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Revision as of 02:25, 28 June 2024
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Character breakdown in progress
M.Bison is a new character! This page is currently under construction and information might be inaccurate, incomplete, or missing entirely. 🤝 Want to help us out? Join the SF6 Resource Hub for more info on editing and other ways you can potentially help with this resource. |
Introduction
A man who resembles M. Bison, the leader of Shadaloo, who was believed to be dead. He has lost his memories, but has violent tendencies. He appears in locations related to Shadaloo, guided by Psycho Power.
M. Bison is a bully style character with oppressive special moves that can dominate the neutral, and powerful normals that make opponents think twice about contesting. He benefits from the system mechanics of SF6 more than most other characters - his iconic Double Knee Press (or Scissor Kick) is no longer a charge motion, and its strong frame data makes it a safe tool to pester opponents with when properly spaced. Drive Rush allows him to turn many of his errant hits into devastating combos, and OD Psycho Crusher is a fantastic anti-fireball tool that can beat many projectiles on reaction. His Hell Attack target combo (j.MP~j.MP) can punish poor jumps and leads to very high juggle damage on a successful callout.
Once he's in, Bison has excellent pressure normals such as 5HP or 4HK that let him maintain advantage and whittle down the opponent's Drive Gauge until they crack. A key skill for playing Bison is gauging your opponent's temperament; waiting for the moment they run out of patience, then swatting them down for daring to press a button.
While many of these strengths existed in previous iterations of the character, SF6 Bison has plenty of unique tools that bring him to another level. 6HP is an overhead that's on the slow side, but can easily catch opponents who've been conditioned to guard his plus-on-block normals. It even leads into a full combo when used from Drive Rush, giving Bison another layer of mixup beyond his usual repertoire.
Last but certainly not least is his new special, Backfist Combo, which implements the Psycho Mine from his SFV V-Trigger 2 into his moveset. Finishing combos with this attack leaves your opponent in a very dangerous position, as the mine explosion can either make certain moves safe (such as Psycho Crusher) or dramatically increase the combo damage off his more common starters. If his opponent makes the wrong guess, optimised Bison combos can absolutely shred their lifebar in one violent swing.
Bison's main weakness is that, like most dictators, he is much weaker when he isn't in control. He lacks an invincible OD reversal, and while his supers have some invulnerability a savvy opponent can thwart your escape with a meaty jab. If you find yourself on the back foot as Bison, you'll have to rely on patient defense and the system mechanics until you find another opening to exert your dominance.
If you want to control the pace of a match and make your opponent second guess every decision they make, give in to the Psycho Power and let M. Bison take the reins.
Pick if you like: | Avoid if you dislike: |
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Classic & Modern Versions Comparison
Missing Normals |
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Missing Command Normals |
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Shortcut-Only Specials |
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Assist Combos |
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Miscellaneous Changes |
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M.Bison | |
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Vitals | |
Life Points | 10000 |
Ground Movement | |
Forward Walk Speed | 0.048 |
Backward Walk Speed | 0.0312 |
Forward Dash Speed | 19 |
Backward Dash Speed | 23 |
Forward Dash Distance | 1.54 |
Backward Dash Distance | 0.754 |
Drive Rush Min. Distance (Throw) | 0.593 |
Drive Rush Min. Distance (Block) | 2.650 |
Drive Rush Max Distance | 4.425 |
Jumping | |
Jump Speed | 4+38+3 |
Jump Apex | 2.115 |
Forward Jump Distance | 1.90 |
Backward Jump Distance | 1.52 |
Throws | |
Throw Range | 0.8 |
Throw Hurtbox | 0.33 |
Frame Data Glossary - SF6 | |
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Hitbox Images |
🟥 (Red): Attack hitbox
🟩 (Green): Vulnerable hurtbox that can be hit by strikes/projectiles
🟦 (Blue): Vulnerable throw hurtbox
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Active |
How many frames a move remains active (can hurt opponents) for. For projectiles with a maximum active period, a value may be listed in [brackets], but this number is not factored into the move's total frame count.
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Cancel |
Available options for canceling one move into another move.
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Cancel Hitconfirm Windows |
Hitconfirm reaction windows into Special Moves, Target Combos, and Super Arts.
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Damage |
Attack damage on hit. Multi-hit moves may have the damage listed for individual hits as X,Y (or sometimes X*Y). Sometimes a move's damage changes depending on which active frame connects, or on cinematic vs. non-cinematic hits; in this case, multiple values may be listed, and it will be clarified in the move description.
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Damage Scaling |
Some moves cause additional damage scaling in combos. Refer to Game Data page for a more detailed breakdown. Scaling Types:
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Drive Rush Cancel Advantage |
Refers to the frame advantage when canceling a normal, command normal, or Target Combo into Drive Rush on hit or block (abbreviated as DRC for Drive Rush Cancel). This is calculated at the moment a follow-up attack can be input, not at the moment the character can block or perform movement options. An attack that with DRC +8 on Hit can link into an 8-frame attack, and DRC +4 on Block can create a true blockstring into a 4-frame attack. Note that any DRC on Block worse than +4 cannot form a true blockstring, allowing the opponent to interrupt with an invincible reversal. Most light normals are slightly negative after a DRC on block, meaning the opponent can mash their fastest normal to guarantee a counter-hit (though this requires fast reactions). The attacking character could punish this with Light > DRC into an immediate invincible attack, but this would be an incredibly expensive and high-risk gambit.
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Forced Knockdown |
Most airborne command normals, special moves, and Super Arts put the user in a "Forced Knockdown" state. While in this state, an air knockdown will occur when being hit by any attack, even if it would otherwise cause an air reset. As an example, Ryu's 2HP causes an air reset when used as an anti-air. Against a move like Cammy's Hooligan Combination, however, the 2HP puts her into an air knockdown state. This allows Ryu to successfully cancel 2HP into Shoryuken for a juggle, similar to how a Drive Impact wall splat works. Taking advantage of Forced Knockdown juggles is important for dealing with moves like Ken's Dragonlash, Dhalsim's Air Teleport, or Kimberly's 6HK~Hop sequence. Moves that already cause an air knockdown, like most j.MP air-to-airs, will not display the "Forced Knockdown" message.
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Guard |
Refers to the direction an attack must be blocked. L is for Low attacks (must be blocked crouching), H is for High attacks/overheads (must be blocked standing), LH is for attacks that can be blocked crouching or standing. T is for Throw attacks which cannot be blocked.
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Juggles |
When a character is put into an Air Knockdown state, it is often possible to follow up with a Juggle attack before they hit the ground. In the simplest terms, there are 2 main juggle states:
The following is a more detailed overview of the SF6 juggle system:
Juggle Start (JS): When starting a juggle, the opponent's JC will be set to this value. May be different vs. standing and airborne opponents.
Juggle Increase (JI): When opponent is already in a juggle state, attacks will increase the opponent's JC by this amount.
Juggle Limit (JL): Property of an attack hitbox that determines whether it connects on a juggled opponent. The JL must be ≥ the opponent's JC to hit successfully.
An example to tie everything together:
Drive Rush notes:
More recently, the official definitions used by Capcom are slightly different than these community-designated terms. When reading official patch notes, the following terms are used instead:
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On Hit/Block |
These are frame advantage values when the attack hits or is blocked. If the number is positive, then the move will recover before the defender can act again. If the number is negative, the defender will be able to act before the attacker and maybe even punish. KD refers to knockdown on hit, and the listed KD Advantage refers to how many frames the attacker can act before the defender finishes their wakeup animation.
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Recovery |
How many frames it takes for a move to finish after the active frames have finished. For projectiles, recovery is considered to begin after the first active frame.
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Startup |
How many frames it takes before the move becomes 'active' or have a hit box. The last startup frame and the first active frame are the same frame, meaning all values are written as Startup + 1.
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IASA / Actionable Recovery |
Some moves play out an extended recovery animation when no other button/direction is input (for crouching moves, it applies when holding any down direction). These are often referred to as "actionable recovery" frames; in some games, the term IASA (Interruptible As Soon As) refers to the frame that Actionable Recovery begins. Letting the Actionable Recovery frames play out can change the character's position, potentially setting up spacing traps by recovering farther away. For example, Manon 5HP will recover much farther away from the opponent if no input is performed immediately after her recovery; holding back or down-back to block will keep her much closer to the opponent.
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Normals
Standing Normals
5LP
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
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5 | 3 | 9 | Chn Sp SA | 300 | LH | +4 | -2 |
- Chains into 5LP/2LP/2LK
- Cancel Hitconfirm Window: ?f
- Drive Rush cancel advantage: +? oH / -? oB
- Applies 20% damage scaling to next hit when beginning a combo (100/80/70...)
5MP
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
8 | 3 | 15 | Sp SA TC | 600 | LH | +6 | 0 |
- Cancel Hitconfirm Window: ?f
- Drive Rush cancel advantage: +? oH / +? oB
5HP
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
19 | 3 | 17 | SA | 1000 | LH | +4(+6) | +1(+3) |
- Cancel Hitconfirm Window: ?f (Super)
5LK
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
4 | 2 | 10 | Sp SA | 300 | LH | +3 | -1 |
- Cancel Hitconfirm Window: ?f
- Drive Rush cancel advantage: +? oH / -? oB
- Applies 20% damage scaling to next hit when beginning a combo (100/80/70...)
5MK
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
10 | 4 | 16 | - | 700 | LH | +2 | -3 |
5HK
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
13 | 4 | 19 | - | 900 | LH | +6 | -2 |
- Foot hurtbox is Anti-Air Invuln 13-16f
- Whiffs on crouching opponents at longer ranges
Crouching Normals
2LP
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
4 | 2 | 10 | Chn Sp SA | 300 | LH | +4 | -2 |
- Chains into 5LP/2LP/2LK
- Cancel Hitconfirm Window: ?f
- Drive Rush cancel advantage: +? oH / -? oB
- Applies 20% damage scaling to next hit when beginning a combo (100/80/70...)
- Topmost hurtbox on frames 1-5 is vulnerable only to aerial attacks, preventing its use as an anti-air
2MP
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
6 | 3 | 14(17) | Sp SA | 600 | LH | +5 | -1 |
- Cancel Hitconfirm Window: ?f
- Drive Rush cancel advantage: +? oH / +? oB
- Topmost hurtbox on frames 1-8 is vulnerable only to aerial attacks, preventing its use as an anti-air
2HP
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
10 | 6 | 21 | Sp SA | 900 | LH | 0 | -9 |
- Cancel Hitconfirm Window: ?f
- Drive Rush cancel advantage: +? oH / +? oB
2LK
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
5 | 2 | 10 | Chn | 200 | L | +4 | -2 |
- Chains into 5LP/2LP/2LK
- Applies 20% damage scaling to next hit when beginning a combo (100/80/70...)
2MK
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
8 | 3 | 19 | Sp SA | 500 | L | -2 | -6 |
- Cancel Hitconfirm Window: ?f
- Drive Rush cancel advantage: +? oH / +? oB
- Applies 20% damage scaling to next hit when beginning a combo (100/80/70...)
2HK
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
11 | 3 | 26 | - | 900 | L | HKD +29 | -12 |
- Counter-hit/Punish Counter: HKD +?
Jumping Normals
j.LP
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
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5 | 4 | 3 land | - | 300 | H | +8(+9) | +4(+5) |
j.MP
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
8 | 4 | 3 land | TC | 700 | H | +9(+11) | +5(+7) |
- Puts airborne opponents into limited juggle state
j.HP
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
9 | 6 | 3 land | - | 800 | H | +7(+15) | +3(+11) |
j.LK
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
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5 | 7 | 3 land | - | 300 | H | +5(+10) | +1(+6) |
j.MK
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
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7 | 7 | 3 land | - | 500 | H | +8(+13) | +4(+9) |
j.HK
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
10 | 6 | 3 land | - | 800 | H | +11(+15) | +7(+11) |
Command Normals
6HP
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
22 | 3 | 20 | - | 800 | H | +3 | -3 |
4HK
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
10 | 4 | 17 | Sp SA | 800 | LH | +4 | +1 |
- Cancel Hitconfirm Window: ?f
- Drive Rush cancel advantage: +? oH / +? oB
3HK
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
15 | 10 | 23 | - | 900 | L | KD +25(+34) | -15(-6) |
- Counter-hit/Punish Counter: HKD +?
Target Combos
5MP~6HP
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
22 | 3 | 20 | - | 800 | H | +3 | -3 |
- Puts airborne opponents into limited juggle OTG state
5MP~2HK
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
16 | 4 | 20 | - | 700 | L | +3 | -3 |
j.MP~j.MP
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
7 | 4 | 3 land | - | 700 | LH | - | - |
Throws
Forward Throw (LPLK)
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
5 | 3 | 23 | - | 1200 (2040) | T | KD +21 | - |
- Punish Counter: HKD +?
- Applies 20% immediate damage scaling when comboed into (e.g. after Crumple)
Back Throw (4LPLK)
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
5 | 3 | 23 | - | 1200 (2040) | T | KD +18 | - |
- Side switches
- Punish Counter: HKD +?
- Applies 20% immediate damage scaling when comboed into (e.g. after Crumple)
Drive System
Drive Impact (HPHK)
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
26 | 2 | 35 | - | 800 | LH | KD +35 / Wall Splat KD +65 | -3 / Wall Splat HKD +72 |
- Armor (2-hit): 1-27f
- Applies 20% damage scaling to next hit when beginning a combo (including Wall Splat on block)
- Combos when canceled from -- (no corner wallsplat)
- Useful for draining opponent's Drive gauge, especially after Perfect Parry
See Drive Impact on the Gauges page for more details.
When canceled from a normal, these are the important blockstring gaps; a gap of N will trade with an N-frame startup attack; [] = Burnout
- 4HK: 5[1]
- 2HP: 9[5]
- 5MP: 9[5]
- 2MP: 13[7]
- 2MK: 13[7]
- Note: A gap ≥ 6f can be thrown, and a gap ≥ 9f can be jumped out of by most characters
Against the following characters in Burnout:
- JP (22K), frame 3 counter
- Marisa (214K), frame 3 armor
- Zangief (5[HP]), frame 4 armor
It's important to use a blockstring that cannot be absorbed by their armor/counter moves. Ideally, the string should also not be a true combo, or it will cause a Lock and prevent Stun. Note that if the opponent mashes buttons on wakeup, the counter-hit will cause DI to Lock.
- 4HK > DI: 1f blockstring gap prevents opponent from absorbing the hit
- DR~2HP > DI: 1f blockstring gap prevents opponent from absorbing the hit
- DR~5MP > DI: 1f blockstring gap prevents opponent from absorbing the hit
- DR~2MP > DI: 3f blockstring gap will work vs. Zangief 5[HP]
- DR~2MK > DI: 3f blockstring gap will work vs. Zangief 5[HP]
Drive Reversal (6HPHK)
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
20 | 3 | 26(31) | - | 500 recoverable | LH | KD +23 | -6 |
- Full Invuln: 1-22f; Armor Break
- 5f extra recovery on hit; 4f screen freeze during startup
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
18 | 3 | 26(31) | - | 500 recoverable | LH | KD +23 | -6 |
- Full Invuln: 1-20f; Armor Break
- 5f extra recovery on hit; no screen freeze
See Drive Reversal on the Gauges page for more details.
Drive Parry (MPMK)
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
1 | 12 or until released | 33(1)(11) | - | - | - | - | - |
See Drive Parry on the Gauges page for more details.
- Perfect Parry:
- Applies a 50% damage scaling multiplier to any punish afterwards
- vs. strikes, has only 1f recovery and prevents the opponent from canceling their attack
- vs. projectiles, puts you into a fixed 11f recovery
Drive Rush (MPMK~66)
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
3+8 | - | 15(37) | - | - | - | - | - |
- 1-bar version performed out of Parry
- Startup is 1+8 immediately after successful Parry
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
9 | - | 15(37) | - | - | - | - | - |
- 3-bar version performed on hit/block from a cancelable normal
- Can also be performed from whiffed cancelable light normals
See Drive Rush on the Gauges page for more details. See Strategy page for Blockstring Gaps and Combo Routes
- 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
- Applies 15% damage scaling multiplier to any follow-up hits when used mid-combo
- Only applies scaling once per combo; does not apply when a Drive Rush enhanced attack starts the combo
Distance:
- 0.593 (min, cancel into immediate Throw)
- 2.650 (min, earliest blocking/movement frame)
- 4.425 (max, final DR frame)
Special Moves
Psycho Mine Detonation
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
300 | 1 | - | - | 500 | LH | KD | - |
Psycho Crusher Attack ([4]6P)
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
16 | 16 | 24 | SA3 | 1200 | LH | KD +20(+35) | -20(-5) |
- Anti-Air Invuln: 6-17f; Projectile Clash 16-31f (1-hit, meterless priority)
- Forward hurtbox is Projectile Invuln 17-31f
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
20 | 16 | 24 | SA3 | 1400 | LH | KD +20(+35) | -20(-5) |
- Anti-Air Invuln: 6-21f; Projectile Clash 20-35f (1-hit, meterless priority)
- Forward hurtbox is Projectile Invuln 21-35f
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
24 | 26 | 24 | SA3 | 1600 | LH | KD +14(+39) | -23(+2) |
- Anti-Air Invuln: 6-25f; Projectile Clash 24-49f (1-hit, meterless priority)
- Forward hurtbox is Projectile Invuln 23-49f
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
16 | 7,6,3 | 20 | SA2* SA3 | 400x2,500 (1300) | LH | KD +35(+37) | -3(-1) |
- Anti-Air Invuln: 6-17f; Projectile Invuln: 13-31f
Psycho Crusher (Mine) ([4]6P)


Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
16 | 16,1 | 23 | SA3 | 1200,500 (1700) | LH | KD +39(+42) | +6 |
- Detonates Psycho Mine on hit/block
- Anti-Air Invuln: 6-17f; Projectile Clash 16-31f (1-hit, meterless priority)
- Forward hurtbox is Projectile Invuln 17-31f
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
20 | 16,1 | 23 | SA3 | 1400,500 (1900) | LH | KD +39(+42) | +6 |
- Detonates Psycho Mine on hit/block
- Anti-Air Invuln: 6-21f; Projectile Clash 20-35f (1-hit, meterless priority)
- Forward hurtbox is Projectile Invuln 21-35f
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
24 | 26,1 | 23 | SA3 | 1600,500 (2100) | LH | KD +46(+51) | +5 |
- Detonates Psycho Mine on hit/block
- Anti-Air Invuln: 6-25f; Projectile Clash 24-49f (1-hit, meterless priority)
- Forward hurtbox is Projectile Invuln 23-49f
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
16 | 7,6,3(1)1 | 18 | - | 400x4 (1600) | LH | KD +82(+83) | +10 |
- Detonates Psycho Mine on hit/block
- Anti-Air Invuln: 6-17f; Projectile Invuln: 13-31f
Double Knee Press (236K)
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
13 | 2(1)2 | 20(25) | SA3 (1st) | 300,500 (800) | LH | +2(+3) | -5(-4) |
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
17 | 2(1)2 | 20(25) | SA3 (1st) | 300,600 (900) | LH | +3(+4) | -5(-4) |
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
22 | 2(1)2 | 20(25) | SA3 (1st) | 500,700 (1200) | LH | +3(+4) | -4(-3) |
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
17 | 2(1)2(17)3 | 28 | SA2 SA3 (2nd) | 250x2,300 (800) | LH | KD +55 | -15 |
- Puts opponent into limited juggle state
Backfist Combo (214P)
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
13 | 2(10)5 | 25 | SA3 (2nd) | 300,400 (700) | LH | KD +24 | -14 |
- Plants a Psycho Mine on hit
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
17 | 2(10)5 | 26 | SA3 (2nd) | 300,500 (800) | LH | KD +23 | -15 |
- Plants a Psycho Mine on hit
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
22 | 3(10)5 | 26 | SA3 (2nd) | 300,600 (900) | LH | KD +31 | -15 |
- Plants a Psycho Mine on hit
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
14 | 2(19)3(23)3 | 44 | SA2 SA3 (3rd) | 400x3 (1200) | LH | KD +24 | -25 |
- Plants a Psycho Mine on hit
Backfist Combo (Mine) (214P)


Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
13 | 2(10)5,1 | 24 | SA3 (2nd) | 300,500x2 (1300) | LH | KD +42 | +6 |
- Detonates Psycho Mine on hit/block
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
17 | 2(10)5,1 | 25 | SA3 (2nd) | 300,600,500 (1400) | LH | KD +42 | +6 |
- Detonates Psycho Mine on hit/block
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
22 | 3(10)5,1 | 25 | SA3 (2nd) | 300,700,500 (1500) | LH | KD +49 | +6 |
- Detonates Psycho Mine on hit/block
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
14 | 2(19)1(26)1,1 | 44 | SA2 SA3 (4th) | 400,500,400x2 (1700) | LH | KD +48 | -3 |
- Detonates Psycho Mine on hit/block
Shadow Rise ([2]8K)
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
18~46 | - | 4/9/13 land | - | - | - | - | - |
- Button strength determines trajectory (LK short, MK mid, HK far)
- Can input OD follow-ups with PP or KK
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
16~42 | - | 5 land | - | - | - | - | - |
- Automatically tracks opponent's location; follow-ups automatically become the OD version
Devil Reverse ([2]8K~P)
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
18+16 | until land | 10 land | - | 800 | H | KD +35(+43) | +1(+9) |
- Can be steered left/right
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
16+21 | until land | 5(10) land | - | 700x2 (1400) | H | KD +35(+43) | +4(+10) |
- 2 hits; can be steered left/right
Devil Reverse (Mine) ([2]8K~P)


Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
18+16 | until land | 8 land | - | 800,700,500 (2000) | H | KD +52(+58) | +21(+27) |
- Detonates Psycho Mine on hit/block
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
16+21 | until land | 8 land | - | 700x3,500 (2600) | H | KD +54(+59) | +23(+28) |
- Detonates Psycho Mine on hit/block
Head Press ([2]8K~K)
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
18+15 | until land | 26 land | - | 800 | H | -29(-23) | -39(-38) |
- Bounces off opponent's head on hit/block (can steer left/right after bounce)
- Can be followed up with Somersault Skull Diver after bounce
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
16+15 | until land | 12 land | - | 2000(1200) | H | HKD +27 | +4(+7) |
- Transitions to cinematic follow-up on hit; does not bounce off opponent on block
Somersault Skull Diver ([2]8K~K~P)
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
12 | 10 | 10 land | - | 800 | H | +8(+14) | +3(+9) |
- Can be performed after meterless Head Press bounce on hit/block
Super Arts
Level 1 Super (236236K)
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
10 | 2(1)3(31)2(1)2 | 62 | - | 2000 (600~1200) | LH | KD +11 (KD +2) |
-41 |
- Strike/Throw Invuln: 1-11f; Armor Break
- Only 1st hit allows Bison to enter full animation
- 2nd-4th hits lead to weaker version with 600~1200 damage and +2 KD advantage
- Causes a planted Psycho Mine to disappear on hit
- Drive Gauge Depletion: 0.5 bars (hit) / 0.25 bars (block)
- 30% minimum damage scaling
A forward-moving Super that reaches about half screen. From farther out, only the later hits connect, making the move considerably weaker and not worth using. It functions as Bison's primary reversal, only losing to projectiles or frame-perfect meaty safe jabs on some characters. However, the forward movement and hitbox position makes it a poor anti-air at most ranges.
Knee Press Nightmare is a solid juggle ender for tacking on damage, notably after a Psycho Mine infused HP Backfist or HP Psycho Crusher. Bison almost always has stronger cancel options, but it's possible to hitconfirm on reaction from his far-reaching 5HP for damage and corner carry. The threat of a cancel to SA1 also makes this poke viable against Drive Impact in neutral.
Bison does not get any follow-up oki on hit; when used midscreen, he ends up a full screen apart afterwards, and is still left about a half screen away against a cornered opponent. It also depletes any planted Psycho Mine, so using this Super often comes at the cost of future damage and pressure.
When attempting to chip out a burned out opponent with a raw SA1, every character except Dhalsim, Lily, and Zangief can jump to avoid it after the Super freeze. Additionally, Dhalsim can avoid it with teleport; Lily can counter with SA1, and Zangief can escape with SA1 or punish with SA2.
Level 2 Super (214214K)
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
26 | 7 | 52 | - | 3000 | LH | HKD +23 | -34 |
- Full Invuln: 1-32f; Armor Break
- Can steer left/right during startup; can hit cross-up
- Causes a planted Psycho Mine to disappear on hit
- Drive Gauge Depletion: 1 bar (hit) / 0.5 bars (block)
- 40% minimum damage scaling
While slow to startup, Psycho Punisher can reach any part of the screen, allowing Bison to punish ranged projectiles or install specials that would otherwise be too far to reach. In combos, it's best used after launches or ground bounces that can accommodate its slow speed; juggling into 5HP > SA2 or canceling from OD Backfist are good examples. Notably, OD Psycho Crusher does not naturally combo into SA2 despite being cancelable; be sure not to attempt this without a Psycho Mine planted.
While SA2 can hit on both sides, an opponent can easily parry or jump out of the way after the Super freeze. Against an opponent in Burnout (or very close to it), using this Super with meaty timing after a knockdown or air reset could allow for an ambiguous left/right mixup. However, the risk of attempting this vastly outweighs the potential reward, so the cross-up hit should only be used to switch sides on a confirmed hit.
Level 3 Super (236236P)


Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
10(5) | 6 | 65 | - | 4000 | LH | HKD +15 | -46 |
- Full Invuln: 1-15f; Armor Break
- 5f start up when canceled from special moves
- Causes a planted Psycho Mine to disappear on hit
- Drive Gauge Depletion: 1.5 bars (hit) / 0.75 bars (block)
- Cinematic time regenerates ~2 Drive bars for M. Bison
- 50% minimum damage scaling; applies a 10% damage scaling penalty when canceled from special moves
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
10(5) | 6 | 65 | - | 4500 | LH | HKD +15 | -46 |
- Full Invuln: 1-15f; Armor Break
- Available at 25% HP or below
- 5f start up when canceled from special moves
- Causes a planted Psycho Mine to disappear on hit
- Drive Gauge Depletion: 2 bars (hit) / 1 bar (block)
- Cinematic time regenerates ~2.2 Drive bars for M. Bison
- 50% minimum damage scaling; applies 10% immediate damage scaling when canceled from special moves
A powerful version of Psycho Crusher with just under half screen range, making it a viable reversal and projectile punish in some matchups. Bison has many ways to combo into this Super, with Psycho Crusher generally being the strongest cancel route. With a Psycho Mine planted, both HP Backfist and HP Psycho Crusher juggle the opponent high enough to combo into SA3 without a cancel, which can increase the damage in low-scaling combo routes.
When attempting to chip out a burned out opponent with a raw SA3, they will not be able to jump away after the Super freeze. Without an invincible Super, only Dhalsim (Teleport) and JP (Amnesia) can avoid the chip.
Taunts
Neutral Taunt (5PPPKKK)
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Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
544 (total) | - | - | - | - | - | - | - |
Forward Taunt (6PPPKKK)
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Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
411 (total) | - | - | - | - | - | - | - |
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
409 | 2 | 150 | - | 500 | LH | KD | - |
Back Taunt (4PPPKKK)
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
400+42 (792 total) | 4 | 202 | - | 0 | - | KD -96 | - |