< Street Fighter 6 | M.Bison
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| jugIncrease = 1 | | jugIncrease = 1 | ||
| jugLimit = 0 | | jugLimit = 0 | ||
| atkRange = | | atkRange = 1.26 | ||
| notes = Chains into 5LP/2LP/2LK; good range for a 5f jab; DR cancel is delayed until after 2nd active frame; when 5LP is chained into, a follow-up chain occurs 1f earlier than usual (e.g. 5LP~5LP has 2f blockstring gap, but 5LP~5LP~5LP has 1f gap between the 2nd/3rd hits) | | notes = Chains into 5LP/2LP/2LK; good range for a 5f jab; DR cancel is delayed until after 2nd active frame; when 5LP is chained into, a follow-up chain occurs 1f earlier than usual (e.g. 5LP~5LP has 2f blockstring gap, but 5LP~5LP~5LP has 1f gap between the 2nd/3rd hits) | ||
}} | }} | ||
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| jugIncrease = 1 | | jugIncrease = 1 | ||
| jugLimit = 0 | | jugLimit = 0 | ||
| atkRange = | | atkRange = 1.288 | ||
| notes = Counter-hit required to combo into 6HP Target Combo; combo and pressure starter | | notes = Counter-hit required to combo into 6HP Target Combo; combo and pressure starter | ||
}} | }} | ||
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| jugIncrease = 1 | | jugIncrease = 1 | ||
| jugLimit = 10 | | jugLimit = 10 | ||
| atkRange = | | atkRange = 2.071 (1.822) | ||
| notes = Slow advancing poke with good hitbox priority; can be spaced for better frame advantage; can be hitconfirmed into Super; slams airborne opponents down into limited juggle OTG state (higher bounce on Punish Counter allows more juggle follow-ups); extends a hurtbox 1f before active that is vulnerable to projectiles | | notes = Slow advancing poke with good hitbox priority; can be spaced for better frame advantage; can be hitconfirmed into Super; slams airborne opponents down into limited juggle OTG state (higher bounce on Punish Counter allows more juggle follow-ups); extends a hurtbox 1f before active that is vulnerable to projectiles | ||
}} | }} | ||
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| jugIncrease = 1 | | jugIncrease = 1 | ||
| jugLimit = 0 | | jugLimit = 0 | ||
| atkRange = | | atkRange = 1.097 | ||
| notes = Good light string ender that moves Bison forward (keeps him closer after a cancel, allowing more consistent combos like 2LK, 2LP, 5LK > 214LP); rare light normal that is plus after DR Cancel on block | | notes = Good light string ender that moves Bison forward (keeps him closer after a cancel, allowing more consistent combos like 2LK, 2LP, 5LK > 214LP); rare light normal that is plus after DR Cancel on block | ||
}} | }} | ||
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| jugIncrease = 1 | | jugIncrease = 1 | ||
| jugLimit = 0 | | jugLimit = 0 | ||
| atkRange = | | atkRange = 1.729 | ||
| notes = Poke with great range and hitbox priority | | notes = Poke with great range and hitbox priority | ||
}} | }} | ||
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| jugIncrease = 1 | | jugIncrease = 1 | ||
| jugLimit = 1 | | jugLimit = 1 | ||
| atkRange = | | atkRange = 1.59 | ||
| notes = Punish Counter crumple is +7 before opponent goes airborne; extended foot hurtbox is anti-air invuln while active on frames 13-16; whiffs on crouching opponents at longer ranges; puts airborne opponents into limited juggle state (much higher launch on Punish Counter); extends a hurtbox 1f before active that is vulnerable to projectiles | | notes = Punish Counter crumple is +7 before opponent goes airborne; extended foot hurtbox is anti-air invuln while active on frames 13-16; whiffs on crouching opponents at longer ranges; puts airborne opponents into limited juggle state (much higher launch on Punish Counter); extends a hurtbox 1f before active that is vulnerable to projectiles | ||
}} | }} | ||
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| jugIncrease = 1 | | jugIncrease = 1 | ||
| jugLimit = 0 | | jugLimit = 0 | ||
| atkRange = | | atkRange = 1.06 | ||
| notes = Chains into 5LP/2LP/2LK; DR cancel is delayed until after active frames; topmost hurtbox on frames 1-5 is vulnerable only to aerial attacks, preventing its use as an anti-air | | notes = Chains into 5LP/2LP/2LK; DR cancel is delayed until after active frames; topmost hurtbox on frames 1-5 is vulnerable only to aerial attacks, preventing its use as an anti-air | ||
}} | }} | ||
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| jugIncrease = 1 | | jugIncrease = 1 | ||
| jugLimit = 0 | | jugLimit = 0 | ||
| atkRange = | | atkRange = 1.30 | ||
| notes = 3f extra recovery on whiff; great range for a 6f medium (great for buffers and combos); topmost hurtbox on frames 1-8 is vulnerable only to aerial attacks, preventing its use as an anti-air | | notes = 3f extra recovery on whiff; great range for a 6f medium (great for buffers and combos); topmost hurtbox on frames 1-8 is vulnerable only to aerial attacks, preventing its use as an anti-air | ||
}} | }} | ||
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| jugIncrease = 1 | | jugIncrease = 1 | ||
| jugLimit = 0 | | jugLimit = 0 | ||
| atkRange = | | atkRange = 0.80 | ||
| notes = Forces stand; puts airborne opponents into limited juggle state on Counter-hit/Punish Counter; slow anti-air with good vertical hitbox priority on frames 12-15 but cannot hit cross-up; only first 2 active frames are cancelable | | notes = Forces stand; puts airborne opponents into limited juggle state on Counter-hit/Punish Counter; slow anti-air with good vertical hitbox priority on frames 12-15 but cannot hit cross-up; only first 2 active frames are cancelable | ||
}} | }} | ||
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| jugIncrease = 1 | | jugIncrease = 1 | ||
| jugLimit = 0 | | jugLimit = 0 | ||
| atkRange = | | atkRange = 1.05 | ||
| notes = Chains into 5LP/2LP/2LK; links naturally into 4f lights without chaining and can link to 2MP on counter-hit (rare for a 2LK); 4f blockstring gap when chained into 5LP/2LK | | notes = Chains into 5LP/2LP/2LK; links naturally into 4f lights without chaining and can link to 2MP on counter-hit (rare for a 2LK); 4f blockstring gap when chained into 5LP/2LK | ||
}} | }} | ||
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| jugIncrease = 1 | | jugIncrease = 1 | ||
| jugLimit = 5 | | jugLimit = 5 | ||
| atkRange = | | atkRange = 1.991 | ||
| notes = Sweep with good range and hitbox priority; has juggle potential (not a Hard Knockdown when juggled into); puts airborne opponents into a limited juggle state (can combo with well-timed Psycho Mine detonation); very difficult or impossible for some characters to punish when spaced | | notes = Sweep with good range and hitbox priority; has juggle potential (not a Hard Knockdown when juggled into); puts airborne opponents into a limited juggle state (can combo with well-timed Psycho Mine detonation); very difficult or impossible for some characters to punish when spaced | ||
}} | }} | ||
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| jugIncrease = 1 | | jugIncrease = 1 | ||
| jugLimit = 0 | | jugLimit = 0 | ||
| atkRange = | | atkRange = 1.12 | ||
| notes = Decent air-to-air | | notes = Decent air-to-air | ||
}} | }} | ||
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| jugIncrease = 1 | | jugIncrease = 1 | ||
| jugLimit = 1 | | jugLimit = 1 | ||
| atkRange = | | atkRange = 1.16 | ||
| notes = Great air-to-air with a long cancel window into Hell Attack; puts airborne opponents into limited juggle state; shifts M. Bison's hurtbox upward during startup | | notes = Great air-to-air with a long cancel window into Hell Attack; puts airborne opponents into limited juggle state; shifts M. Bison's hurtbox upward during startup | ||
}} | }} | ||
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| jugIncrease = 0 | | jugIncrease = 0 | ||
| jugLimit = 0 | | jugLimit = 0 | ||
| atkRange = | | atkRange = 0.92 | ||
| notes = Good vertical hitbox for close jumps; spike knockdown vs. airborne opponents on Counter-hit/Punish Counter | | notes = Good vertical hitbox for close jumps; spike knockdown vs. airborne opponents on Counter-hit/Punish Counter | ||
}} | }} | ||
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| jugIncrease = 1 | | jugIncrease = 1 | ||
| jugLimit = 0 | | jugLimit = 0 | ||
| atkRange = | | atkRange = 1.21 | ||
| notes = Cross-up; decent air-to-air | | notes = Cross-up; decent air-to-air | ||
}} | }} | ||
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| jugIncrease = 1 | | jugIncrease = 1 | ||
| jugLimit = 0 | | jugLimit = 0 | ||
| atkRange = | | atkRange = 0.63 | ||
| notes = Cross-up; shifts M. Bison's hurtbox upward during startup | | notes = Cross-up; shifts M. Bison's hurtbox upward during startup | ||
}} | }} | ||
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| jugIncrease = 0 | | jugIncrease = 0 | ||
| jugLimit = 0 | | jugLimit = 0 | ||
| atkRange = | | atkRange = 1.34 | ||
| notes = Longest horizontal range of Bison's air normals | | notes = Longest horizontal range of Bison's air normals | ||
}} | }} | ||
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| jugIncrease = 1 | | jugIncrease = 1 | ||
| jugLimit = 10 | | jugLimit = 10 | ||
| atkRange = | | atkRange = 1.507 | ||
| notes = Safe overhead with follow-up combos out of Drive Rush; slams airborne opponents down into limited juggle OTG state | | notes = Safe overhead with follow-up combos out of Drive Rush; slams airborne opponents down into limited juggle OTG state | ||
}} | }} | ||
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| jugIncrease = 1 | | jugIncrease = 1 | ||
| jugLimit = 0 | | jugLimit = 0 | ||
| atkRange = | | atkRange = 1.075 | ||
| notes = Forces stand; good combo/pressure/oki tool but short horizontal range; low pushback on hit/block | | notes = Forces stand; good combo/pressure/oki tool but short horizontal range; low pushback on hit/block | ||
}} | }} | ||
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| jugIncrease = 1 | | jugIncrease = 1 | ||
| jugLimit = 5 | | jugLimit = 5 | ||
| atkRange = | | atkRange = 3.47 (1.753) | ||
| notes = Full-screen slide that can be spaced (but always punishable except vs. Burnout); has juggle potential (not a Hard Knockdown when juggled into); crouching state for entire duration | | notes = Full-screen slide that can be spaced (but always punishable except vs. Burnout); has juggle potential (not a Hard Knockdown when juggled into); crouching state for entire duration | ||
}} | }} | ||
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| jugIncrease = 1 | | jugIncrease = 1 | ||
| jugLimit = 0 | | jugLimit = 0 | ||
| atkRange = | | atkRange = 2.537 | ||
| notes = See [[Street_Fighter_6/Gauges#Drive_Impact|Drive Impact]]. Airborne connect gives spinning juggle state on Punish Counter or corner Wall Splat with variable height. | | notes = See [[Street_Fighter_6/Gauges#Drive_Impact|Drive Impact]]. Airborne connect gives spinning juggle state on Punish Counter or corner Wall Splat with variable height. | ||
}} | }} | ||
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| jugIncrease = 100 | | jugIncrease = 100 | ||
| jugLimit = 1 | | jugLimit = 1 | ||
| atkRange = | | atkRange = 1.657 | ||
| notes = Performed by inputting 6HPHK during blockstun; 5f extra recovery on hit; freezes the screen for 4f during startup; see [[Street_Fighter_6/Gauges#Drive_Reversal|Drive Reversal]]. | | notes = Performed by inputting 6HPHK during blockstun; 5f extra recovery on hit; freezes the screen for 4f during startup; see [[Street_Fighter_6/Gauges#Drive_Reversal|Drive Reversal]]. | ||
}} | }} | ||
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| jugIncrease = 100 | | jugIncrease = 100 | ||
| jugLimit = 1 | | jugLimit = 1 | ||
| atkRange = | | atkRange = 1.657 | ||
| notes = Performed by holding 6HPHK on wakeup; 5f extra recovery on hit; does not have any screen freeze; see [[Street_Fighter_6/Gauges#Drive_Reversal|Drive Reversal]]. | | notes = Performed by holding 6HPHK on wakeup; 5f extra recovery on hit; does not have any screen freeze; see [[Street_Fighter_6/Gauges#Drive_Reversal|Drive Reversal]]. | ||
}} | }} | ||
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| jugIncrease = 1 | | jugIncrease = 1 | ||
| jugLimit = 10 | | jugLimit = 10 | ||
| atkRange = | | atkRange = 3.917 (1.343) | ||
| notes = 45f charge time (charge lasts 8f after releasing back direction, and must be holding forward when LP is input); 1-hit projectile clash hitbox on frames 16-31 | | notes = 45f charge time (charge lasts 8f after releasing back direction, and must be holding forward when LP is input); 1-hit projectile clash hitbox on frames 16-31 | ||
}} | }} | ||
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| jugIncrease = 1 | | jugIncrease = 1 | ||
| jugLimit = 10 | | jugLimit = 10 | ||
| atkRange = | | atkRange = 4.15 (1.328) | ||
| notes = 45f charge time (charge lasts 8f after releasing back direction, and must be holding forward when MP is input); 1-hit projectile clash hitbox on frames 20-35 | | notes = 45f charge time (charge lasts 8f after releasing back direction, and must be holding forward when MP is input); 1-hit projectile clash hitbox on frames 20-35 | ||
}} | }} | ||
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| jugIncrease = 1 | | jugIncrease = 1 | ||
| jugLimit = 10 | | jugLimit = 10 | ||
| atkRange = | | atkRange = 5.609 (1.353) | ||
| notes = 45f charge time (charge lasts 8f after releasing back direction, and must be holding forward when HP is input); 1-hit projectile clash hitbox on frames 24-49 | | notes = 45f charge time (charge lasts 8f after releasing back direction, and must be holding forward when HP is input); 1-hit projectile clash hitbox on frames 24-49 | ||
}} | }} | ||
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| jugIncrease = 1x4 | | jugIncrease = 1x4 | ||
| jugLimit = 10 | | jugLimit = 10 | ||
| atkRange = | | atkRange = 4.869 (1.60) | ||
| notes = 45f charge time (charge lasts 8f after releasing back direction, and must be holding forward when PP is input); cancel into SA2 does not combo | | notes = 45f charge time (charge lasts 8f after releasing back direction, and must be holding forward when PP is input); cancel into SA2 does not combo | ||
}} | }} | ||
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| jugIncrease = 1,1 | | jugIncrease = 1,1 | ||
| jugLimit = 10 | | jugLimit = 10 | ||
| atkRange = | | atkRange = 3.917 (1.343) | ||
| notes = 45f charge time (charge lasts 8f after releasing back direction, and must be holding forward when LP is input); strike hitbox surrounded by a 1-hit projectile clash hitbox on frames 16-31; detonates Psycho Mine on hit/block (does not trigger on Perfect Parry); puts opponent into limited juggle state (cancel into SA3 connects before Psycho Mine explodes); KD advantage depends on spacing (+41 close range, +42 most mid ranges, +39 on last active frame); useful pressure tool after Backfist Combo due to its block advantage, but is susceptible to Perfect Parry; when Perfect Parried, Bison will usually be airborne as the opponent punishes | | notes = 45f charge time (charge lasts 8f after releasing back direction, and must be holding forward when LP is input); strike hitbox surrounded by a 1-hit projectile clash hitbox on frames 16-31; detonates Psycho Mine on hit/block (does not trigger on Perfect Parry); puts opponent into limited juggle state (cancel into SA3 connects before Psycho Mine explodes); KD advantage depends on spacing (+41 close range, +42 most mid ranges, +39 on last active frame); useful pressure tool after Backfist Combo due to its block advantage, but is susceptible to Perfect Parry; when Perfect Parried, Bison will usually be airborne as the opponent punishes | ||
}} | }} | ||
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| jugIncrease = 1,1 | | jugIncrease = 1,1 | ||
| jugLimit = 10 | | jugLimit = 10 | ||
| atkRange = | | atkRange = 4.15 (1.328) | ||
| notes = 45f charge time (charge lasts 8f after releasing back direction, and must be holding forward when MP is input); strike hitbox surrounded by a 1-hit projectile clash hitbox on frames 20-35; detonates Psycho Mine on hit/block (does not trigger on Perfect Parry); puts opponent into limited juggle state (cancel into SA3 connects before Psycho Mine explodes); KD advantage depends on spacing (+41 close range, +42 most mid ranges, +39 on last active frame); useful pressure tool after Backfist Combo due to its block advantage, but is susceptible to Perfect Parry; when Perfect Parried, Bison will usually be airborne as the opponent punishes | | notes = 45f charge time (charge lasts 8f after releasing back direction, and must be holding forward when MP is input); strike hitbox surrounded by a 1-hit projectile clash hitbox on frames 20-35; detonates Psycho Mine on hit/block (does not trigger on Perfect Parry); puts opponent into limited juggle state (cancel into SA3 connects before Psycho Mine explodes); KD advantage depends on spacing (+41 close range, +42 most mid ranges, +39 on last active frame); useful pressure tool after Backfist Combo due to its block advantage, but is susceptible to Perfect Parry; when Perfect Parried, Bison will usually be airborne as the opponent punishes | ||
}} | }} | ||
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| jugIncrease = 1,1 | | jugIncrease = 1,1 | ||
| jugLimit = 10 | | jugLimit = 10 | ||
| atkRange = | | atkRange = 5.609 (1.353) | ||
| notes = 45f charge time (charge lasts 8f after releasing back direction, and must be holding forward when HP is input); strike hitbox surrounded by a 1-hit projectile clash hitbox on frames 24-49; detonates Psycho Mine on hit/block (does not trigger on Perfect Parry); puts opponent into limited juggle state, allowing a follow-up juggle (SA1 midscreen, 214LP/SA3 corner); KD advantage depends on spacing (+46 close range, +51 most mid/far ranges); useful pressure tool after Backfist Combo due to its block advantage, but is susceptible to Perfect Parry; when Perfect Parried, Bison will usually be airborne as the opponent punishes | | notes = 45f charge time (charge lasts 8f after releasing back direction, and must be holding forward when HP is input); strike hitbox surrounded by a 1-hit projectile clash hitbox on frames 24-49; detonates Psycho Mine on hit/block (does not trigger on Perfect Parry); puts opponent into limited juggle state, allowing a follow-up juggle (SA1 midscreen, 214LP/SA3 corner); KD advantage depends on spacing (+46 close range, +51 most mid/far ranges); useful pressure tool after Backfist Combo due to its block advantage, but is susceptible to Perfect Parry; when Perfect Parried, Bison will usually be airborne as the opponent punishes | ||
}} | }} | ||
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| jugIncrease = 3 (Forced) | | jugIncrease = 3 (Forced) | ||
| jugLimit = 10 | | jugLimit = 10 | ||
| atkRange = | | atkRange = 4.869 (1.60) | ||
| notes = 45f charge time (charge lasts 8f after releasing back direction, and must be holding forward when PP is input); strike hitbox (no projectile clash since Bison has full projectile invuln); detonates Psycho Mine on hit/block (does not trigger on Perfect Parry); launches opponent high into a limited juggle state, followed by an OTG bounce; when juggling late on these OTG bounce frames, an extra 10% Immediate Scaling is applied to the follow-ups (but an earlier juggle has no extra scaling); useful pressure tool after Backfist Combo due to its block advantage, but is susceptible to Perfect Parry; when Perfect Parried, Bison will usually be airborne as the opponent punishes; POSSIBLE BUG: on a high airborne connect, the automatic follow-up will not trigger, but explosion still occurs; however, the opponent is still considered to have a Psycho Mine on their body which can be detonated again | | notes = 45f charge time (charge lasts 8f after releasing back direction, and must be holding forward when PP is input); strike hitbox (no projectile clash since Bison has full projectile invuln); detonates Psycho Mine on hit/block (does not trigger on Perfect Parry); launches opponent high into a limited juggle state, followed by an OTG bounce; when juggling late on these OTG bounce frames, an extra 10% Immediate Scaling is applied to the follow-ups (but an earlier juggle has no extra scaling); useful pressure tool after Backfist Combo due to its block advantage, but is susceptible to Perfect Parry; when Perfect Parried, Bison will usually be airborne as the opponent punishes; POSSIBLE BUG: on a high airborne connect, the automatic follow-up will not trigger, but explosion still occurs; however, the opponent is still considered to have a Psycho Mine on their body which can be detonated again | ||
}} | }} | ||
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| jugIncrease = 0,1 | | jugIncrease = 0,1 | ||
| jugLimit = 10 | | jugLimit = 10 | ||
| atkRange = | | atkRange = 2.362 (2.01) | ||
| notes = 5f extra recovery on whiff; Low Crush 7-15f (not airborne); Counter-hit/Punish Counter bonus advantage carries through both hits; strong pressure tool that gives strike/throw mixup on hit while easily spaced safely on block | | notes = 5f extra recovery on whiff; Low Crush 7-15f (not airborne); Counter-hit/Punish Counter bonus advantage carries through both hits; strong pressure tool that gives strike/throw mixup on hit while easily spaced safely on block | ||
}} | }} | ||
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| jugIncrease = 0,1 | | jugIncrease = 0,1 | ||
| jugLimit = 10 | | jugLimit = 10 | ||
| atkRange = | | atkRange = 2.89 (2.538) | ||
| notes = 5f extra recovery on whiff; Low Crush 11-19f (not airborne); Counter-hit/Punish Counter bonus advantage carries through both hits; strong pressure tool that gives strike/throw mixup on hit while easily spaced safely on block | | notes = 5f extra recovery on whiff; Low Crush 11-19f (not airborne); Counter-hit/Punish Counter bonus advantage carries through both hits; strong pressure tool that gives strike/throw mixup on hit while easily spaced safely on block | ||
}} | }} | ||
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| jugIncrease = 0,1 | | jugIncrease = 0,1 | ||
| jugLimit = 10 | | jugLimit = 10 | ||
| atkRange = | | atkRange = 3.286 (2.802) | ||
| notes = 5f extra recovery on whiff; Low Crush 14-24f (not airborne); Counter-hit/Punish Counter bonus advantage carries through both hits; extremely powerful punish starter due to high damage, frame advantage, and lack of damage scaling; strong pressure tool that gives strike/throw mixup on hit while easily spaced safely on block | | notes = 5f extra recovery on whiff; Low Crush 14-24f (not airborne); Counter-hit/Punish Counter bonus advantage carries through both hits; extremely powerful punish starter due to high damage, frame advantage, and lack of damage scaling; strong pressure tool that gives strike/throw mixup on hit while easily spaced safely on block | ||
}} | }} | ||
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| jugIncrease = 0,0,2 | | jugIncrease = 0,0,2 | ||
| jugLimit = 2 | | jugLimit = 2 | ||
| atkRange = | | atkRange = 4.097 (2.785) | ||
| notes = Low Crush 12-19f (not airborne); puts opponent into limited juggle state; cancel is only useful if the first 2 hits are absorbed by Drive Impact (stronger juggle routes always possible); 3rd hit comes out even on whiff | | notes = Low Crush 12-19f (not airborne); puts opponent into limited juggle state; cancel is only useful if the first 2 hits are absorbed by Drive Impact (stronger juggle routes always possible); 3rd hit comes out even on whiff | ||
}} | }} | ||
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| jugIncrease = 0,1 | | jugIncrease = 0,1 | ||
| jugLimit = 10 | | jugLimit = 10 | ||
| atkRange = | | atkRange = 1.64 (1.239) | ||
| notes = Plants Psycho Mine onto opponent on 2nd hit (detonates after 300f or when another Backfist Combo, Psycho Crusher, or Devil Reverse connects); useful ender for many juggles (higher KD advantage in high-connect juggles) | | notes = Plants Psycho Mine onto opponent on 2nd hit (detonates after 300f or when another Backfist Combo, Psycho Crusher, or Devil Reverse connects); useful ender for many juggles (higher KD advantage in high-connect juggles) | ||
}} | }} | ||
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| jugIncrease = 0,1 | | jugIncrease = 0,1 | ||
| jugLimit = 10 | | jugLimit = 10 | ||
| atkRange = | | atkRange = 2.205 (1.705) | ||
| notes = Plants Psycho Mine onto opponent on 2nd hit (detonates after 300f or when another Backfist Combo, Psycho Crusher, or Devil Reverse connects); useful ender for some juggles (higher KD advantage in high-connect juggles); +23 KD Advantage sets up a dash into strike/throw mixup, or a perfectly meaty 6HP (+5 oH / -1 oB) | | notes = Plants Psycho Mine onto opponent on 2nd hit (detonates after 300f or when another Backfist Combo, Psycho Crusher, or Devil Reverse connects); useful ender for some juggles (higher KD advantage in high-connect juggles); +23 KD Advantage sets up a dash into strike/throw mixup, or a perfectly meaty 6HP (+5 oH / -1 oB) | ||
}} | }} | ||
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| jugIncrease = 0,1 | | jugIncrease = 0,1 | ||
| jugLimit = 10 | | jugLimit = 10 | ||
| atkRange = | | atkRange = 3.088 (2.363) | ||
| notes = Plants Psycho Mine onto opponent on 2nd hit (detonates after 300f or when another Backfist Combo, Psycho Crusher, or Devil Reverse connects); useful ender for some juggles (higher KD advantage in high-connect juggles); Potential Bug: builds more Super gauge on hit when comboed into (denoted with [] in data) | | notes = Plants Psycho Mine onto opponent on 2nd hit (detonates after 300f or when another Backfist Combo, Psycho Crusher, or Devil Reverse connects); useful ender for some juggles (higher KD advantage in high-connect juggles); Potential Bug: builds more Super gauge on hit when comboed into (denoted with [] in data) | ||
}} | }} | ||
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| jugIncrease = 0,0,0 | | jugIncrease = 0,0,0 | ||
| jugLimit = 10 | | jugLimit = 10 | ||
| atkRange = | | atkRange = 3.523 (1.745) | ||
| notes = Plants Psycho Mine onto opponent on 2nd hit (detonates after 300f or when another Backfist Combo, Psycho Crusher, or Devil Reverse connects); puts opponent into limited juggle OTG state on hit; useful ender for some juggles (higher KD advantage in high-connect juggles) | | notes = Plants Psycho Mine onto opponent on 2nd hit (detonates after 300f or when another Backfist Combo, Psycho Crusher, or Devil Reverse connects); puts opponent into limited juggle OTG state on hit; useful ender for some juggles (higher KD advantage in high-connect juggles) | ||
}} | }} | ||
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| jugIncrease = 0,1,1 | | jugIncrease = 0,1,1 | ||
| jugLimit = 10x3 | | jugLimit = 10x3 | ||
| atkRange = | | atkRange = 1.64 (1.239) | ||
| notes = Detonates Psycho Mine on hit/block; Mine detonation does not count as a hit for damage scaling; puts opponent into limited juggle state; sets up auto-timed safe jump vs. grounded or low-height opponents; 2nd hit triggers Mine detonation even on Perfect Parry (punishable 5f gap before explosion hits); lets Bison maintain pressure on block; can be timed to plant another Psycho Mine if the previous one detonates during this attack's hitstun | | notes = Detonates Psycho Mine on hit/block; Mine detonation does not count as a hit for damage scaling; puts opponent into limited juggle state; sets up auto-timed safe jump vs. grounded or low-height opponents; 2nd hit triggers Mine detonation even on Perfect Parry (punishable 5f gap before explosion hits); lets Bison maintain pressure on block; can be timed to plant another Psycho Mine if the previous one detonates during this attack's hitstun | ||
}} | }} | ||
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| jugIncrease = 0,1,1 | | jugIncrease = 0,1,1 | ||
| jugLimit = 10x3 | | jugLimit = 10x3 | ||
| atkRange = | | atkRange = 2.205 (1.705) | ||
| notes = Detonates Psycho Mine on hit/block; Mine detonation does not count as a hit for damage scaling; puts opponent into limited juggle state; sets up auto-timed safe jump vs. grounded or low-height opponents; 2nd hit triggers Mine detonation even on Perfect Parry (punishable 5f gap before explosion hits); lets Bison maintain pressure on block; can be timed to plant another Psycho Mine if the previous one detonates during this attack's hitstun | | notes = Detonates Psycho Mine on hit/block; Mine detonation does not count as a hit for damage scaling; puts opponent into limited juggle state; sets up auto-timed safe jump vs. grounded or low-height opponents; 2nd hit triggers Mine detonation even on Perfect Parry (punishable 5f gap before explosion hits); lets Bison maintain pressure on block; can be timed to plant another Psycho Mine if the previous one detonates during this attack's hitstun | ||
}} | }} | ||
Line 1,776: | Line 1,776: | ||
| jugIncrease = 0,1,1 | | jugIncrease = 0,1,1 | ||
| jugLimit = 10x3 | | jugLimit = 10x3 | ||
| atkRange = | | atkRange = 3.088 (2.363) | ||
| notes = Detonates Psycho Mine on hit/block; Mine detonation does not count as a hit for damage scaling; puts opponent into limited juggle state that allows follow-up juggles (but loses the safe jump from the LP/MP version); 2nd hit triggers Mine detonation even on Perfect Parry (punishable 5f gap before explosion hits); lets Bison maintain pressure on block; can be timed to plant another Psycho Mine if the previous one detonates during this attack's hitstun; POSSIBLE BUG: builds more Super gauge when comboed into compared to raw connect | | notes = Detonates Psycho Mine on hit/block; Mine detonation does not count as a hit for damage scaling; puts opponent into limited juggle state that allows follow-up juggles (but loses the safe jump from the LP/MP version); 2nd hit triggers Mine detonation even on Perfect Parry (punishable 5f gap before explosion hits); lets Bison maintain pressure on block; can be timed to plant another Psycho Mine if the previous one detonates during this attack's hitstun; POSSIBLE BUG: builds more Super gauge when comboed into compared to raw connect | ||
}} | }} | ||
Line 1,809: | Line 1,809: | ||
| jugIncrease = 0x3,1 | | jugIncrease = 0x3,1 | ||
| jugLimit = 10x4 | | jugLimit = 10x4 | ||
| atkRange = | | atkRange = 3.523 (1.745) | ||
| notes = Detonates Psycho Mine on hit/block; Mine detonation does not count as a hit for damage scaling; launches opponent into a limited juggle state that allows follow-up juggles; 3rd hit triggers Mine detonation even on Perfect Parry (punishable 5f gap before explosion hits); does not let Bison maintain block pressure like the meterless versions; can be timed to plant another Psycho Mine if the previous one detonates during this attack's hitstun | | notes = Detonates Psycho Mine on hit/block; Mine detonation does not count as a hit for damage scaling; launches opponent into a limited juggle state that allows follow-up juggles; 3rd hit triggers Mine detonation even on Perfect Parry (punishable 5f gap before explosion hits); does not let Bison maintain block pressure like the meterless versions; can be timed to plant another Psycho Mine if the previous one detonates during this attack's hitstun | ||
}} | }} | ||
Line 1,883: | Line 1,883: | ||
| jugIncrease = 1 | | jugIncrease = 1 | ||
| jugLimit = 15 | | jugLimit = 15 | ||
| atkRange = | | atkRange = 1.27 | ||
| notes = Can be steered left/right; cannot hit cross-up (but will turn around if Punch is input behind the opponent); puts opponent into limited juggle state; gives good advantage on block; final landing recovery frame is in a crouching state | | notes = Can be steered left/right; cannot hit cross-up (but will turn around if Punch is input behind the opponent); puts opponent into limited juggle state; gives good advantage on block; final landing recovery frame is in a crouching state | ||
}} | }} | ||
Line 1,915: | Line 1,915: | ||
| jugIncrease = 1,1 | | jugIncrease = 1,1 | ||
| jugLimit = 15 | | jugLimit = 15 | ||
| atkRange = | | atkRange = 1.30 | ||
| notes = 2 hits; can be steered left/right; cannot hit cross-up (but will turn around if Punch is input behind the opponent); 5f extra landing recovery on whiff; puts opponent into limited juggle state; gives good advantage on block; on whiff, final landing recovery frame is in a crouching state; on hit/block, all landing recovery frames are in a crouching state | | notes = 2 hits; can be steered left/right; cannot hit cross-up (but will turn around if Punch is input behind the opponent); 5f extra landing recovery on whiff; puts opponent into limited juggle state; gives good advantage on block; on whiff, final landing recovery frame is in a crouching state; on hit/block, all landing recovery frames are in a crouching state | ||
}} | }} | ||
Line 1,948: | Line 1,948: | ||
| jugIncrease = 1,2,1 | | jugIncrease = 1,2,1 | ||
| jugLimit = 15 | | jugLimit = 15 | ||
| atkRange = | | atkRange = 1.27 | ||
| notes = Detonates Psycho Mine on hit/block unless final active frame connects (does not trigger on Perfect Parry); can be steered left/right; cannot hit cross-up (but will turn around if Punch is input behind the opponent); gives great advantage on block or a juggle on hit (follow-ups possible in the corner); Bison is in a crouching state during landing recovery | | notes = Detonates Psycho Mine on hit/block unless final active frame connects (does not trigger on Perfect Parry); can be steered left/right; cannot hit cross-up (but will turn around if Punch is input behind the opponent); gives great advantage on block or a juggle on hit (follow-ups possible in the corner); Bison is in a crouching state during landing recovery | ||
}} | }} | ||
Line 1,980: | Line 1,980: | ||
| jugIncrease = 1,1,1,1 | | jugIncrease = 1,1,1,1 | ||
| jugLimit = 15 | | jugLimit = 15 | ||
| atkRange = | | atkRange = 1.30 | ||
| notes = Detonates Psycho Mine on hit/block unless final active frame connects (does not trigger on Perfect Parry); can be steered left/right; cannot hit cross-up (but will turn around if Punch is input behind the opponent); gives great advantage on block or a juggle on hit (follow-ups possible in the corner); Bison is in a crouching state during landing recovery | | notes = Detonates Psycho Mine on hit/block unless final active frame connects (does not trigger on Perfect Parry); can be steered left/right; cannot hit cross-up (but will turn around if Punch is input behind the opponent); gives great advantage on block or a juggle on hit (follow-ups possible in the corner); Bison is in a crouching state during landing recovery | ||
}} | }} | ||
Line 2,015: | Line 2,015: | ||
| jugIncrease = 2 | | jugIncrease = 2 | ||
| jugLimit = 15 | | jugLimit = 15 | ||
| atkRange = | | atkRange = 0.49 | ||
| notes = Bounces off opponent's head on hit/block/armor (can steer left/right after bounce); can hit cross-up; Hard Knockdown on Punish Counter; puts airborne opponents into limited juggle OTG state; Bison can auto-correct to face the opponent before descending; good hitbox and delayed descent makes it tricky to anti-air; drops straight to the ground on Perfect Parry (no follow-up possible) | | notes = Bounces off opponent's head on hit/block/armor (can steer left/right after bounce); can hit cross-up; Hard Knockdown on Punish Counter; puts airborne opponents into limited juggle OTG state; Bison can auto-correct to face the opponent before descending; good hitbox and delayed descent makes it tricky to anti-air; drops straight to the ground on Perfect Parry (no follow-up possible) | ||
}} | }} | ||
Line 2,047: | Line 2,047: | ||
| jugIncrease = 1 | | jugIncrease = 1 | ||
| jugLimit = 15 | | jugLimit = 15 | ||
| atkRange = | | atkRange = 0.49 | ||
| notes = Can also be input after meterless Shadow Rise; transitions to cinematic follow-up on grounded hit (causing Psycho Mine to disappear); lands near opponent on block (does not bounce like meterless version); puts airborne opponents into limited juggle OTG state, dealing 800 less damage | | notes = Can also be input after meterless Shadow Rise; transitions to cinematic follow-up on grounded hit (causing Psycho Mine to disappear); lands near opponent on block (does not bounce like meterless version); puts airborne opponents into limited juggle OTG state, dealing 800 less damage | ||
}} | }} | ||
Line 2,081: | Line 2,081: | ||
| jugIncrease = 1 | | jugIncrease = 1 | ||
| jugLimit = 15 | | jugLimit = 15 | ||
| atkRange = | | atkRange = 1.18 | ||
| notes = Can only be performed after meterless Head Press after bouncing on hit/block/armor; lower body hurtbox shifts upward 1-21f (startup + active) as Bison tucks his knees in; puts airborne opponents into limited juggle state; cannot be performed after Perfect Parry or after connecting on a counter like JP's Amnesia or Marisa's charged SA1 | | notes = Can only be performed after meterless Head Press after bouncing on hit/block/armor; lower body hurtbox shifts upward 1-21f (startup + active) as Bison tucks his knees in; puts airborne opponents into limited juggle state; cannot be performed after Perfect Parry or after connecting on a counter like JP's Amnesia or Marisa's charged SA1 | ||
}} | }} | ||
Line 2,115: | Line 2,115: | ||
| jugIncrease = 99 | | jugIncrease = 99 | ||
| jugLimit = 99 | | jugLimit = 99 | ||
| atkRange = | | atkRange = 5.522 (2.539) | ||
| notes = First hit cause Bison to enter the full animation; connecting with the 2nd-4th hits leads to a weaker version with only 600-1200 damage and much worse KD advantage; causes planted Psycho Mine to disappear; opponents can jump out after Super freeze to escape chip damage (except Dhalsim/Lily/Zangief) | | notes = First hit cause Bison to enter the full animation; connecting with the 2nd-4th hits leads to a weaker version with only 600-1200 damage and much worse KD advantage; causes planted Psycho Mine to disappear; opponents can jump out after Super freeze to escape chip damage (except Dhalsim/Lily/Zangief) | ||
}} | }} | ||
Line 2,147: | Line 2,147: | ||
| armor = Break | | armor = Break | ||
| jugLimit = 99 | | jugLimit = 99 | ||
| atkRange = | | atkRange = 4.763 (1.583) | ||
| notes = Can steer left/right during startup; can hit cross-up; causes planted Psycho Mine to disappear; can be used as a fullscreen punish against projectiles or install moves that would normally be safe due to distance; cannot be beaten by air-invuln moves because Bison is technically never considered airborne | | notes = Can steer left/right during startup; can hit cross-up; causes planted Psycho Mine to disappear; can be used as a fullscreen punish against projectiles or install moves that would normally be safe due to distance; cannot be beaten by air-invuln moves because Bison is technically never considered airborne | ||
}} | }} | ||
Line 2,179: | Line 2,179: | ||
| armor = Break | | armor = Break | ||
| jugLimit = 99 | | jugLimit = 99 | ||
| atkRange = | | atkRange = 2.379 (1.875) | ||
| notes = Travels slightly under 1/2 screen making it a viable projectile counter; opponent cannot jump out after Super freeze to escape chip damage; cinematic time regenerates ~2 Drive bars for M. Bison; causes planted Psycho Mine to disappear; only 5f startup when canceled from special moves | | notes = Travels slightly under 1/2 screen making it a viable projectile counter; opponent cannot jump out after Super freeze to escape chip damage; cinematic time regenerates ~2 Drive bars for M. Bison; causes planted Psycho Mine to disappear; only 5f startup when canceled from special moves | ||
}} | }} | ||
Line 2,211: | Line 2,211: | ||
| armor = Break | | armor = Break | ||
| jugLimit = 99 | | jugLimit = 99 | ||
| atkRange = | | atkRange = 2.379 (1.875) | ||
| notes = Travels slightly under 1/2 screen making it a viable projectile counter; available at 25% HP or below; opponent cannot jump out after Super freeze to escape chip damage; cinematic time regenerates ~2.2 Drive bars for M. Bison; causes planted Psycho Mine to disappear; only 5f startup when canceled from special moves | | notes = Travels slightly under 1/2 screen making it a viable projectile counter; available at 25% HP or below; opponent cannot jump out after Super freeze to escape chip damage; cinematic time regenerates ~2.2 Drive bars for M. Bison; causes planted Psycho Mine to disappear; only 5f startup when canceled from special moves | ||
}} | }} |
Revision as of 01:22, 14 October 2024
Character Vitals
Normals
Standing Normals
5LP
5MP
5HP
5LK
5MK
5HK
Crouching Normals
2LP
2MP
2HP
2LK
2MK
2HK
Jumping Normals
j.LP
j.MP
j.HP
j.LK
j.MK
j.HK
Command Normals
6HP
4HK
3HK
Target Combos
5MP~6HP
5MP~2HK
j.MP~j.MP
Throws
Forward Throw
Back Throw
Drive Moves
HPHK
M.Bison
m.bison_hphk
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HPHK Hell Twist
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Damage | Chip Dmg | Dmg Scaling | Guard | Cancel | Hitconfirm Window |
800 | 200 | 20% Starter (Hit) 20% Multiplier (Block) |
LH | - | - |
Startup | Active | Recovery | Hitstun | Blockstun | Hitstop |
26 | 2 | 35 | - | 34 | 25 |
Total | DriveDmg Blk | DriveDmg Hit [PC] | Drive Gain | Super Gain Hit | Super Gain Blk |
62 | 5000 | 10000 [15000] | -10000 | [3000(2100)] | - |
Invuln | Armor | Airborne | Juggle Start | Juggle Increase | Juggle Limit |
- | 1-27 | - | 0 | 1 | 0 |
After DR Hit | After DR Blk | Projectile Speed | Attack Range | DR Cancel Hit | DR Cancel Blk |
- | - | - | 2.537 | - | - |
Punish Advantage | Perfect Parry Advantage | ||||
Crumple (Standing +21, Juggle +46, HKD +104) | -35 | ||||
Hit Advantage | Block Advantage | ||||
KD +35 / Wall Splat KD +65 | -3 / Wall Splat HKD +72 | ||||
Notes | |||||
See Drive Impact. Airborne connect gives spinning juggle state on Punish Counter or corner Wall Splat with variable height. |
6HPHK
M.Bison
m.bison_6hphk
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6HPHK Hell Drive (Block)
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Damage | Chip Dmg | Dmg Scaling | Guard | Cancel | Hitconfirm Window |
500 recoverable | 125 recoverable | - | LH | - | - |
Startup | Active | Recovery | Hitstun | Blockstun | Hitstop |
20 | 3 | 26(31) | - | 23 | 20 |
Total | DriveDmg Blk | DriveDmg Hit [PC] | Drive Gain | Super Gain Hit | Super Gain Blk |
48(53) | - | - | -20000 | - | - |
Invuln | Armor | Airborne | Juggle Start | Juggle Increase | Juggle Limit |
1-22 Full | Break | - | 200 | 100 | 1 |
After DR Hit | After DR Blk | Projectile Speed | Attack Range | DR Cancel Hit | DR Cancel Blk |
- | - | - | 1.657 | - | - |
Punish Advantage | Perfect Parry Advantage | ||||
KD +23 | -27 | ||||
Hit Advantage | Block Advantage | ||||
KD +23 | -6 | ||||
Notes | |||||
Performed by inputting 6HPHK during blockstun; 5f extra recovery on hit; freezes the screen for 4f during startup; see Drive Reversal. |
M.Bison
m.bison_6hphk_recovery
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6HPHK Hell Drive (Recovery)
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Damage | Chip Dmg | Dmg Scaling | Guard | Cancel | Hitconfirm Window |
500 recoverable | 125 recoverable | - | LH | - | - |
Startup | Active | Recovery | Hitstun | Blockstun | Hitstop |
18 | 3 | 26(31) | - | 23 | 20 |
Total | DriveDmg Blk | DriveDmg Hit [PC] | Drive Gain | Super Gain Hit | Super Gain Blk |
46(51) | - | - | -20000 | - | - |
Invuln | Armor | Airborne | Juggle Start | Juggle Increase | Juggle Limit |
1-20 Full | Break | - | 200 | 100 | 1 |
After DR Hit | After DR Blk | Projectile Speed | Attack Range | DR Cancel Hit | DR Cancel Blk |
- | - | - | 1.657 | - | - |
Punish Advantage | Perfect Parry Advantage | ||||
KD +23 | -27 | ||||
Hit Advantage | Block Advantage | ||||
KD +23 | -6 | ||||
Notes | |||||
Performed by holding 6HPHK on wakeup; 5f extra recovery on hit; does not have any screen freeze; see Drive Reversal. |
MPMK
M.Bison
m.bison_mpmk
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MPMK Drive Parry
|
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Damage | Chip Dmg | Dmg Scaling | Guard | Cancel | Hitconfirm Window |
- | - | 50% Multiplier (Perfect) | - | - | - |
Startup | Active | Recovery | Hitstun | Blockstun | Hitstop |
1 | 12 or until released | 33(1)(11) | - | - | - |
Total | DriveDmg Blk | DriveDmg Hit [PC] | Drive Gain | Super Gain Hit | Super Gain Blk |
45(3) | - | - | -5000,250~ | - | - |
Invuln | Armor | Airborne | Juggle Start | Juggle Increase | Juggle Limit |
6 Full (after Perfect Parry) | - | - | - | - | - |
After DR Hit | After DR Blk | Projectile Speed | Attack Range | DR Cancel Hit | DR Cancel Blk |
- | - | - | - | - | - |
Punish Advantage | Perfect Parry Advantage | ||||
- | - | ||||
Hit Advantage | Block Advantage | ||||
- | - | ||||
Notes | |||||
See Drive Parry. Perfect Parrying has only 1F of recovery and disables the opponent from canceling their attack. Perfect Parrying projectiles puts you into fixed 11 frames of recovery. After a Perfect Parry, all Super Gauge gain is reduced by 20% and Drive Gauge gain/damage is reduced by 50% for the entire punish combo. |
MPMK~66
M.Bison
m.bison_mpmk_66_pdr
|
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MPMK~66 Parry Drive Rush
|
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Damage | Chip Dmg | Dmg Scaling | Guard | Cancel | Hitconfirm Window |
- | - | 15% Multiplier (Mid-Combo) | - | - | - |
Startup | Active | Recovery | Hitstun | Blockstun | Hitstop |
3+8 | - | 15(37) | - | - | - |
Total | DriveDmg Blk | DriveDmg Hit [PC] | Drive Gain | Super Gain Hit | Super Gain Blk |
26(48) | - | - | -10000 | - | - |
Invuln | Armor | Airborne | Juggle Start | Juggle Increase | Juggle Limit |
- | - | - | - | - | - |
After DR Hit | After DR Blk | Projectile Speed | Attack Range | DR Cancel Hit | DR Cancel Blk |
- | - | - | - | - | - |
Punish Advantage | Perfect Parry Advantage | ||||
- | - | ||||
Hit Advantage | Block Advantage | ||||
- | - | ||||
Notes | |||||
See Drive Rush; 1-bar version performed out of a Parry; startup refers to minimum time before an attack can cancel the Drive Rush animation (if performed immediately after a successful Parry, only 1+8 startup); the first 15 recovery frames are cancelable into any attack; the final 22 recovery frames are cancelable into any attack or movement option or blocking (except Parry); only Normal and Command Normal attacks are enhanced with +4 frame advantage and improved juggle properties; Distance: 0.593 (min/throw), 2.650 (min/block), 4.425 (max/final DR frame) |
M.Bison
m.bison_mpmk_66_drc
|
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MPMK or 66 Drive Rush Cancel
|
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Damage | Chip Dmg | Dmg Scaling | Guard | Cancel | Hitconfirm Window |
- | - | 15% Multiplier (Mid-Combo) | - | - | - |
Startup | Active | Recovery | Hitstun | Blockstun | Hitstop |
9 | - | 15(37) | - | - | - |
Total | DriveDmg Blk | DriveDmg Hit [PC] | Drive Gain | Super Gain Hit | Super Gain Blk |
24(46) | - | - | -30000 | - | - |
Invuln | Armor | Airborne | Juggle Start | Juggle Increase | Juggle Limit |
- | - | - | - | - | - |
After DR Hit | After DR Blk | Projectile Speed | Attack Range | DR Cancel Hit | DR Cancel Blk |
- | - | - | - | - | - |
Punish Advantage | Perfect Parry Advantage | ||||
- | - | ||||
Hit Advantage | Block Advantage | ||||
- | - | ||||
Notes | |||||
See Drive Rush; 3-bar version performed on hit/block from a cancelable normal; can also be performed on whiff from cancelable light normals; startup refers to minimum time before an attack can cancel the Drive Rush animation; the first 15 recovery frames are cancelable into any attack; the final 22 recovery frames are cancelable into any attack or movement option or blocking (except Parry); only Normal and Command Normal attacks are enhanced with +4 frame advantage and improved juggle properties |
Special Moves
Psycho Mine Detonation
Psycho Crusher Attack
[4]6LP
[4]6MP
M.Bison
m.bison_46mp
|
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[4]6MP Psycho Crusher Attack
|
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File:SF6 Mbison 46mp.png File:SF6 Mbison 46mp hitbox.png |
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Damage | Chip Dmg | Dmg Scaling | Guard | Cancel | Hitconfirm Window |
1400 | 350 | 30% Starter | LH | SA3 | 15 SA |
Startup | Active | Recovery | Hitstun | Blockstun | Hitstop |
20 | 16 | 24 | - | 20 | 8 |
Total | DriveDmg Blk | DriveDmg Hit [PC] | Drive Gain | Super Gain Hit | Super Gain Blk |
59 | 7000 | [10000] | 2500 | 1300 (910) | 650 (325) |
Invuln | Armor | Airborne | Juggle Start | Juggle Increase | Juggle Limit |
6-21 Air, 21-35 Projectile (Head/Arm) | - | 26-35 (FKD) | 1 | 1 | 10 |
After DR Hit | After DR Blk | Projectile Speed | Attack Range | DR Cancel Hit | DR Cancel Blk |
- | - | - | 4.15 (1.328) | - | - |
Punish Advantage | Perfect Parry Advantage | ||||
KD +20(+35) | -38(-23) | ||||
Hit Advantage | Block Advantage | ||||
KD +20(+35) | -20(-5) | ||||
Notes | |||||
45f charge time (charge lasts 8f after releasing back direction, and must be holding forward when MP is input); 1-hit projectile clash hitbox on frames 20-35 |
[4]6HP
M.Bison
m.bison_46hp
|
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---|---|---|---|---|---|
[4]6HP Psycho Crusher Attack
|
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File:SF6 Mbison 46hp.png File:SF6 Mbison 46hp hitbox.png |
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Damage | Chip Dmg | Dmg Scaling | Guard | Cancel | Hitconfirm Window |
1600 | 400 | 30% Starter | LH | SA3 | 15 SA |
Startup | Active | Recovery | Hitstun | Blockstun | Hitstop |
24 | 26 | 24 | - | 27 | 8 |
Total | DriveDmg Blk | DriveDmg Hit [PC] | Drive Gain | Super Gain Hit | Super Gain Blk |
73 | 8000 | [10000] | 3000 | 1500 (1050) | 750 (375) |
Invuln | Armor | Airborne | Juggle Start | Juggle Increase | Juggle Limit |
6-25 Air, 23-49 Projectile (Head/Arm) | - | 30-49 (FKD) | 1 | 1 | 10 |
After DR Hit | After DR Blk | Projectile Speed | Attack Range | DR Cancel Hit | DR Cancel Blk |
- | - | - | 5.609 (1.353) | - | - |
Punish Advantage | Perfect Parry Advantage | ||||
KD +14(+39) | -48(-23) | ||||
Hit Advantage | Block Advantage | ||||
KD +14(+39) | -23(+2) | ||||
Notes | |||||
45f charge time (charge lasts 8f after releasing back direction, and must be holding forward when HP is input); 1-hit projectile clash hitbox on frames 24-49 |
[4]6PP
M.Bison
m.bison_46pp
|
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---|---|---|---|---|---|
[4]6PP Psycho Crusher Attack
|
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File:SF6 Mbison 46pp.png![]() ![]() ![]() |
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Damage | Chip Dmg | Dmg Scaling | Guard | Cancel | Hitconfirm Window |
400x2,500 (1300) | 100x2,125 (325) | 30% Starter | LH | SA2* SA3 | 47/35/24 SA |
Startup | Active | Recovery | Hitstun | Blockstun | Hitstop |
16 | 7,6,3 | 20 | - | 33/25/20 total | 5,5,15 |
Total | DriveDmg Blk | DriveDmg Hit [PC] | Drive Gain | Super Gain Hit | Super Gain Blk |
51 | 3000x2,4000 (10000) | [7000] | -20000 | 400x3 (280x3) | 200x3 (100x3) |
Invuln | Armor | Airborne | Juggle Start | Juggle Increase | Juggle Limit |
6-17 Air, 13-31 Projectile | - | 20-31 (FKD) | 1x4 | 1x4 | 10 |
After DR Hit | After DR Blk | Projectile Speed | Attack Range | DR Cancel Hit | DR Cancel Blk |
- | - | - | 4.869 (1.60) | - | - |
Punish Advantage | Perfect Parry Advantage | ||||
KD +35(+37) | -25(-19) | ||||
Hit Advantage | Block Advantage | ||||
KD +35(+37) | -3(-1) | ||||
Notes | |||||
45f charge time (charge lasts 8f after releasing back direction, and must be holding forward when PP is input); cancel into SA2 does not combo |
Psycho Crusher (Mine)
[4]6LP (Mine)
M.Bison
m.bison_46lp_mine
|
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[4]6LP Psycho Crusher (Mine)
|
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File:SF6 Mbison 46lp mine.png File:SF6 Mbison 46lp mine hitbox.png |
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Damage | Chip Dmg | Dmg Scaling | Guard | Cancel | Hitconfirm Window |
1200,500 (1700) | 300,125 (425) | 30% Starter | LH | SA3 | 17 SA |
Startup | Active | Recovery | Hitstun | Blockstun | Hitstop |
16 | 16,1 | 23 | - | 46 total | 16,15,8 |
Total | DriveDmg Blk | DriveDmg Hit [PC] | Drive Gain | Super Gain Hit | Super Gain Blk |
55 | 6000,3000 (9000) | [10000] | 2000x2 (4000) | 1200,500 (840,350) | 600,250 (425,125) |
Invuln | Armor | Airborne | Juggle Start | Juggle Increase | Juggle Limit |
6-17 Air, 17-31 Projectile (Head/Arm) | - | 22-31 (FKD) | 1,1 | 1,1 | 10 |
After DR Hit | After DR Blk | Projectile Speed | Attack Range | DR Cancel Hit | DR Cancel Blk |
- | - | - | 3.917 (1.343) | - | - |
Punish Advantage | Perfect Parry Advantage | ||||
KD +39(+42) | -38(-23) | ||||
Hit Advantage | Block Advantage | ||||
KD +39(+42) | +6 | ||||
Notes | |||||
45f charge time (charge lasts 8f after releasing back direction, and must be holding forward when LP is input); strike hitbox surrounded by a 1-hit projectile clash hitbox on frames 16-31; detonates Psycho Mine on hit/block (does not trigger on Perfect Parry); puts opponent into limited juggle state (cancel into SA3 connects before Psycho Mine explodes); KD advantage depends on spacing (+41 close range, +42 most mid ranges, +39 on last active frame); useful pressure tool after Backfist Combo due to its block advantage, but is susceptible to Perfect Parry; when Perfect Parried, Bison will usually be airborne as the opponent punishes |
[4]6MP (Mine)
M.Bison
m.bison_46mp_mine
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[4]6MP Psycho Crusher (Mine)
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File:SF6 Mbison 46mp mine.png File:SF6 Mbison 46mp mine hitbox.png |
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Damage | Chip Dmg | Dmg Scaling | Guard | Cancel | Hitconfirm Window |
1400,500 (1900) | 350,125 (475) | 30% Starter | LH | SA3 | 15 SA |
Startup | Active | Recovery | Hitstun | Blockstun | Hitstop |
20 | 16,1 | 23 | - | 46 total | 16,15,8 |
Total | DriveDmg Blk | DriveDmg Hit [PC] | Drive Gain | Super Gain Hit | Super Gain Blk |
59 | 7000,3000 (10000) | [10000] | 2500,2000 (4500) | 1300,500 (910,350) | 650,250 (325,125) |
Invuln | Armor | Airborne | Juggle Start | Juggle Increase | Juggle Limit |
6-21 Air, 21-35 Projectile (Head/Arm) | - | 26-35 (FKD) | 1,1 | 1,1 | 10 |
After DR Hit | After DR Blk | Projectile Speed | Attack Range | DR Cancel Hit | DR Cancel Blk |
- | - | - | 4.15 (1.328) | - | - |
Punish Advantage | Perfect Parry Advantage | ||||
KD +39(+42) | -38(-23) | ||||
Hit Advantage | Block Advantage | ||||
KD +39(+42) | +6 | ||||
Notes | |||||
45f charge time (charge lasts 8f after releasing back direction, and must be holding forward when MP is input); strike hitbox surrounded by a 1-hit projectile clash hitbox on frames 20-35; detonates Psycho Mine on hit/block (does not trigger on Perfect Parry); puts opponent into limited juggle state (cancel into SA3 connects before Psycho Mine explodes); KD advantage depends on spacing (+41 close range, +42 most mid ranges, +39 on last active frame); useful pressure tool after Backfist Combo due to its block advantage, but is susceptible to Perfect Parry; when Perfect Parried, Bison will usually be airborne as the opponent punishes |
[4]6HP (Mine)
M.Bison
m.bison_46hp_mine
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[4]6HP Psycho Crusher (Mine)
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File:SF6 Mbison 46hp mine.png File:SF6 Mbison 46hp mine hitbox.png |
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Damage | Chip Dmg | Dmg Scaling | Guard | Cancel | Hitconfirm Window |
1600,500 (2100) | 400,125 (525) | 30% Starter | LH | SA3 | 15 SA |
Startup | Active | Recovery | Hitstun | Blockstun | Hitstop |
24 | 26,1 | 23 | - | 55 total | 16,15,9 |
Total | DriveDmg Blk | DriveDmg Hit [PC] | Drive Gain | Super Gain Hit | Super Gain Blk |
73 | 8000,3000 (11000) | [10000] | 3000,2000 (5000) | 1500,500 (1050,350) | 750,250 (375,125) |
Invuln | Armor | Airborne | Juggle Start | Juggle Increase | Juggle Limit |
6-25 Air, 23-49 Projectile (Head/Arm) | - | 30-49 (FKD) | 1,1 | 1,1 | 10 |
After DR Hit | After DR Blk | Projectile Speed | Attack Range | DR Cancel Hit | DR Cancel Blk |
- | - | - | 5.609 (1.353) | - | - |
Punish Advantage | Perfect Parry Advantage | ||||
KD +46(+51) | -48(-23) | ||||
Hit Advantage | Block Advantage | ||||
KD +46(+51) | +5 | ||||
Notes | |||||
45f charge time (charge lasts 8f after releasing back direction, and must be holding forward when HP is input); strike hitbox surrounded by a 1-hit projectile clash hitbox on frames 24-49; detonates Psycho Mine on hit/block (does not trigger on Perfect Parry); puts opponent into limited juggle state, allowing a follow-up juggle (SA1 midscreen, 214LP/SA3 corner); KD advantage depends on spacing (+46 close range, +51 most mid/far ranges); useful pressure tool after Backfist Combo due to its block advantage, but is susceptible to Perfect Parry; when Perfect Parried, Bison will usually be airborne as the opponent punishes |
[4]6PP (Mine)
M.Bison
m.bison_46pp_mine
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[4]6PP Psycho Crusher (Mine)
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![]() File:SF6 Mbison 46pp mine hitbox.png |
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Damage | Chip Dmg | Dmg Scaling | Guard | Cancel | Hitconfirm Window |
400x3,800 (2000) | 100x3,125 (425) | 30% Starter (OTG - see Notes) |
LH | - | - |
Startup | Active | Recovery | Hitstun | Blockstun | Hitstop |
16 | 7,6,3(1)1 | 18 | - | 31~46 total | 5,5,12,9 |
Total | DriveDmg Blk | DriveDmg Hit [PC] | Drive Gain | Super Gain Hit | Super Gain Blk |
51 | 3000x2,4000,3000 (13000) | [7000] | -20000 | 400x3,1600 (280x3,1120) | 200x3,250 (100x3,125) |
Invuln | Armor | Airborne | Juggle Start | Juggle Increase | Juggle Limit |
6-17 Air, 13-31 Projectile | - | 20-31 (FKD) | 3 (Forced) | 3 (Forced) | 10 |
After DR Hit | After DR Blk | Projectile Speed | Attack Range | DR Cancel Hit | DR Cancel Blk |
- | - | - | 4.869 (1.60) | - | - |
Punish Advantage | Perfect Parry Advantage | ||||
KD +82(+83) | -25(-19) | ||||
Hit Advantage | Block Advantage | ||||
KD +82(+83) | +10 | ||||
Notes | |||||
45f charge time (charge lasts 8f after releasing back direction, and must be holding forward when PP is input); strike hitbox (no projectile clash since Bison has full projectile invuln); detonates Psycho Mine on hit/block (does not trigger on Perfect Parry); launches opponent high into a limited juggle state, followed by an OTG bounce; when juggling late on these OTG bounce frames, an extra 10% Immediate Scaling is applied to the follow-ups (but an earlier juggle has no extra scaling); useful pressure tool after Backfist Combo due to its block advantage, but is susceptible to Perfect Parry; when Perfect Parried, Bison will usually be airborne as the opponent punishes; POSSIBLE BUG: on a high airborne connect, the automatic follow-up will not trigger, but explosion still occurs; however, the opponent is still considered to have a Psycho Mine on their body which can be detonated again |
Double Knee Press
236LK
236MK
M.Bison
m.bison_236mk
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236MK Double Knee Press
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File:SF6 Mbison 236mk.png File:SF6 Mbison 236mk hitbox.png |
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Damage | Chip Dmg | Dmg Scaling | Guard | Cancel | Hitconfirm Window |
300,600 (900) | 75,150 (225) | 20% Starter | LH | SA3 (1st) | 16 SA |
Startup | Active | Recovery | Hitstun | Blockstun | Hitstop |
17 | 2(1)2 | 20(25) | 28(25) | 20(17) | 12,12 |
Total | DriveDmg Blk | DriveDmg Hit [PC] | Drive Gain | Super Gain Hit | Super Gain Blk |
41(46) | 2000,3000 (5000) | [2000,3000] | 1000x2 (2000) | 500x2 (350x2) | 250x2 (125x2) |
Invuln | Armor | Airborne | Juggle Start | Juggle Increase | Juggle Limit |
- | - | - | 1,1 | 0,1 | 10 |
After DR Hit | After DR Blk | Projectile Speed | Attack Range | DR Cancel Hit | DR Cancel Blk |
- | - | - | 2.89 (2.538) | - | - |
Punish Advantage | Perfect Parry Advantage | ||||
+7(+8) | -28(-19) | ||||
Hit Advantage | Block Advantage | ||||
+3(+4) | -5(-4) | ||||
Notes | |||||
5f extra recovery on whiff; Low Crush 11-19f (not airborne); Counter-hit/Punish Counter bonus advantage carries through both hits; strong pressure tool that gives strike/throw mixup on hit while easily spaced safely on block |
236HK
M.Bison
m.bison_236hk
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236HK Double Knee Press
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File:SF6 Mbison 236hk.png File:SF6 Mbison 236hk hitbox.png |
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Damage | Chip Dmg | Dmg Scaling | Guard | Cancel | Hitconfirm Window |
500,700 (1200) | 125,175 (300) | - | LH | SA3 (1st) | 16 SA |
Startup | Active | Recovery | Hitstun | Blockstun | Hitstop |
22 | 2(1)2 | 20(25) | 28(25) | 21(18) | 12,12 |
Total | DriveDmg Blk | DriveDmg Hit [PC] | Drive Gain | Super Gain Hit | Super Gain Blk |
46(51) | 2000,3000 (5000) | [2000,3000] | 1250x2 (2500) | 600x2 (420x2) | 300x2 (150x2) |
Invuln | Armor | Airborne | Juggle Start | Juggle Increase | Juggle Limit |
- | - | - | 1,1 | 0,1 | 10 |
After DR Hit | After DR Blk | Projectile Speed | Attack Range | DR Cancel Hit | DR Cancel Blk |
- | - | - | 3.286 (2.802) | - | - |
Punish Advantage | Perfect Parry Advantage | ||||
+7(+8) | -28(-19) | ||||
Hit Advantage | Block Advantage | ||||
+3(+4) | -4(-3) | ||||
Notes | |||||
5f extra recovery on whiff; Low Crush 14-24f (not airborne); Counter-hit/Punish Counter bonus advantage carries through both hits; extremely powerful punish starter due to high damage, frame advantage, and lack of damage scaling; strong pressure tool that gives strike/throw mixup on hit while easily spaced safely on block |
236KK
Backfist Combo
214LP
214MP
M.Bison
m.bison_214mp
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214MP Backfist Combo
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File:SF6 Mbison 214mp.png File:SF6 Mbison 214mp hitbox.png |
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Damage | Chip Dmg | Dmg Scaling | Guard | Cancel | Hitconfirm Window |
300,500 (800) | 75,125 (200) | - | LH | SA3 (2nd) | 49 SA |
Startup | Active | Recovery | Hitstun | Blockstun | Hitstop |
17 | 2(10)5 | 26 | - | 28(16) | 16,15 |
Total | DriveDmg Blk | DriveDmg Hit [PC] | Drive Gain | Super Gain Hit | Super Gain Blk |
59 | 3000x2 (6000) | [2500x2] | 1250x2 (2500) | 600x2 (420x2) | 300x2 (150x2) |
Invuln | Armor | Airborne | Juggle Start | Juggle Increase | Juggle Limit |
- | - | - | 1 (1,1 Air) | 0,1 | 10 |
After DR Hit | After DR Blk | Projectile Speed | Attack Range | DR Cancel Hit | DR Cancel Blk |
- | - | - | 2.205 (1.705) | - | - |
Punish Advantage | Perfect Parry Advantage | ||||
KD +23 | -41(-29) | ||||
Hit Advantage | Block Advantage | ||||
KD +23 | -15 | ||||
Notes | |||||
Plants Psycho Mine onto opponent on 2nd hit (detonates after 300f or when another Backfist Combo, Psycho Crusher, or Devil Reverse connects); useful ender for some juggles (higher KD advantage in high-connect juggles); +23 KD Advantage sets up a dash into strike/throw mixup, or a perfectly meaty 6HP (+5 oH / -1 oB) |
214HP
M.Bison
m.bison_214hp
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214HP Backfist Combo
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File:SF6 Mbison 214hp.png File:SF6 Mbison 214hp hitbox.png |
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Damage | Chip Dmg | Dmg Scaling | Guard | Cancel | Hitconfirm Window |
300,600 (900) | 75,150 (225) | - | LH | SA3 (2nd) | 50 SA |
Startup | Active | Recovery | Hitstun | Blockstun | Hitstop |
22 | 3(10)5 | 26 | - | 29(16) | 16,15 |
Total | DriveDmg Blk | DriveDmg Hit [PC] | Drive Gain | Super Gain Hit | Super Gain Blk |
65 | 3000x2 (6000) | [2500x2] | 1250x2 (2500) | 500[600],500 (350[420],350) | 250x2 (125x2) |
Invuln | Armor | Airborne | Juggle Start | Juggle Increase | Juggle Limit |
- | - | - | 1 (1,1 Air) | 0,1 | 10 |
After DR Hit | After DR Blk | Projectile Speed | Attack Range | DR Cancel Hit | DR Cancel Blk |
- | - | - | 3.088 (2.363) | - | - |
Punish Advantage | Perfect Parry Advantage | ||||
KD +31 | -42(-29) | ||||
Hit Advantage | Block Advantage | ||||
KD +31 | -15 | ||||
Notes | |||||
Plants Psycho Mine onto opponent on 2nd hit (detonates after 300f or when another Backfist Combo, Psycho Crusher, or Devil Reverse connects); useful ender for some juggles (higher KD advantage in high-connect juggles); Potential Bug: builds more Super gauge on hit when comboed into (denoted with [] in data) |
214PP
Backfist Combo (Mine)
214LP (Mine)
M.Bison
m.bison_214lp_mine
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214LP Backfist Combo (Mine)
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File:SF6 Mbison 214lp mine.png File:SF6 Mbison 214lp mine hitbox.png |
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Damage | Chip Dmg | Dmg Scaling | Guard | Cancel | Hitconfirm Window |
300,500x2 (1300) | 75,125x2 (325) | - | LH | SA3 (2nd) | 51 SA |
Startup | Active | Recovery | Hitstun | Blockstun | Hitstop |
13 | 2(10)5,1 | 24 | - | 48(36) | 16,15,8 |
Total | DriveDmg Blk | DriveDmg Hit [PC] | Drive Gain | Super Gain Hit | Super Gain Blk |
54 | 3000x3 (9000) | [2500x2,3000] | 1000x2,2000 (4000) | 400x2,500 (280x2,350) | 200x2,250 (100x2,125) |
Invuln | Armor | Airborne | Juggle Start | Juggle Increase | Juggle Limit |
- | - | - | 2 (3 Air) | 0,1,1 | 10x3 |
After DR Hit | After DR Blk | Projectile Speed | Attack Range | DR Cancel Hit | DR Cancel Blk |
- | - | - | 1.64 (1.239) | - | - |
Punish Advantage | Perfect Parry Advantage | ||||
KD +42 | -6(-12) | ||||
Hit Advantage | Block Advantage | ||||
KD +42 | +6 | ||||
Notes | |||||
Detonates Psycho Mine on hit/block; Mine detonation does not count as a hit for damage scaling; puts opponent into limited juggle state; sets up auto-timed safe jump vs. grounded or low-height opponents; 2nd hit triggers Mine detonation even on Perfect Parry (punishable 5f gap before explosion hits); lets Bison maintain pressure on block; can be timed to plant another Psycho Mine if the previous one detonates during this attack's hitstun |
214MP (Mine)
M.Bison
m.bison_214mp_mine
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214MP Backfist Combo (Mine)
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File:SF6 Mbison 214mp mine.png File:SF6 Mbison 214mp mine hitbox.png |
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Damage | Chip Dmg | Dmg Scaling | Guard | Cancel | Hitconfirm Window |
300,600,500 (1400) | 75,150,125 (350) | - | LH | SA3 (2nd) | 51 SA |
Startup | Active | Recovery | Hitstun | Blockstun | Hitstop |
17 | 2(10)5,1 | 25 | - | 49(37) | 16,15,8 |
Total | DriveDmg Blk | DriveDmg Hit [PC] | Drive Gain | Super Gain Hit | Super Gain Blk |
59 | 3000x3 (9000) | [2500x2,3000] | 1250x2,2000 (4500) | 600x2,500 (420x2,350) | 300x2,250 (150x2,125) |
Invuln | Armor | Airborne | Juggle Start | Juggle Increase | Juggle Limit |
- | - | - | 2 (3 Air) | 0,1,1 | 10x3 |
After DR Hit | After DR Blk | Projectile Speed | Attack Range | DR Cancel Hit | DR Cancel Blk |
- | - | - | 2.205 (1.705) | - | - |
Punish Advantage | Perfect Parry Advantage | ||||
KD +42 | -6(-13) | ||||
Hit Advantage | Block Advantage | ||||
KD +42 | +6 | ||||
Notes | |||||
Detonates Psycho Mine on hit/block; Mine detonation does not count as a hit for damage scaling; puts opponent into limited juggle state; sets up auto-timed safe jump vs. grounded or low-height opponents; 2nd hit triggers Mine detonation even on Perfect Parry (punishable 5f gap before explosion hits); lets Bison maintain pressure on block; can be timed to plant another Psycho Mine if the previous one detonates during this attack's hitstun |
214HP (Mine)
M.Bison
m.bison_214hp_mine
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214HP Backfist Combo (Mine)
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File:SF6 Mbison 214hp mine.png File:SF6 Mbison 214hp mine hitbox.png |
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Damage | Chip Dmg | Dmg Scaling | Guard | Cancel | Hitconfirm Window |
300,700,500 (1500) | 75,175,125 (375) | - | LH | SA3 (2nd) | 52 SA |
Startup | Active | Recovery | Hitstun | Blockstun | Hitstop |
22 | 3(10)5,1 | 25 | - | 50(37) | 16,15,9 |
Total | DriveDmg Blk | DriveDmg Hit [PC] | Drive Gain | Super Gain Hit | Super Gain Blk |
65 | 3000x3 (9000) | [2500x2,3000] | 1250x2,2000 (4500) | 500[600],500x2 (350[420],350x2) | 250x3 (125x3) |
Invuln | Armor | Airborne | Juggle Start | Juggle Increase | Juggle Limit |
- | - | - | 2 (3 Air) | 0,1,1 | 10x3 |
After DR Hit | After DR Blk | Projectile Speed | Attack Range | DR Cancel Hit | DR Cancel Blk |
- | - | - | 3.088 (2.363) | - | - |
Punish Advantage | Perfect Parry Advantage | ||||
KD +49 | -6(-13) | ||||
Hit Advantage | Block Advantage | ||||
KD +49 | +6 | ||||
Notes | |||||
Detonates Psycho Mine on hit/block; Mine detonation does not count as a hit for damage scaling; puts opponent into limited juggle state that allows follow-up juggles (but loses the safe jump from the LP/MP version); 2nd hit triggers Mine detonation even on Perfect Parry (punishable 5f gap before explosion hits); lets Bison maintain pressure on block; can be timed to plant another Psycho Mine if the previous one detonates during this attack's hitstun; POSSIBLE BUG: builds more Super gauge when comboed into compared to raw connect |
214PP (Mine)
M.Bison
m.bison_214pp_mine
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214PP Backfist Combo (Mine)
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File:SF6 Mbison 214pp mine.png File:SF6 Mbison 214pp mine hitbox.png |
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Damage | Chip Dmg | Dmg Scaling | Guard | Cancel | Hitconfirm Window |
400,500,400x2 (1700) | 100,125,100x2 (425) | - | LH | SA2 SA3 (4th) | 103 SA |
Startup | Active | Recovery | Hitstun | Blockstun | Hitstop |
14 | 2(19)1(26)1,1 | 44 | - | 91/70/44 total | 10,15,5,15 |
Total | DriveDmg Blk | DriveDmg Hit [PC] | Drive Gain | Super Gain Hit | Super Gain Blk |
107 | 3000x4 (12000) | [2000x2,3000x2] | -20000 | 300x2,400,500 (210x2,280,350) | 150x2,200,250 (75x2,100,125) |
Invuln | Armor | Airborne | Juggle Start | Juggle Increase | Juggle Limit |
- | - | - | 2 | 0x3,1 | 10x4 |
After DR Hit | After DR Blk | Projectile Speed | Attack Range | DR Cancel Hit | DR Cancel Blk |
- | - | - | 3.523 (1.745) | - | - |
Punish Advantage | Perfect Parry Advantage | ||||
KD +48 | -6(-29) | ||||
Hit Advantage | Block Advantage | ||||
KD +48 | -3 | ||||
Notes | |||||
Detonates Psycho Mine on hit/block; Mine detonation does not count as a hit for damage scaling; launches opponent into a limited juggle state that allows follow-up juggles; 3rd hit triggers Mine detonation even on Perfect Parry (punishable 5f gap before explosion hits); does not let Bison maintain block pressure like the meterless versions; can be timed to plant another Psycho Mine if the previous one detonates during this attack's hitstun |
Shadow Rise
[2]8K
[2]8KK
M.Bison
m.bison_28kk
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[2]8KK Shadow Rise
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File:SF6 Mbison 28kk.png File:SF6 Mbison 28kk hitbox.png |
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Damage | Chip Dmg | Dmg Scaling | Guard | Cancel | Hitconfirm Window |
- | - | - | - | - | - |
Startup | Active | Recovery | Hitstun | Blockstun | Hitstop |
16~42 | - | 5 land | - | - | - |
Total | DriveDmg Blk | DriveDmg Hit [PC] | Drive Gain | Super Gain Hit | Super Gain Blk |
55 | - | - | -20000 | - | - |
Invuln | Armor | Airborne | Juggle Start | Juggle Increase | Juggle Limit |
1-8 Throw | - | 9-50 (FKD) | - | - | - |
After DR Hit | After DR Blk | Projectile Speed | Attack Range | DR Cancel Hit | DR Cancel Blk |
- | - | - | - | - | - |
Punish Advantage | Perfect Parry Advantage | ||||
- | - | ||||
Hit Advantage | Block Advantage | ||||
- | - | ||||
Notes | |||||
40f charge time (charge lasts 10f after releasing down direction); automatically tracks opponent's location; follow-ups will become their respective OD versions without spending additional Drive gauge; Bison is in a crouching state on the final landing recovery frame |
Devil Reverse
[2]8K~P
[2]8KK~P or [2]8K~PP
Devil Reverse (Mine)
[2]8K~P (Mine)
M.Bison
m.bison_28k_p_mine
|
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[2]8K~P Devil Reverse (Mine)
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File:SF6 Mbison 28k p mine.png File:SF6 Mbison 28k p mine hitbox.png |
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Damage | Chip Dmg | Dmg Scaling | Guard | Cancel | Hitconfirm Window |
800,700,500 (2000) | 200,175,125 (500) | - | H | - | - |
Startup | Active | Recovery | Hitstun | Blockstun | Hitstop |
18+16 | until land | 10 land | - | 76 total | 13,14,10 |
Total | DriveDmg Blk | DriveDmg Hit [PC] | Drive Gain | Super Gain Hit | Super Gain Blk |
- | 6000,3000x2 (12000) | [5000,2500,3000] | 2500,1250,2000 (5750) | 2300 (1610) | 1150 (575) |
Invuln | Armor | Airborne | Juggle Start | Juggle Increase | Juggle Limit |
- | - | Until Land (FKD) | 4 | 1,2,1 | 15 |
After DR Hit | After DR Blk | Projectile Speed | Attack Range | DR Cancel Hit | DR Cancel Blk |
- | - | - | 1.27 | - | - |
Punish Advantage | Perfect Parry Advantage | ||||
KD +50(+56) | -15(-9) | ||||
Hit Advantage | Block Advantage | ||||
KD +50(+56) | +15(+21) | ||||
Notes | |||||
Detonates Psycho Mine on hit/block unless final active frame connects (does not trigger on Perfect Parry); can be steered left/right; cannot hit cross-up (but will turn around if Punch is input behind the opponent); gives great advantage on block or a juggle on hit (follow-ups possible in the corner); Bison is in a crouching state during landing recovery |
[2]8KK~P or [2]8K~PP (Mine)
M.Bison
m.bison_28kk_p_mine
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[2]8KK~P or [2]8K~PP Devil Reverse (Mine)
|
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File:SF6 Mbison 28kk p mine.png File:SF6 Mbison 28kk p mine hitbox.png |
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Damage | Chip Dmg | Dmg Scaling | Guard | Cancel | Hitconfirm Window |
700x3,500 (2600) | 175x3,125 (650) | - | H | - | - |
Startup | Active | Recovery | Hitstun | Blockstun | Hitstop |
16+21 | until land | 8 land | - | 92 total | 3,5,16,12 |
Total | DriveDmg Blk | DriveDmg Hit [PC] | Drive Gain | Super Gain Hit | Super Gain Blk |
- | 4000,3000x3 (13000) | [3500x2,3000x2] | -20000 | 2100 (1470) | 1050 (525) |
Invuln | Armor | Airborne | Juggle Start | Juggle Increase | Juggle Limit |
- | - | Until Land (FKD) | 4 | 1,1,1,1 | 15 |
After DR Hit | After DR Blk | Projectile Speed | Attack Range | DR Cancel Hit | DR Cancel Blk |
- | - | - | 1.30 | - | - |
Punish Advantage | Perfect Parry Advantage | ||||
KD +54(+59) | -13(-8) | ||||
Hit Advantage | Block Advantage | ||||
KD +54(+59) | +23(+28) | ||||
Notes | |||||
Detonates Psycho Mine on hit/block unless final active frame connects (does not trigger on Perfect Parry); can be steered left/right; cannot hit cross-up (but will turn around if Punch is input behind the opponent); gives great advantage on block or a juggle on hit (follow-ups possible in the corner); Bison is in a crouching state during landing recovery |
Head Press
[2]8K~K
[2]8KK~K or [2]8K~KK
M.Bison
m.bison_28kk_k
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[2]8KK~K or [2]8K~KK Head Press
|
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File:SF6 Mbison 28kk k.png File:SF6 Mbison 28kk k hitbox.png |
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Damage | Chip Dmg | Dmg Scaling | Guard | Cancel | Hitconfirm Window |
2000(1200) | 100 | - | H | - | - |
Startup | Active | Recovery | Hitstun | Blockstun | Hitstop |
16+15 | until land | 12 land | - | 22 | 8 |
Total | DriveDmg Blk | DriveDmg Hit [PC] | Drive Gain | Super Gain Hit | Super Gain Blk |
- | 6000 | [10000] | -20000 | 1800 (1260) | 400 (200) |
Invuln | Armor | Airborne | Juggle Start | Juggle Increase | Juggle Limit |
- | - | Until Land (FKD) | 1 | 1 | 15 |
After DR Hit | After DR Blk | Projectile Speed | Attack Range | DR Cancel Hit | DR Cancel Blk |
- | - | - | 0.49 | - | - |
Punish Advantage | Perfect Parry Advantage | ||||
HKD +27 | -16(-11) | ||||
Hit Advantage | Block Advantage | ||||
HKD +27 | +4(+7) | ||||
Notes | |||||
Can also be input after meterless Shadow Rise; transitions to cinematic follow-up on grounded hit (causing Psycho Mine to disappear); lands near opponent on block (does not bounce like meterless version); puts airborne opponents into limited juggle OTG state, dealing 800 less damage |
Somersault Skull Diver
[2]8K~K~P
Super Arts
236236K
214214K
236236P
236236P (CA)
Taunts
5PPPKKK
5PPPKKK~8
5PPPKKK~2
6PPPKKK
6PPPKKK (Mine)
4PPPKKK