp | dp or rdp + 3p or 3k | dp + 3p will appear next to opponent in back.  dp + 3k will appear next to opponent in front.  At midscreen, rdp versions are identical and will go backwards as far as the screen allows.  If opponent is in corner, rdp + 3k goes back full-screen and rdp + 3p goes back half-screen.; }}
}}
{{MoveListFooter}}
{{USFIVMoveListFooter}}
 


==== Super Combo ====
==== Super Combo ====
{{USFIVMoveListHeader}}
{{USFIVMoveListHeader}}
{{USFIVMoveListRow | Knee Press Nightmare | b (charge) f b f + k |  }}
{{USFIVMoveListRow|Super|Super|qcf qcf + p armorbreak|
{{MoveListFooter}}
|(No strategies yet)
}}
{{USFIVMoveListFooter}}
 


==== Ultra Combos ====
==== Ultra Combos ====
{{USFIVMoveListHeader}}
{{USFIVMoveListHeader}}
{{USFIVMoveListRow | Nightmare Booster | b (charge) f b f + 3k |  }}
{{USFIVMoveListRow|Ultra I|Ultra I|qcf qcf + 3p armorbreak|
{{USFIVMoveListRow | Psycho Punisher | b (charge) f b f + 3p | Hold f or b to guide after performing; armorbreak }}
|(No strategies yet)
{{MoveListFooter}}
}}
{{USFIVMoveListRow|Ultra II|Ultra II|qcf qcf + 3k|Hold 3k to delay; Cancel during delay with p
|(No strategies yet)
}}
{{USFIVMoveListFooter}}





Revision as of 22:24, 1 June 2014

Ultra Street Fighter IVUSFIV-Header.png

M. Bison

SSFIV-MBison Face.jpg

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 opponents' movements, thanks to his excellent pokes and footsies such as Crouching Short/Forward and all of his standing kicks, his surprising pressure with his Scissor Kicks which are easy to hit-confirm off of the aforementioned Crouching kicks, and his overall element of surprise with his Head Stomp-Devil's Reverse mind games. 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.


Ultra SFIV Changes

TBW


Frame Data (Condensed)

Template:USFIVMoveListCollapseHeader

Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Block Adv Hit Adv
Close LP Close Jab.gif 30 50 20 HL ch/sp/su 6 2 5 12 2
Close MP Close Strong.gif 90 100 40 HL sp/su 7 3 12 21 3
Close HP Close Fierce.gif 100 200 60 HL sp/su 8 3 16 26 3
Close LK Close Short.gif 30 50 20 HL sp/su 4 2 6 11 2
Close MK Close Forward.gif 90 100 40 HL su 7 3 9 18 3
Close HK Close Roundhouse.gif 110 200 60 HL - 6 3 16 24 3
Far LP Far Jab.gif 20 50 20 HL ch/sp/su 5 2 7 13 2
Far MP Far Strong.gif 70 100 40 HL sp/su 2 3 12 16 3
Far HP Far Fierce.gif 120 200 60 HL - 11 2 19 31 2
Far LK Far Short.gif 30 50 20 HL sp/su 4 2 6 11 2
Far MK Far Forward.gif 70 100 40 HL - 6 3 14 22 3
Far HK Far Roundhouse.gif 110 200 60 HL - 6 3 16 24 3
Crouch LP Crouch Jab.gif 30 50 20 HL ch/sp/su 4 2 7 12 2
Crouch MP Crouch Strong.gif 80 100 40 HL sp/su 7 2 9 17 2
Crouch HP Crouch Fierce.gif 110 200 60 HL su 10 4 21 34 4
Crouch LK Crouch Short.gif 20 50 20 L sp/su 3 2 8 12 2
Crouch MK Crouch Forward.gif 65 100 40 L sp/su 5 4 11 19 4
Crouch HK Crouch Roundhouse.gif 100 200 60 L su 15 12 16 42 12
Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Block Adv Hit Adv
Neutral Jump LP Neutral Jump Jab.gif 50 50 20 H - 6 6 - 11 6
Neutral Jump MP Neutral Jump Strong.gif 90 100 40 H - 7 7 - 13 7
Neutral Jump HP Neutral Jump Fierce.gif 110 200 60 H - 6 8 - 13 8
Neutral Jump LK Neutral Jump Short.gif 40 50 20 H - 6 12 - 17 12
Neutral Jump MK Neutral Jump Forward.gif 80 100 40 H - 7 10 - 16 10
Neutral Jump HK Neutral Jump Roundhouse.gif 100 200 60 H - 6 10 - 15 10
Angled Jump LP Angled Jump Jab.gif 50 50 20 H - 6 7 - 12 7
Angled Jump MP Angled Jump Strong.gif 50 50 40 H - 7 3 - 9 3
Angled Jump HP Angled Jump Fierce.gif 110 200 60 H - 8 8 - 15 8
Angled Jump LK Angled Jump Short.gif 40 50 20 H - 5 7 - 11 7
Angled Jump MK Angled Jump Forward.gif 70 100 40 H - 6 14 - 19 14
Angled Jump HK Angled Jump Roundhouse.gif 100 200 60 H - 7 6 - 12 6
Hell Attack Air Strong.gif > Strong.gif 30 50 20 H - 6 4 - 9 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 57 2
Focus Attack (Level 2) Level 2 Focus 90 150 40 HL - 18+12 2 34 65 2
Focus Attack (Level 3) Level 3 Focus 150 200 60 - - 66 2 34 101 2
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 24
Death Tower Back Throw 140 150 40 0.95 - 3 2 20 24
Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Block Adv Hit Adv
Psycho Crusher Psycho Crusher Jab.gif 120*100 100 30/40 HL su 14 12*11 12+6 54
Psycho Crusher Strong.gif 130*100 150 30/40 HL su 14 12*15 12+10 62
Psycho Crusher Fierce.gif 140*100 200 30/40 HL su 14 12*21 12+10 68
EX Psycho Crusher Psycho Crusher EX.gif 75*60 100*100 -250/0 HL su 14 23 12+6 64
Double Knee Press Scissor Kick Short.gif 60*40 100*50 20/16*16 HL su*- 10 2(1)4 17 33
Scissor Kick Forward.gif 60*60 100*50 20/16*16 HL su*- 13 2(1)4 22 41
Scissor Kick Roundhouse.gif 70*70 100*50 20/16*16 HL su*- 16 2(1)4 25 47
EX Double Knee Press Scissor Kick EX.gif 70*80 100*50 -250/0 HL su*- 13 2(1)4 25 44
Head Press Head Stomp 120 100 20/30 H - 20 Until ground After landing 16 -
EX Head Press Head Stomp EX.gif 180 200 -250/0 H - 22 Until ground After landing 16 -
Head Press Follow Up Head Stomp Followup - - 0/0 - - - - After landing 4 -
Somersault Skull Diver Skull Diver 120 100 20/30 H - 35+7 3 After landing 13 -
EX Somersault Skull Diver Skull Diver EX.gif 80*80 100*100 -250/0 H - 35+7 3 After landing 13 -
Empty Devil Reverse Empty Devil Reverse - - - - - - - Total 48 48
EX Empty Devil Reverse EX Empty Devil Reverse - - - - - - - Total 48 48
Devil Reverse Devil Reverse 110 150 20/30 H - 13+34 Until ground After landing 16 -
EX Devil Reverse Devil Reverse EX.gif 80*80 100*100 -250/0 H - 13+34 Until ground After landing 16 -
Bison Warp Teleport - - 0/0 - - - - Total 47 47
Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Block Adv Hit Adv
Knee Press Nightmare Super Combo Short.gif 60x4*100 0 -1000/0 HLx4*L - 1+6 2(1)2(11)2*2(8)18 30 82
Super Combo Forward.gif 60x4*100 0 #DIV/0! HLx4*L - 1+11 2(1)2(11)2*2(8)18 30 87
Super Combo Roundhouse.gif 60x4*100 0 #DIV/0! HLx4*L - 1+15 2(1)2(11)2*2(8)18 30 91
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+18 131
Psycho Punisher Ultra Combo 2 90*330 0 0/0 H - 0+22 2 After landing 42 65
Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Block Adv Hit Adv

Template:USFIVMoveListCollapseFooter


Moves

Normal Moves

Standing Close Normals

  Name Nickname Command Notes
File:No image.png Close lp (No strategies yet) {{{6}}}

~~ Uses and Strategies ~~
{{{7}}}

File:No image.png Close mp (No strategies yet) {{{6}}}

~~ Uses and Strategies ~~
{{{7}}}

File:No image.png Close hp (No strategies yet) {{{6}}}

~~ Uses and Strategies ~~
{{{7}}}

File:No image.png Close lk (No strategies yet) {{{6}}}

~~ Uses and Strategies ~~
{{{7}}}

File:No image.png Close mk (No strategies yet) {{{6}}}

~~ Uses and Strategies ~~
{{{7}}}

File:No image.png Close hk (No strategies yet) {{{6}}}

~~ Uses and Strategies ~~
{{{7}}}


Standing Far Normals

  Name Nickname Command Notes
File:No image.png lp (No strategies yet) {{{6}}}

~~ Uses and Strategies ~~
{{{7}}}

File:No image.png mp (No strategies yet) {{{6}}}

~~ Uses and Strategies ~~
{{{7}}}

File:No image.png hp (No strategies yet) {{{6}}}

~~ Uses and Strategies ~~
{{{7}}}

File:No image.png lk (No strategies yet) {{{6}}}

~~ Uses and Strategies ~~
{{{7}}}

File:No image.png mk (No strategies yet) {{{6}}}

~~ Uses and Strategies ~~
{{{7}}}

File:No image.png hk (No strategies yet) {{{6}}}

~~ Uses and Strategies ~~
{{{7}}}


Crouching Normals

  Name Nickname Command Notes
File:No image.png d + lp (No strategies yet) {{{6}}}

~~ Uses and Strategies ~~
{{{7}}}

File:No image.png d + mp (No strategies yet) {{{6}}}

~~ Uses and Strategies ~~
{{{7}}}

File:No image.png d + hp (No strategies yet) {{{6}}}

~~ Uses and Strategies ~~
{{{7}}}

File:No image.png d + lk (No strategies yet) {{{6}}}

~~ Uses and Strategies ~~
{{{7}}}

File:No image.png d + mk (No strategies yet) {{{6}}}

~~ Uses and Strategies ~~
{{{7}}}

File:No image.png d + hk (No strategies yet) {{{6}}}

~~ Uses and Strategies ~~
{{{7}}}


Neutral Jump Attacks

  Name Nickname Command Notes
File:No image.png u + lp (No strategies yet) {{{6}}}

~~ Uses and Strategies ~~
{{{7}}}

File:No image.png u + mp (No strategies yet) {{{6}}}

~~ Uses and Strategies ~~
{{{7}}}

File:No image.png u + hp (No strategies yet) {{{6}}}

~~ Uses and Strategies ~~
{{{7}}}

File:No image.png u + lk (No strategies yet) {{{6}}}

~~ Uses and Strategies ~~
{{{7}}}

File:No image.png u + mk (No strategies yet) {{{6}}}

~~ Uses and Strategies ~~
{{{7}}}

File:No image.png u + hk (No strategies yet) {{{6}}}

~~ Uses and Strategies ~~
{{{7}}}


Angled Jump Attacks

  Name Nickname Command Notes
File:No image.png ub / uf + lp (No strategies yet) {{{6}}}

~~ Uses and Strategies ~~
{{{7}}}

File:No image.png ub / uf + mp (No strategies yet) {{{6}}}

~~ Uses and Strategies ~~
{{{7}}}

File:No image.png ub / uf + hp (No strategies yet) {{{6}}}

~~ Uses and Strategies ~~
{{{7}}}

File:No image.png ub / uf + lk (No strategies yet) {{{6}}}

~~ Uses and Strategies ~~
{{{7}}}

File:No image.png ub / uf + mk (No strategies yet) {{{6}}}

~~ Uses and Strategies ~~
{{{7}}}

File:No image.png ub / uf + hk (No strategies yet) {{{6}}}

~~ Uses and Strategies ~~
{{{7}}}


Unique Attacks

  Name Nickname Command Notes
File:No image.png f + mp (No strategies yet) {{{6}}}

~~ Uses and Strategies ~~
{{{7}}}


Focus Attacks

  Name Nickname Command Notes
File:No image.png mp + mk (No strategies yet) {{{6}}}

~~ Uses and Strategies ~~
{{{7}}}


Throws

  Name Nickname Command Notes
File:No image.png f or n + lp + lk (No strategies yet) {{{6}}}

~~ Uses and Strategies ~~
{{{7}}}

File:No image.png b + lp + lk (No strategies yet) {{{6}}}

~~ Uses and Strategies ~~
{{{7}}}


Special Moves

  Name Nickname Command Notes
File:No image.png qcf + p ex (No strategies yet) {{{6}}}

~~ Uses and Strategies ~~
{{{7}}}

File:No image.png qcb + k ex armorbreak (No strategies yet) {{{6}}}

~~ Uses and Strategies ~~
{{{7}}}


Super Combo

  Name Nickname Command Notes
File:No image.png qcf qcf + p armorbreak (No strategies yet) {{{6}}}

~~ Uses and Strategies ~~
{{{7}}}


Ultra Combos

  Name Nickname Command Notes
File:No image.png qcf qcf + 3p armorbreak (No strategies yet) {{{6}}}

~~ Uses and Strategies ~~
{{{7}}}

File:No image.png qcf qcf + 3k Hold 3k to delay; Cancel during delay with p (No strategies yet) {{{6}}}

~~ Uses and Strategies ~~
{{{7}}}


The Basics

Combos

Bread and Butters

  • j.HP, cls.HP, Hard Psycho Crusher or Scissor Kick
  • c.LKx3 xx LK/MK Scissor Kick (can combo up to 4 c.LK depending on character and spacing)
  • c.LP cls.LP s.LK, c.MK xx Scissor Kick / Psycho Crusher

Hit Confirm Combos

  • c.LK/MK/MP, Scissor Kick or Psycho Crusher (MK and MP only)

Dizzy / Focus Crumple Combos

  • See Bread and Butters section

FADC Combos

  • Any Scissor Kick can, on hit, be FADC'd into c.LKx3 xx LK/MK Scissor. Note that this is not the most efficient use of meter as the damage is strongly scaled. It is more useful in situations where position is critical, i.e. you are trying to push your opponent into the corner.

Advanced Combos

  • cls.HP, c.LK xx LK/MK Scissor Kick
  • cls.HP, s.LK, s.MK/s.RH
  • c.LK, s.LK, c.MK xx Scissor Kick / Psycho Crusher
  • c.MP, c.MK xx Scissor Kick / Psycho Crusher

Combos Into Supers

  • Any combo into Scissor Kick can be canceled into Super.

Combos Into Ultras

  • Hell Attack, Ultra 1 or 2 (Ultra 2 requires very specific timing and spacing on Hell Attack due to motion change)
  • Focus Attack Lv. 2 or 3, Ultra 1 or 2

Strategy

For choice of Ultra, it is dependent on the matchup. If your opponent has a good wakeup game or a good aerial game, use Nightmare Booster, as it can be used to punish many jump ins by itself or after a Hell Attack. Because Nightmare Booster has a lot of active frames, it is also the easier of the two to combo into after a Hell Attack, as you can time it relatively far into the opponent's fall and it will still connect. For characters with bad wakeup games or very slow fireballs, such as Cody and Rose, use Psycho Punisher. Psycho Punisher not only has projectile invincibility throughout the majority of the move, but it can be steered farther by holding the D-Pad or Stick forward, allowing Bison to move in from full screen in the blink of an eye. Psycho Punisher can also be used after a knockdown for ambiguous cross-ups.

Matchups

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 Jab.gif 30 50 20 HL ch/sp/su 6 2 5 6 12 2 2 5 11 14 4 7 Reset Reset - - -
Close MP Close Strong.gif 90 100 40 HL sp/su 7 3 12 7 21 3 3 12 14 17 -1 2 Reset Reset - - -
Close HP Close Fierce.gif 100 200 60 HL sp/su 8 3 16 8 26 3 3 16 18 23 -1 4 Forces stand Forces stand Reset Reset - - -
Close LK Close Short.gif 30 50 20 HL sp/su 4 2 6 4 11 2 2 6 11 14 3 6 Reset Reset - - -
Close MK Close Forward.gif 90 100 40 HL su 7 3 9 7 18 3 3 9 14 17 2 5 Reset Reset - - -
Close HK Close Roundhouse.gif 110 200 60 HL - 6 3 16 6 24 3 3 16 18 22 -1 3 90 Damage at foot Reset Reset - - -
Far LP Far Jab.gif 20 50 20 HL ch/sp/su 5 2 7 5 13 2 2 7 11 14 2 5 Reset Reset - - -
Far MP Far Strong.gif 70 100 40 HL sp/su 2 3 12 2 16 3 3 12 15 18 0 3 Reset Reset - - -
Far HP Far Fierce.gif 120 200 60 HL - 11 2 19 11 31 2 2 19 18 22 -3 1 Reset Reset - - -
Far LK Far Short.gif 30 50 20 HL sp/su 4 2 6 4 11 2 2 6 11 14 3 6 Reset Reset - - -
Far MK Far Forward.gif 70 100 40 HL - 6 3 14 6 22 3 3 14 14 17 -3 0 Reset Reset - - -
Far HK Far Roundhouse.gif 110 200 60 HL - 6 3 16 6 24 3 3 16 18 22 -1 3 90 Damage at foot Reset Reset - - -
Crouch LP Crouch Jab.gif 30 50 20 HL ch/sp/su 4 2 7 4 12 2 2 7 11 14 2 5 Reset Reset - - -
Crouch MP Crouch Strong.gif 80 100 40 HL sp/su 7 2 9 7 17 2 2 9 14 17 3 6 Reset Reset - - -
Crouch HP Crouch Fierce.gif 110 200 60 HL su 10 4 21 10 34 4 4 21 18 23 -7 -2 Forces stand Forces stand Reset Reset - - -
Crouch LK Crouch Short.gif 20 50 20 L sp/su 3 2 8 3 12 2 2 8 11 14 1 4 Reset Reset - - -
Crouch MK Crouch Forward.gif 65 100 40 L sp/su 5 4 11 5 19 4 4 11 14 17 -1 2 Reset Reset - - -
Crouch HK Crouch Roundhouse.gif 100 200 60 L su 15 12 16 15 42 12 12 16 18 - -10 - 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 Jab.gif 50 50 20 H - 6 6 - 6 11 6 6 0 - - Reset Reset - - -
Neutral Jump MP Neutral Jump Strong.gif 90 100 40 H - 7 7 - 7 13 7 7 0 - - Reset Reset - - -
Neutral Jump HP Neutral Jump Fierce.gif 110 200 60 H - 6 8 - 6 13 8 8 0 - - Reset Reset - - -
Neutral Jump LK Neutral Jump Short.gif 40 50 20 H - 6 12 - 6 17 12 12 0 - - Reset Reset - - -
Neutral Jump MK Neutral Jump Forward.gif 80 100 40 H - 7 10 - 7 16 10 10 0 - - Reset Reset - - -
Neutral Jump HK Neutral Jump Roundhouse.gif 100 200 60 H - 6 10 - 6 15 10 10 0 - - Reset Reset - - -
Angled Jump LP Angled Jump Jab.gif 50 50 20 H - 6 7 - 6 12 7 7 0 - - Reset Reset - - -
Angled Jump MP Angled Jump Strong.gif 50 50 40 H - 7 3 - 7 9 3 3 0 - - Floats opponent Soft Knockdown Soft Knockdown Free Juggle Free Juggle - - -
Angled Jump HP Angled Jump Fierce.gif 110 200 60 H - 8 8 - 8 15 8 8 0 - - Reset Reset - - -
Angled Jump LK Angled Jump Short.gif 40 50 20 H - 5 7 - 5 11 7 7 0 - - Reset Reset - - -
Angled Jump MK Angled Jump Forward.gif 70 100 40 H - 6 14 - 6 19 14 14 0 - - Reset Reset - - -
Angled Jump HK Angled Jump Roundhouse.gif 100 200 60 H - 7 6 - 7 12 6 6 0 - - Reset Reset - - -
Hell Attack Air Strong.gif > Strong.gif 30 50 20 H - 6 4 - 6 9 4 4 0 - - 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
Focus Attack (Level 1) Level 1 Focus 60 100 20 HL - 10+12 2 34 22 57 2 2 34 -20 -20 Crumple Soft Knockdown Soft Knockdown - - -
Focus Attack (Level 2) Level 2 Focus 90 150 40 HL - 18+12 2 34 30 65 2 2 34 -14 - Crumple Crumple Free Juggle Free Juggle - - -
Focus Attack (Level 3) Level 3 Focus 150 200 60 - - 66 2 34 66 101 2 2 34 - - 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 3 24 2 20 - - Untechable knockdown X Hard Knockdown - - - - - -
Death Tower Back Throw 140 150 40 0.95 - 3 2 20 3 24 2 20 - - Untechable knockdown 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 Jab.gif 120*100 100 30/40 HL su 14 12*11 12+6 14 54 23 18 -8 - 14~36f can pass through opponent, 100 damage below waist, charge 55f X Soft Knockdown Soft Knockdown Soft Knockdown Soft Knockdown - - -
Psycho Crusher Strong.gif 130*100 150 30/40 HL su 14 12*15 12+10 14 62 27 22 -14 - 14~40f can pass through opponent, 100 damage below waist, charge 55f X Soft Knockdown Soft Knockdown Soft Knockdown Soft Knockdown - - -
Psycho Crusher Fierce.gif 140*100 200 30/40 HL su 14 12*21 12+10 14 68 33 22 -17 - 14~46f can pass through opponent, 100 damage below waist, charge 55f X Soft Knockdown Soft Knockdown Soft Knockdown Soft Knockdown - - -
EX Psycho Crusher Psycho Crusher EX.gif 75*60 100*100 -250/0 HL su 14 23 12+6 14 64 23 28 -16 - 14~36f passes through opponent, charge 55f X X Soft Knockdown Soft Knockdown Soft Knockdown Soft Knockdown - All: 1~13f -
Double Knee Press Scissor Kick Short.gif 60*40 100*50 20/16*16 HL su*- 10 2(1)4 17 10 33 7 17 -1 - Charge 55f 2nd Hit: Soft Knockdown 2nd Hit: Soft Knockdown Soft Knockdown Soft Knockdown - - -
Scissor Kick Forward.gif 60*60 100*50 20/16*16 HL su*- 13 2(1)4 22 13 41 7 22 -5 - Charge 55f 2nd Hit: Soft Knockdown 2nd Hit: Soft Knockdown Soft Knockdown Soft Knockdown - - -
Scissor Kick Roundhouse.gif 70*70 100*50 20/16*16 HL su*- 16 2(1)4 25 16 47 7 25 -8 - Charge 55f 2nd Hit: Soft Knockdown 2nd Hit: Soft Knockdown Soft Knockdown Soft Knockdown - - -
EX Double Knee Press Scissor Kick EX.gif 70*80 100*50 -250/0 HL su*- 13 2(1)4 25 13 44 7 25 -8 - Charge 55f 2nd Hit: Soft Knockdown 2nd Hit: Soft Knockdown Soft Knockdown Soft Knockdown - All: 1~12f -
Head Press Head Stomp 120 100 20/30 H - 20 Until ground After landing 16 20 - Until ground After landing 16 - - Listed startup is when opponent is point blank, startup is distant dependent, tracks opponent on startup, charge 55f Soft Knockdown Soft Knockdown - - -
EX Head Press Head Stomp EX.gif 180 200 -250/0 H - 22 Until ground After landing 16 22 - Until ground After landing 16 - - Listed startup is when opponent is point blank, startup is distant dependent, tracks opponent on startup, charge 55f Hard Knockdown Hard Knockdown Soft Knockdown Soft Knockdown - All: During startup -
Head Press Follow Up Head Stomp Followup - - 0/0 - - - - After landing 4 - - - After landing 4 - - Performed after connected headstomp or EX headstomp, 18f~ followup attack can be performed - - - - - - -
Somersault Skull Diver Skull Diver 120 100 20/30 H - 35+7 3 After landing 13 42 - 3 After landing 13 10 13 Listed frame advantage is for Skull Diver performed as low to the ground as possible Soft Knockdown Soft Knockdown - - -
EX Somersault Skull Diver Skull Diver EX.gif 80*80 100*100 -250/0 H - 35+7 3 After landing 13 42 - 3 After landing 13 10 13 Listed frame advantage is for EX Skull Diver performed as low to the ground as possible Soft Knockdown Soft Knockdown - - -
Empty Devil Reverse Empty Devil Reverse - - - - - - - Total 48 0 48 0 48 - - Tracks opponent on startup, 14~38f can cancel into Devil Reverse attack, charge 55f - - - - - - -
EX Empty Devil Reverse EX Empty Devil Reverse - - - - - - - Total 48 0 48 0 48 - - Tracks opponent on startup, 14~38f can cancel into Devil Reverse attack, charge 55f - - - - - All: 1~13f -
Devil Reverse Devil Reverse 110 150 20/30 H - 13+34 Until ground After landing 16 47 - Until ground 16 - - Soft Knockdown Soft Knockdown Soft Knockdown Soft Knockdown - - -
EX Devil Reverse Devil Reverse EX.gif 80*80 100*100 -250/0 H - 13+34 Until ground After landing 16 47 - Until ground 16 - - Soft Knockdown Soft Knockdown Soft Knockdown Soft Knockdown - - -
Bison Warp Teleport - - 0/0 - - - - Total 47 0 47 0 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 Short.gif 60x4*100 0 -1000/0 HLx4*L - 1+6 2(1)2(11)2*2(8)18 30 7 82 46 30 -27 - 34~60f can pass through opponent, charge 55f 5th Hit: Hard Knockdown 5th Hit: Hard Knockdown Hard Knockdown Hard Knockdown - All: 1~7f -
Super Combo Forward.gif 60x4*100 0 #DIV/0! HLx4*L - 1+11 2(1)2(11)2*2(8)18 30 12 87 46 30 -27 - 39~65f can pass through opponent, charge 55f 5th Hit: Hard Knockdown 5th Hit: Hard Knockdown Hard Knockdown Hard Knockdown - All: 1~9f -
Super Combo Roundhouse.gif 60x4*100 0 #DIV/0! HLx4*L - 1+15 2(1)2(11)2*2(8)18 30 16 91 46 30 -27 - 44~70f can pass through opponent, charge 55f 5th Hit: Hard Knockdown 5th Hit: Hard Knockdown Hard Knockdown Hard Knockdown - All: 1~11f -
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 10 131 74 48 -35 - 61~114f can pass through opponent, 5th Hit triggers animation, charge 55f 5th Hit: Hard Knockdown 5th Hit: Hard Knockdown 1st-4th Hit: Forces stand, 5th Hit: Hard Knockdown 1st-4th Hit: Forces stand, 5th Hit: Hard Knockdown - All: 1~15f -
Psycho Punisher Ultra Combo 2 90*330 0 0/0 H - 0+22 2 After landing 42 22 65 2 42 -23 - Can control movement with joystick, charge 40f X Hard Knockdown Hard Knockdown Hard Knockdown Hard Knockdown - All: 1~2f -
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


Notes: