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

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== Notable Changes from USF4 to Omega ==
== Notable Changes from USF4 to Omega ==
* '''Hurtbox''': wider while crouching (on his front leg)
* '''Hurtbox''': wider while crouching (extended hurtbox on front leg)
* '''Throw''': slightly shorter range
* '''Throw''': slightly shorter range
* '''Charge Time''': Super/Ultras charge 15f slower (55f), EX Scissor Kick charges 20f slower (75f)
* '''Charge Time''': Super/Ultras charge 15f slower (55f), EX Scissor Kick charges 20f slower (75f)
Line 21: Line 21:


*Normal Move Changes:
*Normal Move Changes:
**  
** '''cl.5LP''' is 1f faster (5f), useful for its lower pushback and unique combo possibilities
 
** '''cl.5MP''' is 1f faster (6f), but 1f worse on hit and block (+1/-2)
* Command Normal Changes:
** '''cl.5HP''' is 2f faster (6f) and 1f worse on hit/block (+3/-2); now a very important combo button
**  
** '''cl.5MK''' is technically unchanged, but the Omega input buffer is bugged on this normal, allowing 6f normals to combo from a +5 hit (into 2MP or 3HK)
** '''far.5MP''' is 1f faster (5f) but 4f worse on hit/block (-1/-4)
*** One of Bison's most important combo normals, but has problems comboing on some crouching characters
** '''2LP''' is 1f faster (3f), now Bison's only 3f normal; very short range which makes it limited in combo routes
** '''2MP''' 1f faster (6f), 1f worse on hit/block (+5/+2)
** '''2HP''' is 2f slower (12f), 2f more active (6f), and has 8f less recovery (13f); this makes it 6f better on hit/block (+4/-1)
*** Gives limited juggle knockdown vs. airborne, but hard to followup in most practical scenarios
** '''2LK''' is 1f slower (4f) and 1f worse on hit/block (+3/0); can only combo into 2LP now and much weaker for pressure<br><br>
** '''Psycho Break (3HP)''' is a new command normal; 2 hits and moves forward, similar to Ryu's Solar Plexus; +6 on hit, -2 on block
*** First hit is cancellable and has juggle potential, making 3HP xx LK Psycho Sever a common juggle ender
*** Has projectile hitbox that can clash with up to 2 hits of an incoming fireball (impractical to use on reaction); the clash can also be special cancelled
** '''Deadly Middle Kick (3HK)''' is a new command normal, used as a powerful neutral poke
*** Nearly identical animation to Far 5MK, but has more damage, stun, recovery, and a tiny bit more range
** '''j.HP (angled/neutral)''' puts airborne opponent into limited juggle state on hit, allowing a followup on the ground
*** It's technically possible to combo Ultra off this, but incredibly unlikely in a real match (use LK Sever or 3HP xx LK Sever)
** '''Hell Attack (j.MP~MP)''' no longer gives free juggle state on airborne hit (the initial j.MP still does, however)


* Special Move Changes:
* Special Move Changes:

Revision as of 20:30, 11 November 2022

Ultra Street Fighter IV/OmegaOmegaSF4 Header.png

M. Bison

SSFIV-MBison Face.jpg


In a nutshell


(Intro paragraph to describe overall gameplay)


Click for USF4 version


Notable Changes from USF4 to Omega

  • Hurtbox: wider while crouching (extended hurtbox on front leg)
  • Throw: slightly shorter range
  • Charge Time: Super/Ultras charge 15f slower (55f), EX Scissor Kick charges 20f slower (75f)
    • All other specials except Scissor Kick charge 5f faster (50f)
  • Movement Changes:
    • Forward Dash: 3f faster (17f > 14f), shorter distance
    • Back Dash: 1f faster (25f > 24f)
  • Normal Move Changes:
    • cl.5LP is 1f faster (5f), useful for its lower pushback and unique combo possibilities
    • cl.5MP is 1f faster (6f), but 1f worse on hit and block (+1/-2)
    • cl.5HP is 2f faster (6f) and 1f worse on hit/block (+3/-2); now a very important combo button
    • cl.5MK is technically unchanged, but the Omega input buffer is bugged on this normal, allowing 6f normals to combo from a +5 hit (into 2MP or 3HK)
    • far.5MP is 1f faster (5f) but 4f worse on hit/block (-1/-4)
      • One of Bison's most important combo normals, but has problems comboing on some crouching characters
    • 2LP is 1f faster (3f), now Bison's only 3f normal; very short range which makes it limited in combo routes
    • 2MP 1f faster (6f), 1f worse on hit/block (+5/+2)
    • 2HP is 2f slower (12f), 2f more active (6f), and has 8f less recovery (13f); this makes it 6f better on hit/block (+4/-1)
      • Gives limited juggle knockdown vs. airborne, but hard to followup in most practical scenarios
    • 2LK is 1f slower (4f) and 1f worse on hit/block (+3/0); can only combo into 2LP now and much weaker for pressure

    • Psycho Break (3HP) is a new command normal; 2 hits and moves forward, similar to Ryu's Solar Plexus; +6 on hit, -2 on block
      • First hit is cancellable and has juggle potential, making 3HP xx LK Psycho Sever a common juggle ender
      • Has projectile hitbox that can clash with up to 2 hits of an incoming fireball (impractical to use on reaction); the clash can also be special cancelled
    • Deadly Middle Kick (3HK) is a new command normal, used as a powerful neutral poke
      • Nearly identical animation to Far 5MK, but has more damage, stun, recovery, and a tiny bit more range
    • j.HP (angled/neutral) puts airborne opponent into limited juggle state on hit, allowing a followup on the ground
      • It's technically possible to combo Ultra off this, but incredibly unlikely in a real match (use LK Sever or 3HP xx LK Sever)
    • Hell Attack (j.MP~MP) no longer gives free juggle state on airborne hit (the initial j.MP still does, however)
  • Special Move Changes:
  • Super/Ultra Changes:
  • Moves with ending Frame Buffer:

Character Specific Data

M. Bison

VITALS
Health: 1000 Stun: 950
WALKING
Forward Walk Speed: 0.055 Back Walk Speed: 0.040
JUMPING
Jump Total Frames: 4+40+4 Jump Distance: 2.34 Forward, 2.145 Back
DASHING
Forward Dash Frames: 14 Forward Dash Distance: 1.2 [1.32]
Back Dash Frames: 24 Back Dash Distance: 1.00
FA + Forward Dash Frames: 16 FA + Back Dash Frames: 17
Back Dash Invincibility: 1-8 FA + Back Dash Invincibility: 0
Back Dash Airborne: 9-17 FA + Back Dash Airborne: 5-13
FOCUS ATTACK DATA
Lv1 FA + Forward Dash (Block): -1 Lv1 FA + Back Dash (Block): -2
Lv2 FA + Forward Dash (Block): +5 Lv2 FA + Back Dash (Block): +4

*[Refers to dash distance when holding a direction or inputting a button at the end of the animation]

Frame Data

Move Name Input Startup Active Recovery On Block On Hit Damage Stun Hit Lv Cancel Notes
5LP (Close) cl. Lp.png s a r B H 30 50 M Ch Sp Su -
5MP (Close) cl. Mp.png s a r B H 90 100 M Sp Su -
5HP (Close) cl. Hp.png s a r B H 100 200 M Sp Su -
5MK (Close) cl. Mk.png s a r B H 80 100 M Sp Su -
Move Name Input Startup Active Recovery On Block On Hit Damage Stun Hit Lv Cancel Notes
5LP (Far) far. Lp.png s a r B H 20 50 M Ch Sp Su -
5MP (Far) far. Mp.png s a r B H 70 100 M Sp Su -
5HP (Far) far. Hp.png s a r B H 120 200 M - -
5LK st. Lk.png s a r B H 30 50 M Ch Sp Su -
5MK (Far) far. Mk.png s a r B H 70 100 M - -
5HK st. Hk.png s a r B H 100 200 M - -
Move Name Input Startup Active Recovery On Block On Hit Damage Stun Hit Lv Cancel Notes
2LP Down.gifLp.png s a r B H 30 50 M Ch Sp Su -
2MP Down.gifMp.png s a r B H 70 100 M Sp Su -
2HP Down.gifHp.png s a r B H 110 200 M Su -
2LK Down.gifLk.png s a r B H 20 50 L Sp Su -
2MK Down.gifMk.png s a r B H 65 100 L Sp Su -
2HK Down.gifHk.png s a r B KD 120 200 L Su KD Adv: +x
Move Name Input Startup Active Recovery On Block On Hit Damage Stun Hit Lv Cancel Notes
Psycho Break Downright.gifHp.png s a r B H 60*40 100*50 M Sp Su / - 2 hits, only 1st is cancellable
Deadly Middle Kick Downright.gifHk.png s a r B H 130 200 M - -
Move Name Input Startup Active Recovery On Block On Hit Damage Stun Hit Lv Cancel Notes
j.LP (angled) Upright.gifLp.png s a - - - 50 50 H - -
j.MP (angled) Upright.gifMp.png s a - - - 50 50 H TC Puts airborne opponents into free juggle state; can chain into Hell Attack on hit, block, or whiff with a huge cancel window
+ Hell Attack + Mp.png - - - - - *30 *50 H - Puts airborne opponents into limited juggle state; on grounded opponents, 2nd j.MP whiffs on many crouchers
j.HP (angled) Upright.gifHp.png s a - - - 110 200 H - -
j.LK (angled) Upright.gifLk.png s a - - - 40 50 H - -
j.MK (angled) Upright.gifMk.png s a - - - 70 100 H - Crossup
j.HK (angled) Upright.gifHk.png s a - - - 100 200 H - Crossup
j.LP (neutral) Up.gifLp.png s a - - - 50 50 H - -
j.MP (neutral) Up.gifMp.png s a - - - 90 100 H - -
j.HP (neutral) Up.gifHp.png s a - - - 110 200 H - -
j.LK (neutral) Up.gifLk.png s a - - - 40 50 H - -
j.MK (neutral) Up.gifMk.png s a - - - 80 100 H - -
j.HK (neutral) Up.gifHk.png s a - - - 100 200 H - -
Move Name Input Startup Active Recovery On Block On Hit Damage Stun Hit Lv Cancel Notes
Focus Attack Lv. 1 Mp.pngMk.png 10+12 2 34 -20 KD 100 150 M Dash KD Adv: +x; +x after Forward Dash, +x after Back Dash
Focus Attack Lv. 2 Mp.pngMk.png 18+12 2 34 -14 crumple 90 150 M Dash -
Focus Attack Lv. 3 Mp.pngMk.png 66 2 34 crumple crumple 150 200 - Dash Unblockable
Move Name Input Startup Active Recovery On Block On Hit Damage Stun Hit Lv Cancel Notes
Deadly Throw
(Forward Throw)
Lp.pngLk.png 3 2 24 - KD 180 200 T - KD Adv: +x
Death Tower
(Back Throw)
Left.gif+Lp.pngLk.png 3 2 24 - KD 180 200 T - KD Adv: +x
Move Name Input Startup Active Recovery On Block On Hit Damage Stun Hit Lv Cancel Notes
LP Psycho Crusher Cb.png,F.pngLp.png
[4]6+LP
s a r B KD 150 200 M Su charge time 50f
MP Psycho Crusher Cb.png,F.pngMp.png
[4]6+MP
s a r B KD 160 200 M Su charge time 50f
HP Psycho Crusher Cb.png,F.pngHp.png
[4]6+HP
s a r B KD 170 200 M Su charge time 50f
Ex.pngEx.png Psycho Crusher Omega Cb.png,F.png2p.png
[4]6+PP
s a r B KD 20x2*30*250 0*250 M FA Costs 2 bars; only 1st hit can FA cancel; charge time 50f
LK Double Knee Press
(Scissor Kick)
Cb.png,F.pngLk.png
[4]6+LK
s a r B KD 60*30 100*50 M Su charge time 55f
MK Double Knee Press
(Scissor Kick)
Cb.png,F.pngMk.png
[4]6+MK
s a r B KD 60*50 100*50 M Su charge time 55f
HK Double Knee Press
(Scissor Kick)
Cb.png,F.pngHk.png
[4]6+HK
s a r B KD 70*60 100*50 M Su charge time 55f
Ex.png Double Knee Press
(Scissor Kick)
Cb.png,F.png2k.png
[4]6+KK
s a r B KD 70*30 100*50 M FA charge time 75f; meterless version will come out if attempted too early
LK Psycho Sever
(Axe Kick)
Qcb.pngLk.png
214+LK
s a r B H 80 100 M Su -
MK Psycho Sever
(Axe Kick)
Qcb.pngMk.png
214+MK
s a r B H 90 150 M Su -
HK Psycho Sever
(Axe Kick)
Qcb.pngHk.png
214+HK
s a r B KD 120 200 H Su -
Ex.png Psycho Sever
(Axe Kick)
Qcb.png2k.png
214+KK
s a r B KD 100*50 100*50 H*H FA -
Move Name Input Startup Active Recovery On Block On Hit Damage Stun Hit Lv Cancel Notes
Psycho Drain Hcb.pngP.png
63214+P
8 2 43 - KD 120 100 T - KD Adv: +12
Ex.png Psycho Drain Hcb.png2p.png
63214+PP
5 2 43 - KD 160 150 T - KD Adv: +23
Head Press
(Headstomp)
Cd.png,U.pngK.png
[2]8+K
s a r B H 120 100 H - Tracks opponent's location; can steer left/right after the attack connects; charge time 50f
+ Somersault Skull Diver + P.png s a r B H 100 100 H - Use after bouncing off the opponent on hit/block
Ex.png Head Press
(Headstomp)
Cd.png,U.png2k.png
[2]8+KK
s a r B KD 40x2*100 50x2*100 H - Teleports to opponent's location before dropping; charge time 50f
Death Flutter
(Command Jump)
Cd.png,U.pngP.png
[2]8+P
s a r - - - - - - Input P or K followup to attack; strength determines jump distance; charge time 50f
+ Devil Reverse + P.png s a r B KD 140 200 H - Moves backward during startup, making it very difficult to crossup
+ Evil Stomp + K.png s a r B H 80 150 H - Drops straight down when activated
Ex.png Death Flutter
(Command Jump)
Cd.png,U.png2p.png
[2]8+PP
s a r - - - - - - Input P or K followup to attack; tracks to opponent's location; charge time 50f
+ Ex.png Devil Reverse + P.png s a r B KD 170 250 H - Moves backward during startup, making it very difficult to crossup
+ Ex.png Evil Stomp + K.png s a r B H 60x2 100x2 H - 2 hits; drops straight down when activated
Move Name Input Startup Active Recovery On Block On Hit Damage Stun Hit Lv Cancel Notes
Knee Press Nightmare
(Super)
Cb.pngF.pngBf.pngK.png
[4]646+K
s a r B KD 50x6*130 - M - charge time 55f
Nightmare Booster
(Ultra 1)
Cb.pngF.pngBf.png3k.png
[4]646+KKK
s a r B KD 48x4*60*240 - M - charge time 55f
Psycho Punisher
(Ultra 2)
Cb.pngF.pngBf.png3p.png
[4]646+PPP
s a r B KD 90*360 - H - Steer left/right to control trajectory; can crossup; charge time 55f
Move Name Input Startup Active Recovery On Block On Hit Damage Stun Hit Lv Cancel Notes

Combos

Confirms:

  • Dmg/St --

Punishes:

  • Dmg/St --

Counterhit Confirms:

Ultra Setups:

Useful Info

Reversals:

Anti-Airs:

Anti-Focus:

Anti-Projectile:

Juggles:

Miscellaneous:


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