* Puts opponent into {{sf6-jug|limited juggle}} state
* Puts opponent into {{sf6-jug|limited juggle}} state
<br>
<br>
Scissor Kicks are Bison's premier special move. On hit, Bison is left close to the opponent with frame advantage for an immediate strike/throw mixup. If spaced, he can use its low crush properties and relative safety to his advantage to demolish challenge attempts. Thanks to Scissor Kicks leaving the opponent standing, Bison can link out of Scissor Kicks on counterhit or punish counter to further discourage challenge attempts.
}}
}}
Revision as of 14:26, 28 June 2024
Character breakdown in progress
M.Bison is a new character! This page is currently under construction and information might be inaccurate, incomplete, or missing entirely.
🤝 Want to help us out? Join the SF6 Resource Hub for more info on editing and other ways you can potentially help with this resource.
A man who resembles M. Bison, the leader of Shadaloo, who was believed to be dead. He has lost his memories, but has violent tendencies. He appears in locations related to Shadaloo, guided by Psycho Power.
M. Bison is a bully style character with oppressive special moves that can dominate the neutral, and powerful normals that make opponents think twice about contesting. He benefits from the system mechanics of SF6 more than most other characters - his iconic Double Knee Press (or Scissor Kick) is no longer a charge motion, and its strong frame data makes it a safe tool to pester opponents with when properly spaced. Drive Rush allows him to turn many of his errant hits into devastating combos, and OD Psycho Crusher is a fantastic anti-fireball tool that can beat many projectiles on reaction. His Hell Attack target combo (j.MP~j.MP) can punish poor jumps and leads to very high juggle damage on a successful callout.
Once he's in, Bison has excellent pressure normals such as 5HP or 4HK that let him maintain advantage and whittle down the opponent's Drive Gauge until they crack. A key skill for playing Bison is gauging your opponent's temperament; waiting for the moment they run out of patience, then swatting them down for daring to press a button.
While many of these strengths existed in previous iterations of the character, SF6 Bison has plenty of unique tools that bring him to another level. 6HP is an overhead that's on the slow side, but can easily catch opponents who've been conditioned to guard his plus-on-block normals. It even leads into a full combo when used from Drive Rush, giving Bison another layer of mixup beyond his usual repertoire.
Last but certainly not least is his new special, Backfist Combo, which implements the Psycho Mine from his SFV V-Trigger 2 into his moveset. Finishing combos with this attack leaves your opponent in a very dangerous position, as the mine explosion can either make certain moves safe (such as Psycho Crusher) or dramatically increase the combo damage off his more common starters. If his opponent makes the wrong guess, optimised Bison combos can absolutely shred their lifebar in one violent swing.
Bison's main weakness is that, like most dictators, he is much weaker when he isn't in control. He lacks an invincible OD reversal, and while his supers have some invulnerability a savvy opponent can thwart your escape with a meaty jab. If you find yourself on the back foot as Bison, you'll have to rely on patient defense and the system mechanics until you find another opening to exert your dominance.
If you want to control the pace of a match and make your opponent second guess every decision they make, give in to the Psycho Power and let M. Bison take the reins.
Pick if you like:
Avoid if you dislike:
Excellent normals for poking and pressure
A kit dedicated to predicting and punishing your opponent's moves
Powerful "neutral skip" tools that circumvent traditional fireball games
Oppressive offense with the threat of devastating damage if you make the right callout
Wearing people down with moves that can feel outright suffocating
Not having an easy answer to your opponent's pressure
Relying on fundamentals and system mechanics to get out of a bad spot
Having to plan your offense around a timed detonation
Classic & Modern Versions Comparison
List of differences with Modern M. Bison
Missing Normals
Standing Light Kick (5LK)
Standing Heavy Kick (5HK)
Jumping Light Punch (j.LP)
Jumping Medium Kick (j.MK)
Jumping Heavy Punch (j.HP)
Missing Command Normals
Hover Kick (3HK)
Shortcut-Only Specials
N/A
Assist Combos
A[L~L~L]: 2LK ~ 5LP ~ L Double Knee Press
On Block: stops at 5LP
A[M~M~M]: 2MP ~ OD Backfist Combo ~ SA2
On Block: stops at OD Backfist Combo
Burnout: 2MP ~ M Backfist Combo
A[H ~ H ~ H ~ H ~ H]: 5MP ~ 2MP ~ OD Double Knee Press ~ M Psycho Crusher Attack ~ SA3
Burnout: 5MP ~ 2MP ~ M Double Knee Press ~ SA3
On Block: stops at 2MP
Miscellaneous Changes
Must let go of Auto button when performing 2nd hit of Shadow Hammer (A[H]~6H) / Shadow Spear (A[H]~2H)
Shin Bison can only perform the PPP versions of Bison Warp with 6LMH / 4LMH
Cannot teleport in front of opponent, and backwards teleport is the short version
M.Bison
Vitals
Life Points
10000
Ground Movement
Forward Walk Speed
0.048
Backward Walk Speed
0.0312
Forward Dash Speed
19
Backward Dash Speed
23
Forward Dash Distance
1.54
Backward Dash Distance
0.754
Drive Rush Min. Distance (Throw)
0.593
Drive Rush Min. Distance (Block)
2.650
Drive Rush Max Distance
4.425
Jumping
Jump Speed
4+38+3
Jump Apex
2.115
Forward Jump Distance
1.90
Backward Jump Distance
1.52
Throws
Throw Range
0.8
Throw Hurtbox
0.33
Frame Data Glossary - SF6
Hitbox Images
🟥 (Red): Attack hitbox
Appears pink for Throw hitboxes
🟩 (Green): Vulnerable hurtbox that can be hit by strikes/projectiles
If a move's hitbox and hurtbox overlap, the colors blend to appear orange
🟦 (Blue): Vulnerable throw hurtbox
Will be thrown if Pink throw hitbox touches Blue throw hurtbox
Active
How many frames a move remains active (can hurt opponents) for. For projectiles with a maximum active period, a value may be listed in [brackets], but this number is not factored into the move's total frame count.
For multi-hit moves with no gaps between the active hitboxes, active frames are listed as X,Y (or sometimes X*Y)
For multi-hit moves with gaps between hits, active frames are listed as X(n)Y where n = the frame gap between hitboxes.
Cancel
Available options for canceling one move into another move.
"Chn": Chain cancel (Light normals; specific chain options listed in Description)
"TC": Target Combo
"Sp": Special move
"SA": Super Art (if a number is listed, refers only to that specific Super; SA3 = Lv.3 Super Art)
"Jmp": Jump cancel (usually on hit only, if applicable)
"SS": Serenity Stream (Chun-Li's stance)
If one hit of a multi-hit attack is cancelable, this can be indicated with (1st), (2nd), etc.
Occasionally, a move can be canceled only into a specific follow-up (e.g. Dee Jay [4]6P > 22PP); this can be indicated by listing the move input in the Cancel field, or with an asterisk that is explained in the move notes (Sp*)
Cancel Hitconfirm Windows
Hitconfirm reaction windows into Special Moves, Target Combos, and Super Arts.
Refers to the amount of time (in frames) you have to cancel one attack into another attack on reaction
e.g. most cancelable 2MKs have a 13 frame window to cancel into a Special/Super on reaction, making them nearly impossible to hitconfirm
Counts from the first frame the attack connects until the final cancelable frame
Visual effects like hitsparks and HP drain do not actually occur until frame 2; the first frame is still counted to keep the numbers consistent with previous games, and because it is technically possible to start reacting to the character's reeling animation on frame 1
If a Target Combo is cancelable into another attack, the hitconfirm window will include the entire sequence starting from the first hit
If there is a frame gap on block between hits of the TC, the hitconfirm window may also be included for just the followup hit
Some sequences like Ken's 5MP~HP TC may have a range of values listed (43f~47f). In this example, inputting 5MP~HP at its usual timing gives a 43f hitconfirm into a Special/Super. Delaying the chain into HP gives more total time for the final hitconfirm.
Damage
Attack damage on hit. Multi-hit moves may have the damage listed for individual hits as X,Y (or sometimes X*Y). Sometimes a move's damage changes depending on which active frame connects, or on cinematic vs. non-cinematic hits; in this case, multiple values may be listed, and it will be clarified in the move description.
Damage Scaling
Some moves cause additional damage scaling in combos. Refer to Game Data page for a more detailed breakdown.
Scaling Types:
Starter: When a move begins the combo, the next attack is scaled by X percent
e.g. Ryu 2MK (20% Starter) > Hadoken: Hadoken is at 80% damage scaling
Combo: When a move is comboed into, the next attack is scaled by X percent or X number of hits
e.g. Ryu 2HP > OD High Blade Kick (2-Hit Combo Scaling) > Shoryuken: Shoryuken is at 70% damage scaling (100% > 100% > [skip 80%] > 70%)
e.g. Cammy 5HP > OD Spiral Arrow (5% Combo Scaling) > Cannon Spike: Cannon Spike is at 75% damage scaling (100% > 100% > [80-5 = 75%])
Immediate: When a move is comboed into, this attack is scaled by X percent
e.g. Drive Impact Crumple (20% Starter) > Throw (20% Immediate): Throw is at 60% damage scaling
Multiplier: A damage scaling multiplier applies after Perfect Parry (50%) and mid-combo Drive Rush (15%). Any hits in the combo continue their usual damage scaling, but reduced by these amounts. These can bring the minimum scaling below the usual 10%, and they stack with each other; as a result, the minimum scaling can reach 4% using a long Drive Rush combo after Perfect Parry.
Minimum Scaling: The lowest damage scaling that can be applied to an attack. Super Art Level 1/2/3 generally has 30%/40%/50% minimum scaling respectively. This ensures the attack will still do reasonable damage even at the end of a heavily scaled combo.
Drive Rush Cancel Advantage
Refers to the frame advantage when canceling a normal, command normal, or Target Combo into Drive Rush on hit or block (abbreviated as DRC for Drive Rush Cancel). This is calculated at the moment a follow-up attack can be input, not at the moment the character can block or perform movement options. An attack that with DRC +8 on Hit can link into an 8-frame attack, and DRC +4 on Block can create a true blockstring into a 4-frame attack.
Note that any DRC on Block worse than +4 cannot form a true blockstring, allowing the opponent to interrupt with an invincible reversal. Most light normals are slightly negative after a DRC on block, meaning the opponent can mash their fastest normal to guarantee a counter-hit (though this requires fast reactions). The attacking character could punish this with Light > DRC into an immediate invincible attack, but this would be an incredibly expensive and high-risk gambit.
Forced Knockdown
Most airborne command normals, special moves, and Super Arts put the user in a "Forced Knockdown" state. While in this state, an air knockdown will occur when being hit by any attack, even if it would otherwise cause an air reset.
As an example, Ryu's 2HP causes an air reset when used as an anti-air. Against a move like Cammy's Hooligan Combination, however, the 2HP puts her into an air knockdown state. This allows Ryu to successfully cancel 2HP into Shoryuken for a juggle, similar to how a Drive Impact wall splat works. Taking advantage of Forced Knockdown juggles is important for dealing with moves like Ken's Dragonlash, Dhalsim's Air Teleport, or Kimberly's 6HK~Hop sequence.
Moves that already cause an air knockdown, like most j.MP air-to-airs, will not display the "Forced Knockdown" message.
Guard
Refers to the direction an attack must be blocked. L is for Low attacks (must be blocked crouching), H is for High attacks/overheads (must be blocked standing), LH is for attacks that can be blocked crouching or standing. T is for Throw attacks which cannot be blocked.
Juggles
When a character is put into an Air Knockdown state, it is often possible to follow up with a Juggle attack before they hit the ground. In the simplest terms, there are 2 main juggle states:
Free Juggle: any attack can juggle, causing an Air Reset or an Air Knockdown
Limited Juggle: only specific attacks with juggle potential may juggle
The following is a more detailed overview of the SF6 juggle system:
Juggle Count (JC): The status of the character being juggled. A high JC limits which attacks can work in juggles.
JC0: free juggle state - any attack that can hit an airborne opponent will work
JC1+: limited juggle state - juggle only works if the attack's Juggle Limit ≥ defender's Juggle Count
A juggle count of -1 represents a crumple state; this can lead to a grounded or airborne hit depending on timing
Juggle Start (JS): When starting a juggle, the opponent's JC will be set to this value. May be different vs. standing and airborne opponents.
Attack with Juggle Start value of 3 will put opponent at JC3, so only attacks with Juggle Limit value ≥ 3 can follow up
Even for attacks that don't normally start a juggle, this is relevant for Forced Knockdown and Crumple situations
Juggle Increase (JI): When opponent is already in a juggle state, attacks will increase the opponent's JC by this amount.
Airborne opponent at JC1 followed by attack with Juggle Increase value of 3 will set opponent to JC4
Juggle Limit (JL): Property of an attack hitbox that determines whether it connects on a juggled opponent. The JL must be ≥ the opponent's JC to hit successfully.
An uppercut with a JL value of 5 will connect on an opponent at JC5 or below, but will whiff on JC6 opponent
Most normals have a JL value of 0, meaning they only work in Free Juggle (JC0) states
Some multi-hit attacks have different JL values on each hit, so a 3-hit move may only hit twice in juggles
An example to tie everything together:
An attack (JS3) launches opponent into the air (Opponent now at JC3)
Followed up with an attack (JI2/JL4); it connects, because JL4 ≥ JC3 (Opponent now at JC5)
Attempts to juggle again with same attack (JL4), but whiffs because JL4 < JC5 (Opponent hits the ground)
Drive Rush notes:
DR normals have a Juggle Start/Increase value of 0
DR normals have +3 added to their usual Juggle Limit
More recently, the official definitions used by Capcom are slightly different than these community-designated terms. When reading official patch notes, the following terms are used instead:
Combo Count Initial Value
Combo Count Additional Value
Combo Count Upper Limit
On Hit/Block
These are frame advantage values when the attack hits or is blocked. If the number is positive, then the move will recover before the defender can act again. If the number is negative, the defender will be able to act before the attacker and maybe even punish. KD refers to knockdown on hit, and the listed KD Advantage refers to how many frames the attacker can act before the defender finishes their wakeup animation.
Note that generally, there is an extra +2 hit advantage on Counterhits and +4 hit advantage on Punish Counters (exceptions are noted in the description).
Recovery
How many frames it takes for a move to finish after the active frames have finished. For projectiles, recovery is considered to begin after the first active frame.
Moves with different recovery values on hit/block/whiff may have multiple values listed like X(Y), with specific details listed in the description.
Startup
How many frames it takes before the move becomes 'active' or have a hit box. The last startup frame and the first active frame are the same frame, meaning all values are written as Startup + 1.
Moves with multiple relevant startup values may be listed as X(Y); for example, a move that hits airborne first before hitting grounded opponents, or a 2-hit move where the first hit whiffs at some ranges.
IASA / Actionable Recovery
Some moves play out an extended recovery animation when no other button/direction is input (for crouching moves, it applies when holding any down direction). These are often referred to as "actionable recovery" frames; in some games, the term IASA (Interruptible As Soon As) refers to the frame that Actionable Recovery begins.
Letting the Actionable Recovery frames play out can change the character's position, potentially setting up spacing traps by recovering farther away. For example, Manon 5HP will recover much farther away from the opponent if no input is performed immediately after her recovery; holding back or down-back to block will keep her much closer to the opponent.
Normals
Standing Normals
5LP
Standing Light Punch
5LP 5L
Hitboxes Off
Hitboxes On
5LP
Standing Light Punch
Startup
Active
Recovery
Cancel
Damage
Guard
On Hit
On Block
5
3
9
Chn Sp SA
300
LH
+4
-2
Chains into 5LP/2LP/2LK
Cancel Hitconfirm Window: ?f
Drive Rush cancel advantage:+? oH / -? oB
Applies 20% damage scaling to next hit when beginning a combo (100/80/70...)
Bison's longest reaching light normal. Notably 5f, so it will not combo from CH LK Scissors.
5MP
Standing Medium Punch
5MP A[H]
Hitboxes Off
Hitboxes On
5MP
Standing Medium Punch
Startup
Active
Recovery
Cancel
Damage
Guard
On Hit
On Block
8
3
15
Sp SA TC
600
LH
+6
0
Cancel Hitconfirm Window: ?f
Drive Rush cancel advantage:+? oH / +? oB
Important combo tool and sets up a strong tick throw with Drive Rush. Naturally links into 2MP for good damage and will combo into 5MP~2HK naturally. With Drive Rush, it gains enough hitstun to link 2HP or extend a juggle with 5MP~6HP.
5HP
Standing Heavy Punch
5HP 5H
Hitboxes Off
Hitboxes On
5HP
Standing Heavy Punch
Startup
Active
Recovery
Cancel
Damage
Guard
On Hit
On Block
19
3
17
SA
1000
LH
+4(+6)
+1(+3)
Cancel Hitconfirm Window: ?f (Super)
Punish Counter: +??? Stagger.
Surprisingly potent spacing trap tool which also happens to be plus on block. Due to its punish counter properties, it also makes for a strong reversal punish starter.
5LK
Standing Light Kick
5LK
Hitboxes Off
Hitboxes On
5LK
Standing Light Kick
Startup
Active
Recovery
Cancel
Damage
Guard
On Hit
On Block
4
2
10
Sp SA
300
LH
+3
-1
Cancel Hitconfirm Window: ?f
Drive Rush cancel advantage:+? oH / -? oB
Applies 20% damage scaling to next hit when beginning a combo (100/80/70...)
Bison's longest-reaching 4f button.
5MK
Standing Medium Kick
5MK 5M
Hitboxes Off
Hitboxes On
5MK
Standing Medium Kick
Startup
Active
Recovery
Cancel
Damage
Guard
On Hit
On Block
10
4
16
-
700
LH
+2
-3
5HK
Standing Heavy Kick
5HK
Hitboxes Off
Hitboxes On
5HK
Standing Heavy Kick
Startup
Active
Recovery
Cancel
Damage
Guard
On Hit
On Block
13
4
19
-
900
LH
+6
-2
Foot hurtbox is Anti-Air Invuln 13-16f
Whiffs on crouching opponents at longer ranges
Punish Counter: +??? Crumple (???f before airborne).
Passable long-range anti-air, more useful as a combo tool and punish starter.
Crouching Normals
2LP
Crouching Light Punch
2LP 2L
Hitboxes Off
Hitboxes On
2LP
Crouching Light Punch
Startup
Active
Recovery
Cancel
Damage
Guard
On Hit
On Block
4
2
10
Chn Sp SA
300
LH
+4
-2
Chains into 5LP/2LP/2LK
Cancel Hitconfirm Window: ?f
Drive Rush cancel advantage:+? oH / -? oB
Applies 20% damage scaling to next hit when beginning a combo (100/80/70...)
Topmost hurtbox on frames 1-5 is vulnerable only to aerial attacks, preventing its use as an anti-air
2MP
Crouching Medium Punch
2MP A[M]
Hitboxes Off
Hitboxes On
2MP
Crouching Medium Punch
Startup
Active
Recovery
Cancel
Damage
Guard
On Hit
On Block
6
3
14(17)
Sp SA
600
LH
+5
-1
Cancel Hitconfirm Window: ?f
Drive Rush cancel advantage:+? oH / +? oB
Topmost hurtbox on frames 1-8 is vulnerable only to aerial attacks, preventing its use as an anti-air
2HP
Crouching Heavy Punch
2HP 2H
Hitboxes Off
Hitboxes On
2HP
Crouching Heavy Punch
Startup
Active
Recovery
Cancel
Damage
Guard
On Hit
On Block
10
6
21
Sp SA
900
LH
0
-9
Cancel Hitconfirm Window: ?f
Drive Rush cancel advantage:+? oH / +? oB
Incredible anti-air. Highly consistent and gives a juggle on counterhit or punish counter.
2LK
Crouching Light Kick
2LK A[L]
Hitboxes Off
Hitboxes On
2LK
Crouching Light Kick
Startup
Active
Recovery
Cancel
Damage
Guard
On Hit
On Block
5
2
10
Chn
200
L
+4
-2
Chains into 5LP/2LP/2LK
Applies 20% damage scaling to next hit when beginning a combo (100/80/70...)
Very good 2LK, especially when combined with Drive Rush.
2MK
Crouching Medium Kick
2MK 2M
Hitboxes Off
Hitboxes On
2MK
Crouching Medium Kick
Startup
Active
Recovery
Cancel
Damage
Guard
On Hit
On Block
8
3
19
Sp SA
500
L
-2
-6
Cancel Hitconfirm Window: ?f
Drive Rush cancel advantage:+? oH / +? oB
Applies 20% damage scaling to next hit when beginning a combo (100/80/70...)
Applies 20% immediate damage scaling when comboed into (e.g. after Crumple)
Back Throw (4LPLK)
Back Throw
4LPLK
Hitboxes Off
Hitboxes On
4LPLK
Death Tower
Startup
Active
Recovery
Cancel
Damage
Guard
On Hit
On Block
5
3
23
-
1200 (2040)
T
KD +18
-
Side switches
Punish Counter: HKD +?
Applies 20% immediate damage scaling when comboed into (e.g. after Crumple)
Drive System
Drive Impact (HPHK)
Drive Impact
HPHK
Hitboxes Off
Hitboxes On
HPHK
Hell Twist
Startup
Active
Recovery
Cancel
Damage
Guard
On Hit
On Block
26
2
35
-
800
LH
KD +35 / Wall Splat KD +65
-3 / Wall Splat HKD +72
Armor (2-hit): 1-27f
Applies 20% damage scaling to next hit when beginning a combo (including Wall Splat on block)
Combos when canceled from -- (no corner wallsplat)
Useful for draining opponent's Drive gauge, especially after Perfect Parry
See Drive Impact on the Gauges page for more details.
When canceled from a normal, these are the important blockstring gaps; a gap of N will trade with an N-frame startup attack; [] = Burnout
4HK: 5[1]
2HP: 9[5]
5MP: 9[5]
2MP: 13[7]
2MK: 13[7]
Note: A gap ≥ 6f can be thrown, and a gap ≥ 9f can be jumped out of by most characters
Against the following characters in Burnout:
JP (22K), frame 3 counter
Marisa (214K), frame 3 armor
Zangief (5[HP]), frame 4 armor
It's important to use a blockstring that cannot be absorbed by their armor/counter moves. Ideally, the string should also not be a true combo, or it will cause a Lock and prevent Stun. Note that if the opponent mashes buttons on wakeup, the counter-hit will cause DI to Lock.
4HK > DI: 1f blockstring gap prevents opponent from absorbing the hit
DR~2HP > DI: 1f blockstring gap prevents opponent from absorbing the hit
DR~5MP > DI: 1f blockstring gap prevents opponent from absorbing the hit
DR~2MP > DI: 3f blockstring gap will work vs. Zangief 5[HP]
DR~2MK > DI: 3f blockstring gap will work vs. Zangief 5[HP]
Drive Reversal (6HPHK)
Drive Reversal
6HPHK 6DI
Hitboxes Off
Hitboxes On
6HPHK
Hell Drive (Block)
Startup
Active
Recovery
Cancel
Damage
Guard
On Hit
On Block
20
3
26(31)
-
500 recoverable
LH
KD +23
-6
Full Invuln: 1-22f; Armor Break
5f extra recovery on hit; 4f screen freeze during startup
Scissor Kicks are Bison's premier special move. On hit, Bison is left close to the opponent with frame advantage for an immediate strike/throw mixup. If spaced, he can use its low crush properties and relative safety to his advantage to demolish challenge attempts. Thanks to Scissor Kicks leaving the opponent standing, Bison can link out of Scissor Kicks on counterhit or punish counter to further discourage challenge attempts.
Backfist Combo (214P)
Backfist Combo
214P 214X or 5S (M)
Hitboxes Off
Hitboxes On
214LP
Backfist Combo
Startup
Active
Recovery
Cancel
Damage
Guard
On Hit
On Block
13
2(10)5
25
SA3 (2nd)
300,400 (700)
LH
KD +24
-14
Plants a Psycho Mine on hit
214MP
Backfist Combo
Startup
Active
Recovery
Cancel
Damage
Guard
On Hit
On Block
17
2(10)5
26
SA3 (2nd)
300,500 (800)
LH
KD +23
-15
Plants a Psycho Mine on hit
214HP
Backfist Combo
Startup
Active
Recovery
Cancel
Damage
Guard
On Hit
On Block
22
3(10)5
26
SA3 (2nd)
300,600 (900)
LH
KD +31
-15
Plants a Psycho Mine on hit
214PP
Backfist Combo
Startup
Active
Recovery
Cancel
Damage
Guard
On Hit
On Block
14
2(19)3(23)3
44
SA2 SA3 (3rd)
400x3 (1200)
LH
KD +24
-25
Plants a Psycho Mine on hit
Backfist Combo (Mine) (214P)
Backfist Combo (Mine)
214P 214X or 5S (M)
"Guaranteed to blow your mind..."
"Anytiiiiiime~"
Hitboxes Off
Hitboxes On
214LP
Backfist Combo (Mine)
Startup
Active
Recovery
Cancel
Damage
Guard
On Hit
On Block
13
2(10)5,1
24
SA3 (2nd)
300,500x2 (1300)
LH
KD +42
+6
Detonates Psycho Mine on hit/block
214MP
Backfist Combo (Mine)
Startup
Active
Recovery
Cancel
Damage
Guard
On Hit
On Block
17
2(10)5,1
25
SA3 (2nd)
300,600,500 (1400)
LH
KD +42
+6
Detonates Psycho Mine on hit/block
214HP
Backfist Combo (Mine)
Startup
Active
Recovery
Cancel
Damage
Guard
On Hit
On Block
22
3(10)5,1
25
SA3 (2nd)
300,700,500 (1500)
LH
KD +49
+6
Detonates Psycho Mine on hit/block
214PP
Backfist Combo (Mine)
Startup
Active
Recovery
Cancel
Damage
Guard
On Hit
On Block
14
2(19)1(26)1,1
44
SA2 SA3 (4th)
400,500,400x2 (1700)
LH
KD +48
-3
Detonates Psycho Mine on hit/block
Shadow Rise ([2]8K)
Shadow Rise
[2]8K [2]8X or [2]S (M)
Hitboxes Off
Hitboxes On
[2]8K
Shadow Rise
Startup
Active
Recovery
Cancel
Damage
Guard
On Hit
On Block
18~46
-
4/9/13 land
-
-
-
-
-
Button strength determines trajectory (LK short, MK mid, HK far)
Can input OD follow-ups with PP or KK
[2]8KK
Shadow Rise
Startup
Active
Recovery
Cancel
Damage
Guard
On Hit
On Block
16~42
-
5 land
-
-
-
-
-
Automatically tracks opponent's location; follow-ups automatically become the OD version
Devil Reverse ([2]8K~P)
Devil Reverse
[2]8K~P [2]8X~S or [2]S~S
OD Follow-up
Cross-up
OD Version
Cross-up
OD Follow-up
Hitboxes Off
Hitboxes On
[2]8K~P
Devil Reverse
Startup
Active
Recovery
Cancel
Damage
Guard
On Hit
On Block
18+16
until land
10 land
-
800
H
KD +35(+43)
+1(+9)
Can be steered left/right
[2]8KK~P or [2]8K~PP
Devil Reverse
Startup
Active
Recovery
Cancel
Damage
Guard
On Hit
On Block
16+21
until land
5(10) land
-
700x2 (1400)
H
KD +35(+43)
+4(+10)
2 hits; can be steered left/right
Devil Reverse (Mine) ([2]8K~P)
Devil Reverse (Mine)
[2]8K~P [2]8X~S or [2]S~S
OD Follow-up
Cross-up
OD Version
Cross-up
OD Follow-up
Hitboxes Off
Hitboxes On
[2]8K~P
Devil Reverse (Mine)
Startup
Active
Recovery
Cancel
Damage
Guard
On Hit
On Block
18+16
until land
8 land
-
800,700,500 (2000)
H
KD +52(+58)
+21(+27)
Detonates Psycho Mine on hit/block
[2]8KK~P or [2]8K~PP
Devil Reverse (Mine)
Startup
Active
Recovery
Cancel
Damage
Guard
On Hit
On Block
16+21
until land
8 land
-
700x3,500 (2600)
H
KD +54(+59)
+23(+28)
Detonates Psycho Mine on hit/block
Head Press ([2]8K~K)
Head Press
[2]8K~K [2]8X~X or [2]S~X
Hitboxes Off
Hitboxes On
[2]8K~K
Head Press
Startup
Active
Recovery
Cancel
Damage
Guard
On Hit
On Block
18+15
until land
26 land
-
800
H
-29(-23)
-39(-38)
Bounces off opponent's head on hit/block (can steer left/right after bounce)
Can be followed up with Somersault Skull Diver after bounce
[2]8KK~K or [2]8K~KK
Head Press
Startup
Active
Recovery
Cancel
Damage
Guard
On Hit
On Block
16+15
until land
12 land
-
2000(1200)
H
HKD +27
+4(+7)
Transitions to cinematic follow-up on hit; does not bounce off opponent on block
Somersault Skull Diver ([2]8K~K~P)
Somersault Skull Diver
[2]8K~K~P [2]8X~X~X or [2]S~X~X
Hitboxes Off
Hitboxes On
[2]8K~K~P
Somersault Skull Diver
Startup
Active
Recovery
Cancel
Damage
Guard
On Hit
On Block
12
10
10 land
-
800
H
+8(+14)
+3(+9)
Can be performed after meterless Head Press bounce on hit/block
Super Arts
Level 1 Super (236236K)
Knee Press Nightmare
Level 1 Super Art
236236K 236236L or 5HS or 6HS
Hitboxes Off
Hitboxes On
236236K
Knee Press Nightmare
Startup
Active
Recovery
Cancel
Damage
Guard
On Hit
On Block
10
2(1)3(31)2(1)2
62
-
2000 (600~1200)
LH
KD +11 (KD +2)
-41
Strike/Throw Invuln: 1-11f; Armor Break
Only 1st hit allows Bison to enter full animation
2nd-4th hits lead to weaker version with 600~1200 damage and +2 KD advantage
A forward-moving Super that reaches about half screen. From farther out, only the later hits connect, making the move considerably weaker and not worth using. It functions as Bison's primary reversal, only losing to projectiles or frame-perfect meaty safe jabs on some characters. However, the forward movement and hitbox position makes it a poor anti-air at most ranges.
Knee Press Nightmare is a solid juggle ender for tacking on damage, notably after a Psycho Mine infused HP Backfist or HP Psycho Crusher. Bison almost always has stronger cancel options, but it's possible to hitconfirm on reaction from his far-reaching 5HP for damage and corner carry. The threat of a cancel to SA1 also makes this poke viable against Drive Impact in neutral.
Bison does not get any follow-up oki on hit; when used midscreen, he ends up a full screen apart afterwards, and is still left about a half screen away against a cornered opponent. It also depletes any planted Psycho Mine, so using this Super often comes at the cost of future damage and pressure.
When attempting to chip out a burned out opponent with a raw SA1, every character except Dhalsim, Lily, and Zangief can jump to avoid it after the Super freeze. Additionally, Dhalsim can avoid it with teleport; Lily can counter with SA1, and Zangief can escape with SA1 or punish with SA2.
Level 2 Super (214214K)
Psycho Punisher
Level 2 Super Art
214214K 214214M or 4HS
Hitboxes Off
Hitboxes On
214214K
Psycho Punisher
Startup
Active
Recovery
Cancel
Damage
Guard
On Hit
On Block
26
7
52
-
3000
LH
HKD +23
-34
Full Invuln: 1-32f; Armor Break
Can steer left/right during startup; can hit cross-up
Causes a planted Psycho Mine to disappear on hit
Drive Gauge Depletion: 1 bar (hit) / 0.5 bars (block)
40% minimum damage scaling
While slow to startup, Psycho Punisher can reach any part of the screen, allowing Bison to punish ranged projectiles or install specials that would otherwise be too far to reach. In combos, it's best used after launches or ground bounces that can accommodate its slow speed; juggling into 5HP > SA2 or canceling from OD Backfist are good examples. Notably, OD Psycho Crusher does not naturally combo into SA2 despite being cancelable; be sure not to attempt this without a Psycho Mine planted.
While SA2 can hit on both sides, an opponent can easily parry or jump out of the way after the Super freeze. Against an opponent in Burnout (or very close to it), using this Super with meaty timing after a knockdown or air reset could allow for an ambiguous left/right mixup. However, the risk of attempting this vastly outweighs the potential reward, so the cross-up hit should only be used to switch sides on a confirmed hit.
Cinematic time regenerates ~2 Drive bars for M. Bison
50% minimum damage scaling; applies a 10% damage scaling penalty when canceled from special moves
236236P
Unlimited Psycho Crusher (CA)
Startup
Active
Recovery
Cancel
Damage
Guard
On Hit
On Block
10(5)
6
65
-
4500
LH
HKD +15
-46
Full Invuln: 1-15f; Armor Break
Available at 25% HP or below
5f start up when canceled from special moves
Causes a planted Psycho Mine to disappear on hit
Drive Gauge Depletion: 2 bars (hit) / 1 bar (block)
Cinematic time regenerates ~2.2 Drive bars for M. Bison
50% minimum damage scaling; applies 10% immediate damage scaling when canceled from special moves
A powerful version of Psycho Crusher with just under half screen range, making it a viable reversal and projectile punish in some matchups. Bison has many ways to combo into this Super, with Psycho Crusher generally being the strongest cancel route. With a Psycho Mine planted, both HP Backfist and HP Psycho Crusher juggle the opponent high enough to combo into SA3 without a cancel, which can increase the damage in low-scaling combo routes.
When attempting to chip out a burned out opponent with a raw SA3, they will not be able to jump away after the Super freeze. Without an invincible Super, only Dhalsim (Teleport) and JP (Amnesia) can avoid the chip.
Taunts
Neutral Taunt (5PPPKKK)
Neutral Taunt
5PPPKKK
"A gnat like you will be buried here."
5PPPKKK
Neutral Taunt
Startup
Active
Recovery
Cancel
Damage
Guard
On Hit
On Block
544 (total)
-
-
-
-
-
-
-
Change to an alternate taunt by holding Up or Down on frame 235
Neutral Taunt (5PPPKKK~8)
Neutral Taunt (Up)
5PPPKKK~8
"A gnat like you is of no use to me."
5PPPKKK~8
Neutral Taunt (Up)
Startup
Active
Recovery
Cancel
Damage
Guard
On Hit
On Block
475 (total)
-
-
-
-
-
-
-
Neutral Taunt (5PPPKKK~2)
Neutral Taunt (Down)
5PPPKKK~2
"A gnat like you has no value to anyone. You're a worthless piece of trash!"