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The leader of Shadaloo, Bison is the main villain of the Street Fighter series and seeks world domination. | The leader of Shadaloo, Bison is the main villain of the Street Fighter series and seeks world domination. | ||
| | | | ||
Bison is a bully. With his suite of many + on block moves, Bison can lock down characters in a way that can feel suffocating, making them want to press buttons and find any escape. If they press a button at the wrong time or reversal at the wrong time Bison can punish them heavily for it with his incredibly damaging crush counter combos. While is walk speed is one of the slowest in the game making him a bit awkward to move around with, he makes up for this by having a unique dash that actually leaves him invulnerable for a few frames in the middle of it, causing long range pokes to whiff and Bison players smiling. His V-Trigger 1 enhances this greatly along with his other specials making an already difficult character to deal more so. His V-Trigger 2 makes him difficult in a different way by giving him a command grab and access to Psycho Crusher, making it incredibly scary to stay blocking and incredibly scary to hit a button. '''If you want relentless pressure and don't mind his awkward movement, Bison is a great choice'''. | Bison is a bully. With his suite of many + on block moves, Bison can lock down characters in a way that can feel suffocating, making them want to press buttons and find any escape. If they press a button at the wrong time or reversal at the wrong time Bison can punish them heavily for it with his incredibly damaging crush {{counter}} combos. While is walk speed is one of the slowest in the game making him a bit awkward to move around with, he makes up for this by having a unique dash that actually leaves him invulnerable for a few frames in the middle of it, causing long range pokes to whiff and Bison players smiling. His V-Trigger 1 enhances this greatly along with his other specials making an already difficult character to deal more so. His V-Trigger 2 makes him difficult in a different way by giving him a command grab and access to Psycho Crusher, making it incredibly scary to stay blocking and incredibly scary to hit a button. '''If you want relentless pressure and don't mind his awkward movement, Bison is a great choice'''. | ||
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Pnoy, Problem X, LPN | Pnoy, Problem X, LPN | ||
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{{SFVCharacterChangeList | | {{SFVCharacterChangeList | | ||
* Forward walk speed increased | * Forward walk speed increased | ||
* Forward throw damage increased from 110 to 130, stun increased from 120 to 170, position afterwards adjusted | * Forward {{throw}} damage increased from 110 to 130, stun increased from 120 to 170, position afterwards adjusted | ||
* Back throw damage decreased from 140 to 130, stun decreased from 170 to 150 | * Back {{throw}} damage decreased from 140 to 130, stun decreased from 170 to 150 | ||
* Stand LP advantage on hit increased from +4 to +5 | * Stand LP advantage on hit increased from +4 to +5 | ||
* Stand MP collision box adjusted | * Stand MP collision box adjusted | ||
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* Crouch LP upwards hitbox reduced | * Crouch LP upwards hitbox reduced | ||
* Crouch HP upwards hitbox increased | * Crouch HP upwards hitbox increased | ||
* Forward throw damage increased from 130 to 140 | * Forward {{throw}} damage increased from 130 to 140 | ||
* Psycho Burst (f+PPP) startup increased from 16f to 17f | * Psycho Burst (f+PPP) startup increased from 16f to 17f | ||
* HP Psycho Inferno (qcb+HP) cancel window adjusted from 29-30f to 32-33f | * HP Psycho Inferno (qcb+HP) {{cancel}} window adjusted from 29-30f to 32-33f | ||
* EX Double Knee Press can be V-Trigger canceled when in non-lock situation (follow-up hit does not come out) | * EX Double Knee Press can be V-Trigger canceled when in non-lock situation (follow-up hit does not come out) | ||
* Ultimate Psycho Crusher (qcf, qcf+P) combo count eased | * Ultimate Psycho Crusher (qcf, qcf+P) combo count eased | ||
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|- | |- | ||
|} | |} | ||
=====Notes | =====Notes===== | ||
* CH Damage and stun is calculated by multiplying base values by 1.2. For multi-hitting moves this usually only applies to first hit; if only second hit connects it will get the x1.2 benefits. | * CH Damage and stun is calculated by multiplying base values by 1.2. For multi-hitting moves this usually only applies to first hit; if only second hit connects it will get the x1.2 benefits. | ||
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{{SFVCharacterVSystem | {{SFVCharacterVSystem | ||
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Strike V-Reversal that causes knockdown on hit. Since it creates an orb around his body, it can still beat attacks that go through him such as Cammy's Spiral Arrow in VT1 | Strike V-Reversal that causes {{knockdown}} on hit. Since it creates an orb around his body, it can still beat attacks that go through him such as Cammy's Spiral Arrow in VT1 | ||
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Bison's V-Skill 1 creates a small barrier in front of him that can absorb 1 hit of any strike or projectile attack. When he successfully parries an attack with it, he gains a fast moving projectile with high durability that replaces his V-Skill until the next time he uses it. By holding MP+MK, Bison will immediately throw it back. Once stocked, the projectile can be special canceled into from any of his cancelable strings, or from other specials in V-Trigger 1. The recovery and startup on it is fairly slow so you won't be able to use this to parry first hit of a block string safely, but against projectiles and longer range pokes it's an amazing tool. | Bison's V-Skill 1 creates a small barrier in {{front}} of him that can absorb 1 hit of any strike or projectile attack. When he successfully parries an attack with it, he gains a fast moving projectile with {{high}} durability that replaces his V-Skill until the next time he uses it. By holding MP+MK, Bison will immediately {{throw}} it back. Once stocked, the projectile can be special canceled into from any of his cancelable strings, or from other specials in V-Trigger 1. The recovery and startup on it is fairly slow so you won't be able to use this to parry first hit of a block string safely, but against projectiles and longer range pokes it's an amazing tool. | ||
As of Season 4, when the parry is used up close on physical attacks Bison now attacks afterwards. On block it is + and on hit it causes a knockdown allowing Bison to continue his pressure. | As of Season 4, when the parry is used up close on physical attacks Bison now attacks afterwards. On block it is + and on hit it causes a {{knockdown}} allowing Bison to continue his pressure. | ||
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Bison's V-Skill 2 allows him to teleport behind the opponent and thrust at them with a knee strike. The teleport is relatively slow, and would be easily telegraphed if it wasn't for his dash looking somewhat similar. On block, you're +1 and in throw range. On hit, it launches the opponent, allowing a juggle into lp Psycho Blast, lk Scissor Kicks, or an EX Psycho Blast if you had been following it. You can be counter hit into a full combo before the hitbox is active, and because it's safe on block and leads to a combo on hit, your opponent's best counter is to hit you out of it or jump. Don't use this to often to prevent being predictable. | Bison's V-Skill 2 allows him to teleport behind the opponent and thrust at them with a knee strike. The teleport is relatively slow, and would be easily telegraphed if it wasn't for his dash looking somewhat similar. On block, you're +1 and in {{throw}} range. On hit, it launches the opponent, allowing a juggle into {{lp}} Psycho Blast, {{lk}} Scissor Kicks, or an EX Psycho Blast if you had been following it. You can be {{counter}} hit into a full combo before the hitbox is active, and because it's safe on block and leads to a combo on hit, your opponent's best {{counter}} is to hit you out of it or jump. Don't use this to often to prevent being predictable. | ||
| | | | ||
Bison's V-Trigger 1 enhances his special moves. It's 3 bars, and can be activated from any special or normal. Once active, all of Bison's special moves are enhanced significantly, and he's able to cancel his special moves into EX special moves. Using any special while in VT takes up about 1/6 of the timer. All special moves are made much safer and do more damage and stun across the board. For specifics: Inferno sends a bit higher allowing you to juggle, Blast sends a bit higher, all versions of Knee Press are slower but have better frame advantage on hit and block, Stomp and Devil's Reverse both make Bison invisible and the latter can cross up. Bison's dash also becomes the best forward dash in the game, giving him a longer invincibility period, increased distance, and allowing him to pass through his opponents. The damage potential with this VT is great, but does require lots of meter to make good use of. | Bison's V-Trigger 1 enhances his special moves. It's 3 bars, and can be activated from any special or normal. Once active, all of Bison's special moves are enhanced significantly, and he's able to {{cancel}} his special moves into EX special moves. Using any special while in VT takes up about 1/6 of the timer. All special moves are made much safer and do more damage and stun across the board. For specifics: Inferno sends a bit higher allowing you to juggle, Blast sends a bit higher, all versions of Knee Press are slower but have better frame advantage on hit and block, Stomp and Devil's Reverse both make Bison invisible and the latter can cross up. Bison's dash also becomes the best forward dash in the game, giving him a longer invincibility period, increased distance, and allowing him to pass through his opponents. The damage potential with this VT is great, but does require lots of meter to make good use of. | ||
| | | | ||
Bison's V-Trigger 2 gives him access to a command grab and his classic Psycho Crusher. It's 2 bars, and unlike VT1, you can't cancel into this from specials. The command grab is performed with hcb+k, and his Psycho Crusher is used with hp+hk. The command grab takes up 1/4 of your timer if it whiffs, and 1/2 if it hits. Psycho Crusher also takes up 1/2 of the timer. Functionally, you usually should be able to get one command grab and one Psycho Crusher. The command grab is very unique, in that it does very little damage, but it puts an effect on the opponent. By pressing hcb+k again, you can remotely detonate the effect on the opponent, launching them into the air. You can cancel into the detonate from normals and specials, allowing you to create frame traps and lengthy combos that do big damage. You can combo into the command grab from any of his normals, provided they leave you in range. The Psycho Crusher is great, too. It's -8 on block, but depending on how you space it, it can be hard to punish, or even safe. It can crossup on wakeup or air reset provided you time it correctly. It's generally just a good ender you can use to tack on more damage. | Bison's V-Trigger 2 gives him access to a command grab and his classic Psycho Crusher. It's 2 bars, and unlike VT1, you can't {{cancel}} into this from specials. The command grab is performed with hcb+k, and his Psycho Crusher is used with hp+hk. The command grab takes up 1/4 of your timer if it whiffs, and 1/2 if it hits. Psycho Crusher also takes up 1/2 of the timer. Functionally, you usually should be able to get one command grab and one Psycho Crusher. The command grab is very unique, in that it does very little damage, but it puts an effect on the opponent. By pressing hcb+k again, you can remotely detonate the effect on the opponent, launching them into the air. You can {{cancel}} into the detonate from normals and specials, allowing you to create frame traps and lengthy combos that do big damage. You can combo into the command grab from any of his normals, provided they leave you in range. The Psycho Crusher is great, too. It's -8 on block, but depending on how you space it, it can be hard to punish, or even safe. It can crossup on wakeup or air {{reset}} provided you time it correctly. It's generally just a good ender you can use to tack on more damage. | ||
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}} | }} | ||
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=== Fighting Against Bison === | === Fighting Against Bison === | ||
[[Category: Street Fighter V]] | [[Category:Street Fighter V]] |
Revision as of 02:01, 9 December 2020
M.Bison
|
Summary
Bio
The leader of Shadaloo, Bison is the main villain of the Street Fighter series and seeks world domination.
Why Pick M. Bison?
Bison is a bully. With his suite of many + on block moves, Bison can lock down characters in a way that can feel suffocating, making them want to press buttons and find any escape. If they press a button at the wrong time or reversal at the wrong time Bison can punish them heavily for it with his incredibly damaging crush combos. While is walk speed is one of the slowest in the game making him a bit awkward to move around with, he makes up for this by having a unique dash that actually leaves him invulnerable for a few frames in the middle of it, causing long range pokes to whiff and Bison players smiling. His V-Trigger 1 enhances this greatly along with his other specials making an already difficult character to deal more so. His V-Trigger 2 makes him difficult in a different way by giving him a command grab and access to Psycho Crusher, making it incredibly scary to stay blocking and incredibly scary to hit a button. If you want relentless pressure and don't mind his awkward movement, Bison is a great choice.
Players To Watch
Pnoy, Problem X, LPN
Change List
For list of all changes, see Change/Patch List
Season 3.5
- Crouch LP upwards hitbox reduced
- Crouch HP upwards hitbox increased
- Forward
damage increased from 130 to 140
- Psycho Burst (f+PPP) startup increased from 16f to 17f
- HP Psycho Inferno (qcb+HP)
window adjusted from 29-30f to 32-33f
- EX Double Knee Press can be V-Trigger canceled when in non-lock situation (follow-up hit does not come out)
- Ultimate Psycho Crusher (qcf, qcf+P) combo count eased
- VT2
- Psycho Judgement (hcb+K) combo count eased
- Psycho Crusher (HP+HK) damage increased when lower body hits from 70 to 100
Season 3 (Arcade Edition)
- Forward walk speed increased
- Forward
damage increased from 110 to 130, stun increased from 120 to 170, position afterwards adjusted
- Back
damage decreased from 140 to 130, stun decreased from 170 to 150
- Stand LP advantage on hit increased from +4 to +5
- Stand MP collision box adjusted
- Stand HP collision box adjusted
- Stand LK advantage on hit decreased from +2 to 0, advantage on block decreased from +2 to -2
- Stand HK hitbox reduced, pushback on block increased
- Crouch LP hitbox reduced, hurtbox expanded
- Crouch HP hitbox expanded, hurtbox reduced, collision box adjusted
- Jump HP hurtbox reduced
- Jump HK hitbox expanded, hurtbox reduced
- Psycho Axe (df+HP) hitbox reduced, hurtbox expanded, collision box adjusted
- Shadow Axe (MP > HP) collision box adjusted
- Psycho Reflect (MP+MK) gains additional V-Gauge on countering a physical attack
- Psycho Blast (b,f+P) collision box adjusted
- LP Psycho Blast startup increased from 10f to 12f
- EX Devil Reverse (d, u+KK > P) hitbox reduced, hurtbox expanded, increased recovery by 6f
- Double Knee Press (b,f+K)
- LK version startup decreased from 13f to 11f, adjusted pushback on block
- MK version startup decreased from 15f to 14f
- HP Psycho Inferno (qcb+HP) launches higher on hit
- Added V-Trigger 2: Psycho Nightmare
Move List
Unique Attacks
Special Moves
V-System (V-Trigger / V-Skill / V-Reversal)
Critical Art
MBison Discussions
Discussions regarding MBison
MBison Discord Link
Video Guides
Capcom Fighters' Official Character Introduction
Street Fighter Official Character Guide
Sajam's Character Breakdown
Shoryuken's Rising Up Season Changes (previous season on channel)
Bafael's M Bison Guide (from S1, most still applies)
Other Resources
Yuki Hirose Which Bison VT to Use
Frame Data
- Champion Edition data courtesy of @D4RK_ONION, @HatsonFGC, @Arlieth, @Frostdiener, BananaCyclone and the Frame Assist Tool team. - Huge thanks for their efforts! - See https://fullmeter.com/fatonline/#/home for more information
Move Name | Command | Startup | Active | Rcvry | Adv Guard |
Adv Hit |
Adv Counter |
Damage | Stun | Hit Level |
Cancel Ability |
KD Adv Normal |
KD Adv Rise |
KD Adv Roll |
Chip Damage |
Counter Damage |
Counter Stun |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Stand LP | LP | 4 | 3 | 7 | 3 | 5 | 7 | 30 | 70 | H | ["sp","su","vs1","vt1","vt2"] | - | - | - | - | 36 | 84 |
Stand MP | MP | 7 | 3 | 14 | 2 | 6 | 8 | 60 | 100 | H | ["vt1","vt2"] | - | - | - | 9 | 72 | 120 |
Stand HP | HP | 11 | 3 | 20 | -6 | -1 | 1 | 90 | 150 | H | ["sp","su","vs1","vt1","vt2"] | - | - | - | 14 | 108 | 180 |
Stand LK | LK | 3 | 2 | 10 | -2 | 0 | 2 | 30 | 70 | H | ["sp","su","vs1","vt1","vt2"] | - | - | - | - | 36 | 84 |
Stand MK | MK | 7 | 3 | 13 | -2 | 2 | 4 | 60 | 100 | H | ["vt1","vt2"] | - | - | - | 9 | 72 | 120 |
Stand HK | HK | 9 | 3 | 13 | 3 | 6 | C | 80 | 150 | H | ["vt1","vt2"] | 110 | 68 | 68 | 13 | 96 | 180 |
Crouch LP | d+LP | 4 | 3 | 5 | 3 | 4 | 6 | 30 | 70 | H | ch/sp/su/vs1/vt1/vt2 | - | - | - | - | 36 | 84 |
Crouch MP | d+MP | 6 | 3 | 12 | 1 | 3 | 5 | 60 | 100 | H | ["sp","su","vs1","vt1","vt2"] | - | - | - | 9 | 72 | 120 |
Crouch HP | d+HP | 10 | 5 | 23 | -11 | -5 | -3 | 100 | 150 | H | ["vt1","vt2"] | - | - | - | 16 | 120 | 180 |
Crouch LK | d+LK | 4 | 2 | 7 | 2 | 3 | 5 | 20 | 70 | L | ["ch","vt1","vt2"] | - | - | - | - | 24 | 84 |
Crouch MK | d+MK | 7 | 2 | 13 | -2 | -1 | 1 | 50 | 100 | L | ["sp","su","vs1","vt1","vt2"] | - | - | - | 8 | 60 | 120 |
Crouch HK | d+HK | 15 | 10 | 18 | -12 | KD | KD | 90 | 150 | L | ["vt1","vt2"] | 69 | 20 | 25 | 14 | 108 | 180 |
Jump LP | u+LP | 4 | 6 | - | - | - | ? | 40 | 70 | M | - | - | - | - | - | 48 | 84 |
Jump MP | u+MP | 7 | 3 | - | - | - | ? | 50 | 100 | M | - | - | - | - | 8 | 60 | 120 |
Jump HP | u+HP | 8 | 6 | - | - | - | ? | 90 | 150 | M | - | - | - | - | 14 | 108 | 180 |
Jump LK | u+LK | 3 | 6 | - | - | - | ? | 40 | 70 | M | - | - | - | - | - | 48 | 84 |
Jump MK | u+MK | 6 | 6 | - | - | - | ? | 60 | 100 | M | - | - | - | - | 9 | 72 | 120 |
Jump HK | u+HK | 8 | 6 | - | - | - | ? | 90 | 150 | M | - | - | - | - | 14 | 108 | 180 |
Move Name | Command | Startup | Active | Rcvry | Adv Guard |
Adv Hit |
Adv Counter |
Damage | Stun | Hit Level |
Cancel Ability |
KD Adv Normal |
KD Adv Rise |
KD Adv Roll |
Chip Damage |
Counter Damage |
Counter Stun |
Hell Attack | j.MP > j.MP | 7+5 | 4 | - | - | - | ? | 50*63 (113) | 100*45 (145) | M | - | - | - | - | CHIP | CH_DAMAGE | CH_STUN |
Psycho Axe | df+HP | 18 | 3 | 20(25) | 1 | 6 | 15 | 80 | 150 | H | ["vt1","vt2"] | - | - | - | 13 | 96 | 180 |
Shadow Axe | MP > df+HP | 7+14 | 3 | 20 | -8 | 2 | 15 | 60*45 (105) | 100*108 (208) | H*H | ["vt1","vt2"] | - | - | - | CHIP | CH_DAMAGE | CH_STUN |
Move Name | Command | Startup | Active | Rcvry | Adv Guard |
Adv Hit |
Adv Counter |
Damage | Stun | Hit Level |
Cancel Ability |
KD Adv Normal |
KD Adv Rise |
KD Adv Roll |
Chip Damage |
Counter Damage |
Counter Stun |
Psycho Impact | LP+LK | 5 | 3 | 17 | - | KD | KD | 140 | 170 | T | - | 79 | 20 | 20 | ? | 168 | 204 |
Psycho Fall | b+LP+LK | 5 | 3 | 17 | - | KD | KD | 130 | 150 | T | - | 67 | 18 | 18 | ? | 156 | 180 |
Move Name | Command | Startup | Active | Rcvry | Adv Guard |
Adv Hit |
Adv Counter |
Damage | Stun | Hit Level |
Cancel Ability |
KD Adv Normal |
KD Adv Rise |
KD Adv Roll |
Chip Damage |
Counter Damage |
Counter Stun |
Psycho Power | HP+HK (VT1) | 1 | - | 10 | - | - | ? | - | - | - | - | - | - | - | ? | CH_DAMAGE | CH_STUN |
Psycho Nightmare | HP+HK (VT2) | 1 | - | 10 | - | - | ? | - | - | - | - | - | - | - | ? | CH_DAMAGE | CH_STUN |
Psycho Reflect | MP+MK (VS1) | 6 | 7(9) | 28 | - | - | ? | - | - | - | - | - | - | - | ? | CH_DAMAGE | CH_STUN |
Psycho Reflect (release) | MP+MK (VS1) (release) | 16 | - | 21 | 13 | KD | KD | 40*40 | 50*50 | H | - | 109 | 50 | 55 | ? | CH_DAMAGE | CH_STUN |
Psycho Reflect (parry) | MP+MK (VS1) (parry) | 11(3) | 5 | 25(17) | - | KD | KD | 100 | 150 | H | - | 85 | 26 | 31 | ? | 120 | 180 |
Hell's Warp | MP+MK (VS2) | 43 | 4 | 18(20) | 1 | KD | KD | 70 | 100 | H | - | 105 | 46 | 51 | ? | 84 | 120 |
Psycho Burst | f+PPP | 17 | 2 | 23(31) | -2 | KD | KD | 60 | 0 | H | - | 80 | 21 | 26 | ? | 72 | 0 |
Move Name | Command | Startup | Active | Rcvry | Adv Guard |
Adv Hit |
Adv Counter |
Damage | Stun | Hit Level |
Cancel Ability |
KD Adv Normal |
KD Adv Rise |
KD Adv Roll |
Chip Damage |
Counter Damage |
Counter Stun |
Taunt | PPP+KKK | 1 | - | 61 | - | - | ? | - | - | - | - | - | - | - | ? | CH_DAMAGE | CH_STUN |
LP Psycho Blast | b,f+LP | 12 | 10 | 19 | -2 | KD | KD | 70 | 100 | H | ["su","vt1"] | 83 | 24 | 29 | ? | 84 | 120 |
MP Psycho Blast | b,f+MP | 15 | 10 | 18 | -1 | KD | KD | 70 | 100 | H | ["su","vt1"] | 86 | 27 | 32 | ? | 84 | 120 |
HP Psycho Blast | b,f+HP | 19 | 10 | 14 | 2 | KD | KD | 70 | 100 | H | ["su","vt1"] | 90 | 31 | 36 | ? | 84 | 120 |
EX Psycho Blast | b,f+PP | 15 | - | 23 | 6 | KD | KD | 100 | 150 | H | ["vt1"] | 114 | 55 | 60 | ? | 120 | 180 |
LK Double Knee Press | b,f+LK | 11 | 2(1)3 | 19 | -4 | 2 | 4 | 40*40 | 50*100 | H | ["su","vt1"] | - | - | - | ? | CH_DAMAGE | CH_STUN |
MK Double Knee Press | b,f+MK | 14 | 2(1)3 | 20 | -3 | 2 | 4 | 40*50 | 50*100 | H | ["su","vt1"] | - | - | - | ? | CH_DAMAGE | CH_STUN |
HK Double Knee Press | b,f+HK | 19 | 2(2)3 | 21 | -2 | 2 | 4 | 50*50 | 50*100 | H | ["su","vt1"] | - | - | - | ? | CH_DAMAGE | CH_STUN |
EX Double Knee Press | b,f+KK | 12 | 6 | 17 | 1 | KD | KD | 70*25*25*30 (150) | 0*0*0*200 | H | ["vt1"] | 25 | 25 | 25 | ? | CH_DAMAGE | CH_STUN |
LK Head Press | d,u+LK | 23 | 27 | 7 | - | - | ? | 100 | 200 | M | ["su"] | - | - | - | ? | 120 | 240 |
MK Head Press | d,u+MK | 23 | 27 | 7 | - | - | ? | 100 | 200 | M | ["su"] | - | - | - | ? | 120 | 240 |
HK Head Press | d,u+HK | 23 | 27 | 7 | - | - | ? | 100 | 200 | M | ["su"] | - | - | - | ? | 120 | 240 |
EX Head Press | d,u+KK | 17 | 19(39)1 | 16 | - | KD | KD | 60*100 / 120 (air) | 0*200 | M | - | 25 | 25 | 25 | ? | CH_DAMAGE | CH_STUN |
Somersault Skull Diver | P after head press | 5 | 10 | 4 | 3(8) | 11(16) | ? | 70 | 100 | M | ["su"] | - | - | - | ? | 84 | 120 |
Devil Reverse | P before head press | 15 | 22 | 7 | 2(6) | KD | KD | 70 | 100 | M | ["su"] | - | - | - | ? | 84 | 120 |
EX Devil Reverse | PP before head press | 26 | 12 | 10 | 7(11) | KD | KD | 70*70 | 100*100 | M | - | - | - | - | ? | CH_DAMAGE | CH_STUN |
LP Psycho Inferno | qcb+LP | 14 | 11 | 32 | -12 | KD | KD | 25*25*30 (80) | 40*40*70 (150) | H | ["su","vt1"] | 96 | 37 | 42 | ? | CH_DAMAGE | CH_STUN |
MP Psycho Inferno | qcb+MP | 16 | 13 | 30 | -11 | KD | KD | 25x3*15 (90) | 35x3*45 (150) | H | ["su","vt1"] | 99 | 40 | 45 | ? | CH_DAMAGE | CH_STUN |
HP Psycho Inferno | qcb+HP | 18 | 15 | 31 | -10 | KD | KD | 20x5 (100) | 30x5 (150) | H | ["su","vt1"] | 104 | 45 | 50 | ? | CH_DAMAGE | CH_STUN |
EX Psycho Inferno | qcb+PP | 15 | 17 | 23 | -1 | KD | KD | 20x4*60 (140) | 20x4*70 (150) | H | ["vt1"] | 110 | 51 | 56 | ? | CH_DAMAGE | CH_STUN |
Forward Dash | f+f | - | - | 22 | - | - | ? | - | - | - | - | - | - | - | ? | CH_DAMAGE | CH_STUN |
Move Name | Command | Startup | Active | Rcvry | Adv Guard |
Adv Hit |
Adv Counter |
Damage | Stun | Hit Level |
Cancel Ability |
KD Adv Normal |
KD Adv Rise |
KD Adv Roll |
Chip Damage |
Counter Damage |
Counter Stun |
Ultimate Psycho Crusher | qcf,qcf+P | 6 | 15 | 44+19 | -40 | KD | KD | 340 | 0 | H | - | 27 | 27 | 27 | ? | 408 | 0 |
Move Name | Command | Startup | Active | Rcvry | Adv Guard |
Adv Hit |
Adv Counter |
Damage | Stun | Hit Level |
Cancel Ability |
KD Adv Normal |
KD Adv Rise |
KD Adv Roll |
Chip Damage |
Counter Damage |
Counter Stun |
In VT1 | |||||||||||||||||
LP Psycho Blast | b,f+LP | 11 | 14 | 13 | 1 | KD | KD | 100 | 100 | H | ["su"] | 87 | 28 | 33 | ? | 120 | 120 |
MP Psycho Blast | b,f+MP | 11 | 14 | 13 | 1 | KD | KD | 100 | 100 | H | ["su"] | 87 | 28 | 33 | ? | 120 | 120 |
HP Psycho Blast | b,f+HP | 11 | 14 | 13 | 1 | KD | KD | 100 | 100 | H | ["su"] | 87 | 28 | 33 | ? | 120 | 120 |
EX Psycho Blast | b,f+PP | 14 | - | 22 | 7 | KD | KD | 120 | 150 | H | - | 110 | 51 | 56 | ? | 144 | 180 |
LK Double Knee Press | b,f+LK | 13 | 2(1)3 | 19 | -4 | 2 | 4 | 40*50 (90) | 50*100 (150) | H | ["su"] | - | - | - | ? | CH_DAMAGE | CH_STUN |
MK Double Knee Press | b,f+MK | 15 | 2(1)3 | 20 | -3 | 2 | 4 | 50*50 (100) | 50*100 (150) | H | ["su"] | - | - | - | ? | CH_DAMAGE | CH_STUN |
HK Double Knee Press | b,f+HK | 19 | 2(1)3 | 22 | -2 | 2 | 4 | 60*50 (110) | 50*100 (150) | H | ["su"] | - | - | - | ? | CH_DAMAGE | CH_STUN |
EX Double Knee Press | b,f+KK | 13 | 2(1)4 | 15 | 3 | KD | KD | 70*20*20*50 (160) | 0*0*0*200 | H | - | 25 | 25 | 25 | ? | CH_DAMAGE | CH_STUN |
LK Head Press | d,u+LK | 38 | 10 | 25 | 1 | KD | KD | 120 | 200 | M | ["su"] | 32 | 32 | 32 | ? | 144 | 240 |
MK Head Press | d,u+MK | 38 | 10 | 25 | 1 | KD | KD | 120 | 200 | M | ["su"] | 32 | 32 | 32 | ? | 144 | 240 |
HK Head Press | d,u+HK | 38 | 10 | 25 | 1 | KD | KD | 120 | 200 | M | ["su"] | 32 | 32 | 32 | ? | 144 | 240 |
EX Head Press | d,u+KK | 35 | 12 | 21 | -2 | KD | KD | 10*70*100 (180) | 0*0*200 | M | - | 16 | 16 | 16 | ? | CH_DAMAGE | CH_STUN |
Devil Reverse | P before head press | 32 | 22 | 7 | 8 | KD | KD | 100 | 100 | M | ["su"] | 100 | 42 | 47 | ? | 120 | 120 |
EX Devil Reverse | PP before head press | 40 | 24 | 10 | 13 | KD | KD | 80*80 (160) | 100*100 (200) | M | - | 107 | 49 | 54 | ? | CH_DAMAGE | CH_STUN |
LP Psycho Inferno | qcb+LP | 14 | 15 | 23 | -5 | KD | KD | 30x3*10 (100) | 35x3*45 (150) | H | ["su"] | 108 | 49 | 54 | ? | CH_DAMAGE | CH_STUN |
MP Psycho Inferno | qcb+MP | 14 | 15 | 23 | -5 | KD | KD | 30x3*10 (100) | 35x3*45 (150) | H | ["su"] | 108 | 49 | 54 | ? | CH_DAMAGE | CH_STUN |
HP Psycho Inferno | qcb+HP | 14 | 15 | 23 | -5 | KD | KD | 30x3*10 (100) | 35x3*45 (150) | H | ["su"] | 108 | 49 | 54 | ? | CH_DAMAGE | CH_STUN |
EX Psycho Inferno | qcb+PP | 15 | 27 | 20 | 4 | KD | KD | 25x4*60 (160) | 20x4*70 (150) | H | - | 120 | 61 | 66 | ? | CH_DAMAGE | CH_STUN |
Ultimate Psycho Crusher | qcf,qcf+P | 6 | 30 | 44+19 | -40 | KD | KD | 340 | 0 | H | - | 27 | 27 | 27 | ? | 408 | 0 |
Forward Dash | f+f | - | - | 22 | - | - | ? | - | - | - | - | - | - | - | ? | CH_DAMAGE | CH_STUN |
Move Name | Command | Startup | Active | Rcvry | Adv Guard |
Adv Hit |
Adv Counter |
Damage | Stun | Hit Level |
Cancel Ability |
KD Adv Normal |
KD Adv Rise |
KD Adv Roll |
Chip Damage |
Counter Damage |
Counter Stun |
In VT2 | |||||||||||||||||
Psycho Crusher | HP+HK | 14 | 17 | 7+19 | -8(-11) | KD | KD | 100 | 100 | H | ["su"] | 83 | 24 | 29 | ? | 120 | 120 |
Psycho Charge | hcb+k | 6 | 2 | 60 | - | KD | KD | 100 | 100 | T | - | 83 | 24 | 24 | ? | 120 | 120 |
Psycho Judgement | hcb+k (bomb) | 15 | 12 | 22 | 14 | KD | KD | 70 | 90 | H | - | 126 | 67 | 72 | ? | 84 | 108 |
Notes
- CH Damage and stun is calculated by multiplying base values by 1.2. For multi-hitting moves this usually only applies to first hit; if only second hit connects it will get the x1.2 benefits.
- For Crush Counters: J = Juggle, C = Crumple, KD = Knockdown
- Chip damage for normals refers to grey life inflicted
Combos
BnB
With Meter
Corner
Crush Counter
V-Trigger Cancel
V System
V Reversal
Strike V-Reversal that causes on hit. Since it creates an orb around his body, it can still beat attacks that go through him such as Cammy's Spiral Arrow in VT1
V Skill 1
Bison's V-Skill 1 creates a small barrier in of him that can absorb 1 hit of any strike or projectile attack. When he successfully parries an attack with it, he gains a fast moving projectile with
durability that replaces his V-Skill until the next time he uses it. By holding MP+MK, Bison will immediately
it back. Once stocked, the projectile can be special canceled into from any of his cancelable strings, or from other specials in V-Trigger 1. The recovery and startup on it is fairly slow so you won't be able to use this to parry first hit of a block string safely, but against projectiles and longer range pokes it's an amazing tool.
As of Season 4, when the parry is used up close on physical attacks Bison now attacks afterwards. On block it is + and on hit it causes a allowing Bison to continue his pressure.
V Skill 2
Bison's V-Skill 2 allows him to teleport behind the opponent and thrust at them with a knee strike. The teleport is relatively slow, and would be easily telegraphed if it wasn't for his dash looking somewhat similar. On block, you're +1 and in range. On hit, it launches the opponent, allowing a juggle into
Psycho Blast,
Scissor Kicks, or an EX Psycho Blast if you had been following it. You can be
hit into a full combo before the hitbox is active, and because it's safe on block and leads to a combo on hit, your opponent's best
is to hit you out of it or jump. Don't use this to often to prevent being predictable.
V Trigger 1
Bison's V-Trigger 1 enhances his special moves. It's 3 bars, and can be activated from any special or normal. Once active, all of Bison's special moves are enhanced significantly, and he's able to his special moves into EX special moves. Using any special while in VT takes up about 1/6 of the timer. All special moves are made much safer and do more damage and stun across the board. For specifics: Inferno sends a bit higher allowing you to juggle, Blast sends a bit higher, all versions of Knee Press are slower but have better frame advantage on hit and block, Stomp and Devil's Reverse both make Bison invisible and the latter can cross up. Bison's dash also becomes the best forward dash in the game, giving him a longer invincibility period, increased distance, and allowing him to pass through his opponents. The damage potential with this VT is great, but does require lots of meter to make good use of.
V Trigger 2
Bison's V-Trigger 2 gives him access to a command grab and his classic Psycho Crusher. It's 2 bars, and unlike VT1, you can't into this from specials. The command grab is performed with hcb+k, and his Psycho Crusher is used with hp+hk. The command grab takes up 1/4 of your timer if it whiffs, and 1/2 if it hits. Psycho Crusher also takes up 1/2 of the timer. Functionally, you usually should be able to get one command grab and one Psycho Crusher. The command grab is very unique, in that it does very little damage, but it puts an effect on the opponent. By pressing hcb+k again, you can remotely detonate the effect on the opponent, launching them into the air. You can
into the detonate from normals and specials, allowing you to create frame traps and lengthy combos that do big damage. You can combo into the command grab from any of his normals, provided they leave you in range. The Psycho Crusher is great, too. It's -8 on block, but depending on how you space it, it can be hard to punish, or even safe. It can crossup on wakeup or air
provided you time it correctly. It's generally just a good ender you can use to tack on more damage.