Super Street Fighter 2 Turbo/O. M. Bison: Difference between revisions

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===Picking Old M.Bison===
===Picking Old M.Bison===
To select O.M.Bison, choose M.Bison and then press ↓ ↑ ↑ ↓ Jab or Fierce, pressing Short simultaneously with the punch button for the alternate color.
To select O.M.Bison, choose M.Bison and then press ↓ ↑ ↑ ↓ Jab or Fierce, pressing Short simultaneously with the punch button for the alternate color.
{| border="1em" cellspacing="0" style="border: 1px solid #999;"
{| border="1em" cellspacing="0" style="border: 1px solid #999;"
| width="110pt" align="center" | Normal || width="110pt" align="center" | Secondary  
| width="110pt" align="center" | Normal || width="110pt" align="center" | Secondary
|-
|-
| width="110pt" align="center" | [[File:Mbison-old1.gif]] || width="110pt" align="center" | [[File:Mbison-old2.gif]]  
| width="110pt" align="center" | [[File:Mbison-old1.gif]] || width="110pt" align="center" | [[File:Mbison-old2.gif]]
|}
|}
--[[User:Born2SPD|Born2SPD]]
--[[User:Born2SPD|Born2SPD]]
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===Normal Moves===
===Normal Moves===
Note: If I don't mention what the move does, I'm not generally using it that much. My style may differ quite a bit from your Bison style, so if you find something that works, put it up here.
Note: If I don't mention what the move does, I'm not generally using it that much. My style may differ quite a bit from your Bison style, so if you find something that works, put it up here.


====Ground Normals====
====Ground Normals====
*<b>Close/Far Standing Jab:</b>
*<b>Close/Far Standing Jab:</b>
{| border="1em" cellspacing="0" style="border: 1px solid #999;"
{| border="1em" cellspacing="0" style="border: 1px solid #999;"
| align="center" | Damage || align="center" | 4 || align="center" rowspan="5" | [[File:OMBison_stcljab1&3_stfarjab1&3.png]] || align="center" rowspan="5" | [[File:OMBison_stcljab2_stfarjab2.png]] || align="center" rowspan="5" | [[File:OMBison_stcljab1&3_stfarjab1&3.png]]
| align="center" | Damage || align="center" | 4 || align="center" rowspan="5" | [[File:OMBison_stcljab1&3_stfarjab1&3.png]] || align="center" rowspan="5" | [[File:OMBison_stcljab2_stfarjab2.png]] || align="center" rowspan="5" | [[File:OMBison_stcljab1&3_stfarjab1&3.png]]
|-
|-
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| align="center" colspan="2" | Frame Count || align="center" | 3 || align="center" bgcolor="blue" | 4 || align="center" | 4
| align="center" colspan="2" | Frame Count || align="center" | 3 || align="center" bgcolor="blue" | 4 || align="center" | 4
|}
|}
Bison does a quick standing jab, can be rapid fired to stop Honda's Torpedos and Blanka's Ball though it's not entirely reliable, useful in some anti-air situations.  
Bison does a quick standing jab, can be rapid fired to stop Honda's Torpedos and Blanka's Ball though it's not entirely reliable, useful in some anti-air situations.


*<b>Crouching Jab:</b>
*<b>Crouching Jab:</b>
{| border="1em" cellspacing="0" style="border: 1px solid #999;"
{| border="1em" cellspacing="0" style="border: 1px solid #999;"
| align="center" | Damage || align="center" | 4 || align="center" rowspan="5" | [[File:OMBison_crjab1&3.png]] || align="center" rowspan="5" | [[File:OMBison_crjab2.png]] || align="center" rowspan="5" | [[File:OMBison_crjab1&3.png]]
| align="center" | Damage || align="center" | 4 || align="center" rowspan="5" | [[File:OMBison_crjab1&3.png]] || align="center" rowspan="5" | [[File:OMBison_crjab2.png]] || align="center" rowspan="5" | [[File:OMBison_crjab1&3.png]]
|-
|-
Line 52: Line 52:


*<b>Close Standing Strong:</b>
*<b>Close Standing Strong:</b>
{| border="1em" cellspacing="0" style="border: 1px solid #999;"
{| border="1em" cellspacing="0" style="border: 1px solid #999;"
| align="center" | Damage || align="center" | 19 || align="center" rowspan="5" | [[File:OMBison_stclstrng1&4_stfarstrng1&4_stclfrc1&4_stfarfrc1&4.png]] || align="center" rowspan="5" | [[File:OMBison_stclstrng2.png]] || align="center" rowspan="5" | [[File:OMBison_stclstrng3_stfarstrng3_stclfrc3.png]] || align="center" rowspan="5" | [[File:OMBison_stclstrng1&4_stfarstrng1&4_stclfrc1&4_stfarfrc1&4.png]]
| align="center" | Damage || align="center" | 19 || align="center" rowspan="5" | [[File:OMBison_stclstrng1&4_stfarstrng1&4_stclfrc1&4_stfarfrc1&4.png]] || align="center" rowspan="5" | [[File:OMBison_stclstrng2.png]] || align="center" rowspan="5" | [[File:OMBison_stclstrng3_stfarstrng3_stclfrc3.png]] || align="center" rowspan="5" | [[File:OMBison_stclstrng1&4_stfarstrng1&4_stclfrc1&4_stfarfrc1&4.png]]
|-
|-
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*<b>Far Standing Strong:</b>
*<b>Far Standing Strong:</b>
{| border="1em" cellspacing="0" style="border: 1px solid #999;"
{| border="1em" cellspacing="0" style="border: 1px solid #999;"
| align="center" | Damage || align="center" | 19 || align="center" rowspan="5" | [[File:OMBison_stclstrng1&4_stfarstrng1&4_stclfrc1&4_stfarfrc1&4.png]] || align="center" rowspan="5" | [[File:OMBison_stfarstrng2_stclfrc2_stfarfrc2.png]] || align="center" rowspan="5" | [[File:OMBison_stclstrng3_stfarstrng3_stclfrc3.png]] || align="center" rowspan="5" | [[File:OMBison_stclstrng1&4_stfarstrng1&4_stclfrc1&4_stfarfrc1&4.png]]
| align="center" | Damage || align="center" | 19 || align="center" rowspan="5" | [[File:OMBison_stclstrng1&4_stfarstrng1&4_stclfrc1&4_stfarfrc1&4.png]] || align="center" rowspan="5" | [[File:OMBison_stfarstrng2_stclfrc2_stfarfrc2.png]] || align="center" rowspan="5" | [[File:OMBison_stclstrng3_stfarstrng3_stclfrc3.png]] || align="center" rowspan="5" | [[File:OMBison_stclstrng1&4_stfarstrng1&4_stclfrc1&4_stfarfrc1&4.png]]
|-
|-
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*<b>Crouching Strong:</b>
*<b>Crouching Strong:</b>
{| border="1em" cellspacing="0" style="border: 1px solid #999;"
{| border="1em" cellspacing="0" style="border: 1px solid #999;"
| align="center" | Damage || align="center" | 19 || align="center" rowspan="5" | [[File:OMBison_crstrng1&4_crfrc1&4.png]] || align="center" rowspan="5" | [[File:OMBison_crstrng2_crfrc2.png]] || align="center" rowspan="5" | [[File:OMBison_crstrng3.png]] || align="center" rowspan="5" | [[File:OMBison_crstrng1&4_crfrc1&4.png]]
| align="center" | Damage || align="center" | 19 || align="center" rowspan="5" | [[File:OMBison_crstrng1&4_crfrc1&4.png]] || align="center" rowspan="5" | [[File:OMBison_crstrng2_crfrc2.png]] || align="center" rowspan="5" | [[File:OMBison_crstrng3.png]] || align="center" rowspan="5" | [[File:OMBison_crstrng1&4_crfrc1&4.png]]
|-
|-
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*<b>Close Standing Fierce:</b>
*<b>Close Standing Fierce:</b>
{| border="1em" cellspacing="0" style="border: 1px solid #999;"
{| border="1em" cellspacing="0" style="border: 1px solid #999;"
| align="center" | Damage || align="center" | 24 || align="center" rowspan="5" | [[File:OMBison_stclstrng1&4_stfarstrng1&4_stclfrc1&4_stfarfrc1&4.png]] || align="center" rowspan="5" | [[File:OMBison_stfarstrng2_stclfrc2_stfarfrc2.png]] || align="center" rowspan="5" | [[File:OMBison_stclstrng3_stfarstrng3_stclfrc3.png]] || align="center" rowspan="5" | [[File:OMBison_stclstrng1&4_stfarstrng1&4_stclfrc1&4_stfarfrc1&4.png]]
| align="center" | Damage || align="center" | 24 || align="center" rowspan="5" | [[File:OMBison_stclstrng1&4_stfarstrng1&4_stclfrc1&4_stfarfrc1&4.png]] || align="center" rowspan="5" | [[File:OMBison_stfarstrng2_stclfrc2_stfarfrc2.png]] || align="center" rowspan="5" | [[File:OMBison_stclstrng3_stfarstrng3_stclfrc3.png]] || align="center" rowspan="5" | [[File:OMBison_stclstrng1&4_stfarstrng1&4_stclfrc1&4_stfarfrc1&4.png]]
|-
|-
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*<b>Far Standing Fierce:</b>
*<b>Far Standing Fierce:</b>
{| border="1em" cellspacing="0" style="border: 1px solid #999;"
{| border="1em" cellspacing="0" style="border: 1px solid #999;"
| align="center" | Damage || align="center" | 24 || align="center" rowspan="5" | [[File:OMBison_stclstrng1&4_stfarstrng1&4_stclfrc1&4_stfarfrc1&4.png]] || align="center" rowspan="5" | [[File:OMBison_stfarstrng2_stclfrc2_stfarfrc2.png]] || align="center" rowspan="5" | [[File:OMBison_stfarfrc3.png]] || align="center" rowspan="5" | [[File:OMBison_stclstrng1&4_stfarstrng1&4_stclfrc1&4_stfarfrc1&4.png]]
| align="center" | Damage || align="center" | 24 || align="center" rowspan="5" | [[File:OMBison_stclstrng1&4_stfarstrng1&4_stclfrc1&4_stfarfrc1&4.png]] || align="center" rowspan="5" | [[File:OMBison_stfarstrng2_stclfrc2_stfarfrc2.png]] || align="center" rowspan="5" | [[File:OMBison_stfarfrc3.png]] || align="center" rowspan="5" | [[File:OMBison_stclstrng1&4_stfarstrng1&4_stclfrc1&4_stfarfrc1&4.png]]
|-
|-
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*<b>Crouching Fierce:</b>
*<b>Crouching Fierce:</b>
{| border="1em" cellspacing="0" style="border: 1px solid #999;"
{| border="1em" cellspacing="0" style="border: 1px solid #999;"
| align="center" | Damage || align="center" | 24 || align="center" rowspan="5" | [[File:OMBison_crstrng1&4_crfrc1&4.png]] || align="center" rowspan="5" | [[File:OMBison_crstrng2_crfrc2.png]] || align="center" rowspan="5" | [[File:OMBison_crfrc3.png]] || align="center" rowspan="5" | [[File:OMBison_crstrng1&4_crfrc1&4.png]]
| align="center" | Damage || align="center" | 24 || align="center" rowspan="5" | [[File:OMBison_crstrng1&4_crfrc1&4.png]] || align="center" rowspan="5" | [[File:OMBison_crstrng2_crfrc2.png]] || align="center" rowspan="5" | [[File:OMBison_crfrc3.png]] || align="center" rowspan="5" | [[File:OMBison_crstrng1&4_crfrc1&4.png]]
|-
|-
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| align="center" colspan="2" | Simplified || align="center" colspan="2" | 8 || align="center" | 6 || align="center" | 19
| align="center" colspan="2" | Simplified || align="center" colspan="2" | 8 || align="center" | 6 || align="center" | 19
|}
|}
Bison does a slow punch while crouching, with correct timing it can be used to beat T.Hawk's splash, as well as other moves when used as an anti-air.  
Bison does a slow punch while crouching, with correct timing it can be used to beat T.Hawk's splash, as well as other moves when used as an anti-air.


*<b>Close Standing Short:</b>
*<b>Close Standing Short:</b>
{| border="1em" cellspacing="0" style="border: 1px solid #999;"
{| border="1em" cellspacing="0" style="border: 1px solid #999;"
| align="center" | Damage || align="center" | 12 || align="center" rowspan="5" | [[File:OMBison_stclshrt1_stfarshrt1_stclfrwrd1&5_stfarfrwrd1&5_stclrh1&5_stfarrh1&5.png]] || align="center" rowspan="5" | [[File:OMBison_stclshrt2.png]] || align="center" rowspan="5" | [[File:OMBison_stclshrt3.png]]
| align="center" | Damage || align="center" | 12 || align="center" rowspan="5" | [[File:OMBison_stclshrt1_stfarshrt1_stclfrwrd1&5_stfarfrwrd1&5_stclrh1&5_stfarrh1&5.png]] || align="center" rowspan="5" | [[File:OMBison_stclshrt2.png]] || align="center" rowspan="5" | [[File:OMBison_stclshrt3.png]]
|-
|-
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*<b>Far Standing Short:</b>
*<b>Far Standing Short:</b>
{| border="1em" cellspacing="0" style="border: 1px solid #999;"
{| border="1em" cellspacing="0" style="border: 1px solid #999;"
| align="center" | Damage || align="center" | 12 || align="center" rowspan="5" | [[File:OMBison_stclshrt1_stfarshrt1_stclfrwrd1&5_stfarfrwrd1&5_stclrh1&5_stfarrh1&5.png]] || align="center" rowspan="5" | [[File:OMBison_stfarshrt2&4_stclfrwrd2&4_stfarfrwrd2&4_stclrh2&4_stfarrh2&4.png]] || align="center" rowspan="5" | [[File:OMBison_stfarshrt3.png]] || align="center" rowspan="5" | [[File:OMBison_stfarshrt2&4_stclfrwrd2&4_stfarfrwrd2&4_stclrh2&4_stfarrh2&4.png]]  
| align="center" | Damage || align="center" | 12 || align="center" rowspan="5" | [[File:OMBison_stclshrt1_stfarshrt1_stclfrwrd1&5_stfarfrwrd1&5_stclrh1&5_stfarrh1&5.png]] || align="center" rowspan="5" | [[File:OMBison_stfarshrt2&4_stclfrwrd2&4_stfarfrwrd2&4_stclrh2&4_stfarrh2&4.png]] || align="center" rowspan="5" | [[File:OMBison_stfarshrt3.png]] || align="center" rowspan="5" | [[File:OMBison_stfarshrt2&4_stclfrwrd2&4_stfarfrwrd2&4_stclrh2&4_stfarrh2&4.png]]
|-
|-
| align="center" | Stun || align="center" | 0-5
| align="center" | Stun || align="center" | 0-5
Line 194: Line 194:


*<b>Crouching Short:</b>
*<b>Crouching Short:</b>
{| border="1em" cellspacing="0" style="border: 1px solid #999;"
{| border="1em" cellspacing="0" style="border: 1px solid #999;"
| align="center" | Damage || align="center" | 12 || align="center" rowspan="5" | [[File:OMBison_crshrt1&3_crfrwrd1&3_crrh3.png]] || align="center" rowspan="5" | [[File:OMBison_crshrt2.png]] || align="center" rowspan="5" | [[File:OMBison_crshrt1&3_crfrwrd1&3_crrh3.png]]
| align="center" | Damage || align="center" | 12 || align="center" rowspan="5" | [[File:OMBison_crshrt1&3_crfrwrd1&3_crrh3.png]] || align="center" rowspan="5" | [[File:OMBison_crshrt2.png]] || align="center" rowspan="5" | [[File:OMBison_crshrt1&3_crfrwrd1&3_crrh3.png]]
|-
|-
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*<b>Close Standing Forward:</b>
*<b>Close Standing Forward:</b>
{| border="1em" cellspacing="0" style="border: 1px solid #999;"
{| border="1em" cellspacing="0" style="border: 1px solid #999;"
| align="center" | Damage || align="center" | 19 || align="center" rowspan="5" | [[File:OMBison_stclshrt1_stfarshrt1_stclfrwrd1&5_stfarfrwrd1&5_stclrh1&5_stfarrh1&5.png]] || align="center" rowspan="5" | [[File:OMBison_stfarshrt2&4_stclfrwrd2&4_stfarfrwrd2&4_stclrh2&4_stfarrh2&4.png]] || align="center" rowspan="5" | [[File:OMBison_stclfrwrd3.png]] || align="center" rowspan="5" | [[File:OMBison_stfarshrt2&4_stclfrwrd2&4_stfarfrwrd2&4_stclrh2&4_stfarrh2&4.png]] || align="center" rowspan="5" | [[File:OMBison_stclshrt1_stfarshrt1_stclfrwrd1&5_stfarfrwrd1&5_stclrh1&5_stfarrh1&5.png]]
| align="center" | Damage || align="center" | 19 || align="center" rowspan="5" | [[File:OMBison_stclshrt1_stfarshrt1_stclfrwrd1&5_stfarfrwrd1&5_stclrh1&5_stfarrh1&5.png]] || align="center" rowspan="5" | [[File:OMBison_stfarshrt2&4_stclfrwrd2&4_stfarfrwrd2&4_stclrh2&4_stfarrh2&4.png]] || align="center" rowspan="5" | [[File:OMBison_stclfrwrd3.png]] || align="center" rowspan="5" | [[File:OMBison_stfarshrt2&4_stclfrwrd2&4_stfarfrwrd2&4_stclrh2&4_stfarrh2&4.png]] || align="center" rowspan="5" | [[File:OMBison_stclshrt1_stfarshrt1_stclfrwrd1&5_stfarfrwrd1&5_stclrh1&5_stfarrh1&5.png]]
|-
|-
Line 228: Line 228:


*<b>Far Standing Forward:</b>
*<b>Far Standing Forward:</b>
{| border="1em" cellspacing="0" style="border: 1px solid #999;"
{| border="1em" cellspacing="0" style="border: 1px solid #999;"
| align="center" | Damage || align="center" | 21 || align="center" rowspan="5" | [[File:OMBison_stclshrt1_stfarshrt1_stclfrwrd1&5_stfarfrwrd1&5_stclrh1&5_stfarrh1&5.png]] || align="center" rowspan="5" | [[File:OMBison_stfarshrt2&4_stclfrwrd2&4_stfarfrwrd2&4_stclrh2&4_stfarrh2&4.png]] || align="center" rowspan="5" | [[File:OMBison_stfarfrwrd3.png]] || align="center" rowspan="5" | [[File:OMBison_stfarshrt2&4_stclfrwrd2&4_stfarfrwrd2&4_stclrh2&4_stfarrh2&4.png]] || align="center" rowspan="5" | [[File:OMBison_stclshrt1_stfarshrt1_stclfrwrd1&5_stfarfrwrd1&5_stclrh1&5_stfarrh1&5.png]]
| align="center" | Damage || align="center" | 21 || align="center" rowspan="5" | [[File:OMBison_stclshrt1_stfarshrt1_stclfrwrd1&5_stfarfrwrd1&5_stclrh1&5_stfarrh1&5.png]] || align="center" rowspan="5" | [[File:OMBison_stfarshrt2&4_stclfrwrd2&4_stfarfrwrd2&4_stclrh2&4_stfarrh2&4.png]] || align="center" rowspan="5" | [[File:OMBison_stfarfrwrd3.png]] || align="center" rowspan="5" | [[File:OMBison_stfarshrt2&4_stclfrwrd2&4_stfarfrwrd2&4_stclrh2&4_stfarrh2&4.png]] || align="center" rowspan="5" | [[File:OMBison_stclshrt1_stfarshrt1_stclfrwrd1&5_stfarfrwrd1&5_stclrh1&5_stfarrh1&5.png]]
|-
|-
Line 243: Line 243:
| align="center" colspan="2" | Simplified || align="center" colspan="2" | 6 || align="center" | 5 || align="center" colspan="2" | 9
| align="center" colspan="2" | Simplified || align="center" colspan="2" | 6 || align="center" | 5 || align="center" colspan="2" | 9
|}
|}
Bison's main "harassment" move. It is safe, beats fireballs, controls a large amount of space, and can be whiffed while charging to start a pindown.
Bison's main "harassment" move. It is safe, beats fireballs, controls a large amount of space, and can be whiffed while charging to start a pindown.


*<b>Crouching Forward:</b>
*<b>Crouching Forward:</b>
{| border="1em" cellspacing="0" style="border: 1px solid #999;"
{| border="1em" cellspacing="0" style="border: 1px solid #999;"
| align="center" | Damage || align="center" | 21 || align="center" rowspan="5" | [[File:OMBison_crshrt1&3_crfrwrd1&3_crrh3.png]] || align="center" rowspan="5" | [[File:OMBison_crfrwrd2.png]] || align="center" rowspan="5" | [[File:OMBison_crshrt1&3_crfrwrd1&3_crrh3.png]]
| align="center" | Damage || align="center" | 21 || align="center" rowspan="5" | [[File:OMBison_crshrt1&3_crfrwrd1&3_crrh3.png]] || align="center" rowspan="5" | [[File:OMBison_crfrwrd2.png]] || align="center" rowspan="5" | [[File:OMBison_crshrt1&3_crfrwrd1&3_crrh3.png]]
|-
|-
Line 259: Line 259:
| align="center" colspan="2" | Frame Count || align="center" | 4 || align="center" bgcolor="cyan" | <span style="color:black"> 8 </span> || align="center" | 5
| align="center" colspan="2" | Frame Count || align="center" | 4 || align="center" bgcolor="cyan" | <span style="color:black"> 8 </span> || align="center" | 5
|}
|}
This move is great as a meaty on wakeup because it can stuff even Shoryus with proper timing. Bufferable, on block can safely be used to setup an lk Scissor Kick for a pindown.
This move is great as a meaty on wakeup because it can stuff even Shoryus with proper timing. Bufferable, on block can safely be used to setup an lk Scissor Kick for a pindown.


*<b>Close Standing Roundhouse:</b>
*<b>Close Standing Roundhouse:</b>
{| border="1em" cellspacing="0" style="border: 1px solid #999;"
{| border="1em" cellspacing="0" style="border: 1px solid #999;"
| align="center" | Damage || align="center" | 26 || align="center" rowspan="5" | [[File:OMBison_stclshrt1_stfarshrt1_stclfrwrd1&5_stfarfrwrd1&5_stclrh1&5_stfarrh1&5.png]] || align="center" rowspan="5" | [[File:OMBison_stfarshrt2&4_stclfrwrd2&4_stfarfrwrd2&4_stclrh2&4_stfarrh2&4.png]] || align="center" rowspan="5" | [[File:OMBison_stclrh3.png]] || align="center" rowspan="5" | [[File:OMBison_stfarshrt2&4_stclfrwrd2&4_stfarfrwrd2&4_stclrh2&4_stfarrh2&4.png]] || align="center" rowspan="5" | [[File:OMBison_stclshrt1_stfarshrt1_stclfrwrd1&5_stfarfrwrd1&5_stclrh1&5_stfarrh1&5.png]]
| align="center" | Damage || align="center" | 26 || align="center" rowspan="5" | [[File:OMBison_stclshrt1_stfarshrt1_stclfrwrd1&5_stfarfrwrd1&5_stclrh1&5_stfarrh1&5.png]] || align="center" rowspan="5" | [[File:OMBison_stfarshrt2&4_stclfrwrd2&4_stfarfrwrd2&4_stclrh2&4_stfarrh2&4.png]] || align="center" rowspan="5" | [[File:OMBison_stclrh3.png]] || align="center" rowspan="5" | [[File:OMBison_stfarshrt2&4_stclfrwrd2&4_stfarfrwrd2&4_stclrh2&4_stfarrh2&4.png]] || align="center" rowspan="5" | [[File:OMBison_stclshrt1_stfarshrt1_stclfrwrd1&5_stfarfrwrd1&5_stclrh1&5_stfarrh1&5.png]]
|-
|-
Line 280: Line 280:


*<b>Far Standing Roundhouse:</b>
*<b>Far Standing Roundhouse:</b>
{| border="1em" cellspacing="0" style="border: 1px solid #999;"
{| border="1em" cellspacing="0" style="border: 1px solid #999;"
| align="center" | Damage || align="center" | 26 || align="center" rowspan="5" | [[File:OMBison_stclshrt1_stfarshrt1_stclfrwrd1&5_stfarfrwrd1&5_stclrh1&5_stfarrh1&5.png]] || align="center" rowspan="5" | [[File:OMBison_stfarshrt2&4_stclfrwrd2&4_stfarfrwrd2&4_stclrh2&4_stfarrh2&4.png]] || align="center" rowspan="5" | [[File:OMBison_stfarrh3.png]] || align="center" rowspan="5" | [[File:OMBison_stfarshrt2&4_stclfrwrd2&4_stfarfrwrd2&4_stclrh2&4_stfarrh2&4.png]] || align="center" rowspan="5" | [[File:OMBison_stclshrt1_stfarshrt1_stclfrwrd1&5_stfarfrwrd1&5_stclrh1&5_stfarrh1&5.png]]
| align="center" | Damage || align="center" | 26 || align="center" rowspan="5" | [[File:OMBison_stclshrt1_stfarshrt1_stclfrwrd1&5_stfarfrwrd1&5_stclrh1&5_stfarrh1&5.png]] || align="center" rowspan="5" | [[File:OMBison_stfarshrt2&4_stclfrwrd2&4_stfarfrwrd2&4_stclrh2&4_stfarrh2&4.png]] || align="center" rowspan="5" | [[File:OMBison_stfarrh3.png]] || align="center" rowspan="5" | [[File:OMBison_stfarshrt2&4_stclfrwrd2&4_stfarfrwrd2&4_stclrh2&4_stfarrh2&4.png]] || align="center" rowspan="5" | [[File:OMBison_stclshrt1_stfarshrt1_stclfrwrd1&5_stfarfrwrd1&5_stclrh1&5_stfarrh1&5.png]]
|-
|-
Line 295: Line 295:
| align="center" colspan="2" | Simplified || align="center" colspan="2" | 6 || align="center" | 6 || align="center" colspan="2" | 18
| align="center" colspan="2" | Simplified || align="center" colspan="2" | 6 || align="center" | 6 || align="center" colspan="2" | 18
|}
|}
A slower version of MK. Deals really solid damage and stun and has some of the same uses as MK. It is great as a whiff punisher for things such as OG Ken Jab Shoryuken.
A slower version of MK. Deals really solid damage and stun and has some of the same uses as MK. It is great as a whiff punisher for things such as OG Ken Jab Shoryuken.


*<b>Crouching Roundhouse:</b>
*<b>Crouching Roundhouse:</b>
{| border="1em" cellspacing="0" style="border: 1px solid #999;"
{| border="1em" cellspacing="0" style="border: 1px solid #999;"
| align="center" | Damage || align="center" | 26 || align="center" rowspan="5" | [[File:OMBison_crrh1.png]] || align="center" rowspan="5" | [[File:OMBison_crrh2.png]] || align="center" rowspan="5" | [[File:OMBison_crshrt1&3_crfrwrd1&3_crrh3.png]]
| align="center" | Damage || align="center" | 26 || align="center" rowspan="5" | [[File:OMBison_crrh1.png]] || align="center" rowspan="5" | [[File:OMBison_crrh2.png]] || align="center" rowspan="5" | [[File:OMBison_crshrt1&3_crfrwrd1&3_crrh3.png]]
|-
|-
Line 315: Line 315:
====Aerial Normals====
====Aerial Normals====
*<b>Neutral Jumping Jab:</b>
*<b>Neutral Jumping Jab:</b>
{| border="1em" cellspacing="0" style="border: 1px solid #999;"
{| border="1em" cellspacing="0" style="border: 1px solid #999;"
| align="center" | Damage || align="center" | 11 || align="center" rowspan="4" | [[File:OMBison_njjab1_njstrng1.png]] || align="center" rowspan="4" | [[File:OMBison_njjab2_njstrng2.png]]
| align="center" | Damage || align="center" | 11 || align="center" rowspan="4" | [[File:OMBison_njjab1_njstrng1.png]] || align="center" rowspan="4" | [[File:OMBison_njjab2_njstrng2.png]]
|-
|-
Line 322: Line 322:
| align="center" | Stun Timer || align="center" | 40
| align="center" | Stun Timer || align="center" | 40
|-
|-
| align="center" colspan="2" |  
| align="center" colspan="2" |
|-
|-
| align="center" colspan="2" | Frame Count || align="center" | 3 || align="center" | ∞
| align="center" colspan="2" | Frame Count || align="center" | 3 || align="center" | ∞
Line 329: Line 329:


*<b>Diagonal Jumping Jab:</b>
*<b>Diagonal Jumping Jab:</b>
{| border="1em" cellspacing="0" style="border: 1px solid #999;"
{| border="1em" cellspacing="0" style="border: 1px solid #999;"
| align="center" | Damage || align="center" | 11 || align="center" rowspan="4" | [[File:OMBison_djjab1&3_djstrng1&3.png]] || align="center" rowspan="4" | [[File:OMBison_djjab2.png]] || align="center" rowspan="4" | [[File:OMBison_djjab1&3_djstrng1&3.png]] || align="center" rowspan="4" | [[File:OMBison_djjab4_njstrng3_djstrng4_njfrc5_djfrc5_njshrt4_djshrt4_njfrwrd4_djfrwrd4_njrh4_djrh4.png]]
| align="center" | Damage || align="center" | 11 || align="center" rowspan="4" | [[File:OMBison_djjab1&3_djstrng1&3.png]] || align="center" rowspan="4" | [[File:OMBison_djjab2.png]] || align="center" rowspan="4" | [[File:OMBison_djjab1&3_djstrng1&3.png]] || align="center" rowspan="4" | [[File:OMBison_djjab4_njstrng3_djstrng4_njfrc5_djfrc5_njshrt4_djshrt4_njfrwrd4_djfrwrd4_njrh4_djrh4.png]]
|-
|-
Line 336: Line 336:
| align="center" | Stun Timer || align="center" | 40
| align="center" | Stun Timer || align="center" | 40
|-
|-
| align="center" colspan="2" |  
| align="center" colspan="2" |
|-
|-
| align="center" colspan="2" | Frame Count || align="center" | 2 || align="center" | 40 || align="center" | 6 || align="center" | ∞
| align="center" colspan="2" | Frame Count || align="center" | 2 || align="center" | 40 || align="center" | 6 || align="center" | ∞
Line 345: Line 345:


*<b>Neutral Jumping Strong:</b>
*<b>Neutral Jumping Strong:</b>
{| border="1em" cellspacing="0" style="border: 1px solid #999;"
{| border="1em" cellspacing="0" style="border: 1px solid #999;"
| align="center" | Damage || align="center" | 19 || align="center" rowspan="4" | [[File:OMBison_njjab1_njstrng1.png]] || align="center" rowspan="4" | [[File:OMBison_njjab2_njstrng2.png]] || align="center" rowspan="4" | [[File:OMBison_djjab4_njstrng3_djstrng4_njfrc5_djfrc5_njshrt4_djshrt4_njfrwrd4_djfrwrd4_njrh4_djrh4.png]]
| align="center" | Damage || align="center" | 19 || align="center" rowspan="4" | [[File:OMBison_njjab1_njstrng1.png]] || align="center" rowspan="4" | [[File:OMBison_njjab2_njstrng2.png]] || align="center" rowspan="4" | [[File:OMBison_djjab4_njstrng3_djstrng4_njfrc5_djfrc5_njshrt4_djshrt4_njfrwrd4_djfrwrd4_njrh4_djrh4.png]]
|-
|-
Line 352: Line 352:
| align="center" | Stun Timer || align="center" | 50
| align="center" | Stun Timer || align="center" | 50
|-
|-
| align="center" colspan="2" |  
| align="center" colspan="2" |
|-
|-
| align="center" colspan="2" | Frame Count || align="center" | 3 || align="center" | 20 || align="center" | ∞
| align="center" colspan="2" | Frame Count || align="center" | 3 || align="center" | 20 || align="center" | ∞
Line 359: Line 359:


*<b>Diagonal Jumping Strong:</b>
*<b>Diagonal Jumping Strong:</b>
{| border="1em" cellspacing="0" style="border: 1px solid #999;"
{| border="1em" cellspacing="0" style="border: 1px solid #999;"
| align="center" | Damage || align="center" | 19 || align="center" rowspan="4" | [[File:OMBison_djjab1&3_djstrng1&3.png]] || align="center" rowspan="4" | [[File:OMBison_djstrng2.png]] || align="center" rowspan="4" | [[File:OMBison_djjab1&3_djstrng1&3.png]] || align="center" rowspan="4" | [[File:OMBison_djjab4_njstrng3_djstrng4_njfrc5_djfrc5_njshrt4_djshrt4_njfrwrd4_djfrwrd4_njrh4_djrh4.png]]
| align="center" | Damage || align="center" | 19 || align="center" rowspan="4" | [[File:OMBison_djjab1&3_djstrng1&3.png]] || align="center" rowspan="4" | [[File:OMBison_djstrng2.png]] || align="center" rowspan="4" | [[File:OMBison_djjab1&3_djstrng1&3.png]] || align="center" rowspan="4" | [[File:OMBison_djjab4_njstrng3_djstrng4_njfrc5_djfrc5_njshrt4_djshrt4_njfrwrd4_djfrwrd4_njrh4_djrh4.png]]
|-
|-
Line 366: Line 366:
| align="center" | Stun Timer || align="center" | 50
| align="center" | Stun Timer || align="center" | 50
|-
|-
| align="center" colspan="2" |  
| align="center" colspan="2" |
|-
|-
| align="center" colspan="2" | Frame Count || align="center" | 3 || align="center" | 20 || align="center" | 6 || align="center" | ∞
| align="center" colspan="2" | Frame Count || align="center" | 3 || align="center" | 20 || align="center" | 6 || align="center" | ∞
Line 375: Line 375:


*<b>Neutral Jumping Fierce:</b>
*<b>Neutral Jumping Fierce:</b>
{| border="1em" cellspacing="0" style="border: 1px solid #999;"
{| border="1em" cellspacing="0" style="border: 1px solid #999;"
| align="center" | Damage || align="center" | 24 || align="center" rowspan="4" | [[File:OMBison_njfrc1.png]] || align="center" rowspan="4" | [[File:OMBison_njfrc2&4.png]] || align="center" rowspan="4" | [[File:OMBison_njfrc3.png]] || align="center" rowspan="4" | [[File:OMBison_njfrc2&4.png]] || align="center" rowspan="4" | [[File:OMBison_djjab4_njstrng3_djstrng4_njfrc5_djfrc5_njshrt4_djshrt4_njfrwrd4_djfrwrd4_njrh4_djrh4.png]]
| align="center" | Damage || align="center" | 24 || align="center" rowspan="4" | [[File:OMBison_njfrc1.png]] || align="center" rowspan="4" | [[File:OMBison_njfrc2&4.png]] || align="center" rowspan="4" | [[File:OMBison_njfrc3.png]] || align="center" rowspan="4" | [[File:OMBison_njfrc2&4.png]] || align="center" rowspan="4" | [[File:OMBison_djjab4_njstrng3_djstrng4_njfrc5_djfrc5_njshrt4_djshrt4_njfrwrd4_djfrwrd4_njrh4_djrh4.png]]
|-
|-
Line 382: Line 382:
| align="center" | Stun Timer || align="center" | 60
| align="center" | Stun Timer || align="center" | 60
|-
|-
| align="center" colspan="2" |  
| align="center" colspan="2" |
|-
|-
| align="center" colspan="2" | Frame Count || align="center" | 2 || align="center" | 4 || align="center" | 10 || align="center" | 6 || align="center" | ∞
| align="center" colspan="2" | Frame Count || align="center" | 2 || align="center" | 4 || align="center" | 10 || align="center" | 6 || align="center" | ∞
Line 391: Line 391:


*<b>Diagonal Jumping Fierce:</b>
*<b>Diagonal Jumping Fierce:</b>
{| border="1em" cellspacing="0" style="border: 1px solid #999;"
{| border="1em" cellspacing="0" style="border: 1px solid #999;"
| align="center" | Damage || align="center" | 24 || align="center" rowspan="4" | [[File:OMBison_djfrc1.png]] || align="center" rowspan="4" | [[File:OMBison_djfrc2&4.png]] || align="center" rowspan="4" | [[File:OMBison_djfrc3.png]] || align="center" rowspan="4" | [[File:OMBison_djfrc2&4.png]] || align="center" rowspan="4" | [[File:OMBison_djjab4_njstrng3_djstrng4_njfrc5_djfrc5_njshrt4_djshrt4_njfrwrd4_djfrwrd4_njrh4_djrh4.png]]
| align="center" | Damage || align="center" | 24 || align="center" rowspan="4" | [[File:OMBison_djfrc1.png]] || align="center" rowspan="4" | [[File:OMBison_djfrc2&4.png]] || align="center" rowspan="4" | [[File:OMBison_djfrc3.png]] || align="center" rowspan="4" | [[File:OMBison_djfrc2&4.png]] || align="center" rowspan="4" | [[File:OMBison_djjab4_njstrng3_djstrng4_njfrc5_djfrc5_njshrt4_djshrt4_njfrwrd4_djfrwrd4_njrh4_djrh4.png]]
|-
|-
Line 398: Line 398:
| align="center" | Stun Timer || align="center" | 60
| align="center" | Stun Timer || align="center" | 60
|-
|-
| align="center" colspan="2" |  
| align="center" colspan="2" |
|-
|-
| align="center" colspan="2" | Frame Count || align="center" | 3 || align="center" | 6 || align="center" | 12 || align="center" | 5 || align="center" | ∞
| align="center" colspan="2" | Frame Count || align="center" | 3 || align="center" | 6 || align="center" | 12 || align="center" | 5 || align="center" | ∞
Line 407: Line 407:


*<b>Neutral Jumping Short:</b>
*<b>Neutral Jumping Short:</b>
{| border="1em" cellspacing="0" style="border: 1px solid #999;"
{| border="1em" cellspacing="0" style="border: 1px solid #999;"
| align="center" | Damage || align="center" | 11 || align="center" rowspan="4" | [[File:OMBison_njshrt1&3.png]] || align="center" rowspan="4" | [[File:OMBison_njshrt2.png]] || align="center" rowspan="4" | [[File:OMBison_njshrt1&3.png]] || align="center" rowspan="4" | [[File:OMBison_djjab4_njstrng3_djstrng4_njfrc5_djfrc5_njshrt4_djshrt4_njfrwrd4_djfrwrd4_njrh4_djrh4.png]]
| align="center" | Damage || align="center" | 11 || align="center" rowspan="4" | [[File:OMBison_njshrt1&3.png]] || align="center" rowspan="4" | [[File:OMBison_njshrt2.png]] || align="center" rowspan="4" | [[File:OMBison_njshrt1&3.png]] || align="center" rowspan="4" | [[File:OMBison_djjab4_njstrng3_djstrng4_njfrc5_djfrc5_njshrt4_djshrt4_njfrwrd4_djfrwrd4_njrh4_djrh4.png]]
|-
|-
| align="center" | Stun || align="center" | 1-7
| align="center" | Stun || align="center" | 1-7
Line 414: Line 414:
| align="center" | Stun Timer || align="center" | 40
| align="center" | Stun Timer || align="center" | 40
|-
|-
| align="center" colspan="2" |  
| align="center" colspan="2" |
|-
|-
| align="center" colspan="2" | Frame Count || align="center" | 2 || align="center" | 40 || align="center" | 3 || align="center" | ∞
| align="center" colspan="2" | Frame Count || align="center" | 2 || align="center" | 40 || align="center" | 3 || align="center" | ∞
Line 423: Line 423:


*<b>Diagonal Jumping Short:</b>
*<b>Diagonal Jumping Short:</b>
{| border="1em" cellspacing="0" style="border: 1px solid #999;"
{| border="1em" cellspacing="0" style="border: 1px solid #999;"
| align="center" | Damage || align="center" | 11 || align="center" rowspan="4" | [[File:OMBison_djshrt1&3.png]] || align="center" rowspan="4" | [[File:OMBison_djshrt2.png]] || align="center" rowspan="4" | [[File:OMBison_djshrt1&3.png]] || align="center" rowspan="4" | [[File:OMBison_djjab4_njstrng3_djstrng4_njfrc5_djfrc5_njshrt4_djshrt4_njfrwrd4_djfrwrd4_njrh4_djrh4.png]]
| align="center" | Damage || align="center" | 11 || align="center" rowspan="4" | [[File:OMBison_djshrt1&3.png]] || align="center" rowspan="4" | [[File:OMBison_djshrt2.png]] || align="center" rowspan="4" | [[File:OMBison_djshrt1&3.png]] || align="center" rowspan="4" | [[File:OMBison_djjab4_njstrng3_djstrng4_njfrc5_djfrc5_njshrt4_djshrt4_njfrwrd4_djfrwrd4_njrh4_djrh4.png]]
|-
|-
| align="center" | Stun || align="center" | 1-7
| align="center" | Stun || align="center" | 1-7
Line 430: Line 430:
| align="center" | Stun Timer || align="center" | 40
| align="center" | Stun Timer || align="center" | 40
|-
|-
| align="center" colspan="2" |  
| align="center" colspan="2" |
|-
|-
| align="center" colspan="2" | Frame Count || align="center" | 2 || align="center" | 40 || align="center" | 3 || align="center" | ∞
| align="center" colspan="2" | Frame Count || align="center" | 2 || align="center" | 40 || align="center" | 3 || align="center" | ∞
Line 439: Line 439:


*<b>Neutral Jumping Forward:</b>
*<b>Neutral Jumping Forward:</b>
{| border="1em" cellspacing="0" style="border: 1px solid #999;"
{| border="1em" cellspacing="0" style="border: 1px solid #999;"
| align="center" | Damage || align="center" | 21 || align="center" rowspan="4" | [[File:OMBison_njfrwrd1_njrh1.png]] || align="center" rowspan="4" | [[File:OMBison_njfrwrd2_njrh2.png]] || align="center" rowspan="4" | [[File:OMBison_njfrwrd3.png]] || align="center" rowspan="4" | [[File:OMBison_djjab4_njstrng3_djstrng4_njfrc5_djfrc5_njshrt4_djshrt4_njfrwrd4_djfrwrd4_njrh4_djrh4.png]]
| align="center" | Damage || align="center" | 21 || align="center" rowspan="4" | [[File:OMBison_njfrwrd1_njrh1.png]] || align="center" rowspan="4" | [[File:OMBison_njfrwrd2_njrh2.png]] || align="center" rowspan="4" | [[File:OMBison_njfrwrd3.png]] || align="center" rowspan="4" | [[File:OMBison_djjab4_njstrng3_djstrng4_njfrc5_djfrc5_njshrt4_djshrt4_njfrwrd4_djfrwrd4_njrh4_djrh4.png]]
|-
|-
| align="center" | Stun || align="center" | 5-11
| align="center" | Stun || align="center" | 5-11
Line 446: Line 446:
| align="center" | Stun Timer || align="center" | 50
| align="center" | Stun Timer || align="center" | 50
|-
|-
| align="center" colspan="2" |  
| align="center" colspan="2" |
|-
|-
| align="center" colspan="2" | Frame Count || align="center" | 1 || align="center" | 2 || align="center" | 20 || align="center" | ∞
| align="center" colspan="2" | Frame Count || align="center" | 1 || align="center" | 2 || align="center" | 20 || align="center" | ∞
Line 455: Line 455:


*<b>Diagonal Jumping Forward:</b>
*<b>Diagonal Jumping Forward:</b>
{| border="1em" cellspacing="0" style="border: 1px solid #999;"
{| border="1em" cellspacing="0" style="border: 1px solid #999;"
| align="center" | Damage || align="center" | 21 || align="center" rowspan="4" | [[File:OMBison_djfrwrd1.png]] || align="center" rowspan="4" | [[File:OMBison_djfrwrd2.png]] || align="center" rowspan="4" | [[File:OMBison_djfrwrd3.png]] || align="center" rowspan="4" | [[File:OMBison_djjab4_njstrng3_djstrng4_njfrc5_djfrc5_njshrt4_djshrt4_njfrwrd4_djfrwrd4_njrh4_djrh4.png]]
| align="center" | Damage || align="center" | 21 || align="center" rowspan="4" | [[File:OMBison_djfrwrd1.png]] || align="center" rowspan="4" | [[File:OMBison_djfrwrd2.png]] || align="center" rowspan="4" | [[File:OMBison_djfrwrd3.png]] || align="center" rowspan="4" | [[File:OMBison_djjab4_njstrng3_djstrng4_njfrc5_djfrc5_njshrt4_djshrt4_njfrwrd4_djfrwrd4_njrh4_djrh4.png]]
|-
|-
| align="center" | Stun || align="center" | 5-11
| align="center" | Stun || align="center" | 5-11
Line 462: Line 462:
| align="center" | Stun Timer || align="center" | 50
| align="center" | Stun Timer || align="center" | 50
|-
|-
| align="center" colspan="2" |  
| align="center" colspan="2" |
|-
|-
| align="center" colspan="2" | Frame Count || align="center" | 3 || align="center" | 20 || align="center" | 5 || align="center" | ∞
| align="center" colspan="2" | Frame Count || align="center" | 3 || align="center" | 20 || align="center" | 5 || align="center" | ∞
Line 471: Line 471:


*<b>Neutral Jumping Roundhouse:</b>
*<b>Neutral Jumping Roundhouse:</b>
{| border="1em" cellspacing="0" style="border: 1px solid #999;"
{| border="1em" cellspacing="0" style="border: 1px solid #999;"
| align="center" | Damage || align="center" | 26 || align="center" rowspan="4" | [[File:OMBison_njfrwrd1_njrh1.png]] || align="center" rowspan="4" | [[File:OMBison_njfrwrd2_njrh2.png]] || align="center" rowspan="4" | [[File:OMBison_njrh3.png]] || align="center" rowspan="4" | [[File:OMBison_djjab4_njstrng3_djstrng4_njfrc5_djfrc5_njshrt4_djshrt4_njfrwrd4_djfrwrd4_njrh4_djrh4.png]]
| align="center" | Damage || align="center" | 26 || align="center" rowspan="4" | [[File:OMBison_njfrwrd1_njrh1.png]] || align="center" rowspan="4" | [[File:OMBison_njfrwrd2_njrh2.png]] || align="center" rowspan="4" | [[File:OMBison_njrh3.png]] || align="center" rowspan="4" | [[File:OMBison_djjab4_njstrng3_djstrng4_njfrc5_djfrc5_njshrt4_djshrt4_njfrwrd4_djfrwrd4_njrh4_djrh4.png]]
|-
|-
| align="center" | Stun || align="center" | 11-17
| align="center" | Stun || align="center" | 11-17
Line 478: Line 478:
| align="center" | Stun Timer || align="center" | 60
| align="center" | Stun Timer || align="center" | 60
|-
|-
| align="center" colspan="2" |  
| align="center" colspan="2" |
|-
|-
| align="center" colspan="2" | Frame Count || align="center" | 3 || align="center" | 2 || align="center" | 8 || align="center" | ∞
| align="center" colspan="2" | Frame Count || align="center" | 3 || align="center" | 2 || align="center" | 8 || align="center" | ∞
Line 487: Line 487:


*<b>Diagonal Jumping Roundhouse:</b>
*<b>Diagonal Jumping Roundhouse:</b>
{| border="1em" cellspacing="0" style="border: 1px solid #999;"
{| border="1em" cellspacing="0" style="border: 1px solid #999;"
| align="center" | Damage || align="center" | 26 || align="center" rowspan="4" | [[File:OMBison_djrh1&3.png]] || align="center" rowspan="4" | [[File:OMBison_djrh2.png]] || align="center" rowspan="4" | [[File:OMBison_djrh1&3.png]] || align="center" rowspan="4" | [[File:OMBison_djjab4_njstrng3_djstrng4_njfrc5_djfrc5_njshrt4_djshrt4_njfrwrd4_djfrwrd4_njrh4_djrh4.png]]
| align="center" | Damage || align="center" | 26 || align="center" rowspan="4" | [[File:OMBison_djrh1&3.png]] || align="center" rowspan="4" | [[File:OMBison_djrh2.png]] || align="center" rowspan="4" | [[File:OMBison_djrh1&3.png]] || align="center" rowspan="4" | [[File:OMBison_djjab4_njstrng3_djstrng4_njfrc5_djfrc5_njshrt4_djshrt4_njfrwrd4_djfrwrd4_njrh4_djrh4.png]]
|-
|-
| align="center" | Stun || align="center" | 11-17
| align="center" | Stun || align="center" | 11-17
Line 494: Line 494:
| align="center" | Stun Timer || align="center" | 60
| align="center" | Stun Timer || align="center" | 60
|-
|-
| align="center" colspan="2" |  
| align="center" colspan="2" |
|-
|-
| align="center" colspan="2" | Frame Count || align="center" | 5 || align="center" | 8 || align="center" | 5 || align="center" | ∞
| align="center" colspan="2" | Frame Count || align="center" | 5 || align="center" | 8 || align="center" | 5 || align="center" | ∞
Line 500: Line 500:
| align="center" colspan="2" | Simplified || align="center" | 5 || align="center" | 8 || align="center" colspan="2" | ∞
| align="center" colspan="2" | Simplified || align="center" | 5 || align="center" | 8 || align="center" colspan="2" | ∞
|}
|}
Great crossup, big damage, easier to use than j.Fowd on slimmer characters. Decent priority air to air.
Great crossup, big damage, easier to use than j.Fowd on slimmer characters. Decent priority air to air.


===Throws===
===Throws===
O.M.Bison can only throw with Strong and Fierce. He has no kick throws, but Bison can still tech throws with any medium or higher punch or kick even if Bison has no kick throws. This rule applies to all characters.
O.M.Bison can only throw with Strong and Fierce. He has no kick throws, but Bison can still tech throws with any medium or higher punch or kick even if Bison has no kick throws. This rule applies to all characters.
*<b>Deadly Throw:</b> (←/→ + Strong/Fierce)
*<b>Deadly Throw:</b> (←/→ + Strong/Fierce)
{| border="1em" cellspacing="0" style="border: 1px solid #999;"
{| border="1em" cellspacing="0" style="border: 1px solid #999;"
| align="center" | Damage || align="center" | 32(+2) || align="center" rowspan="5" | [[File:OMBison_throwb.png]] || align="center" rowspan="5" | [[File:OMBison_throw.png]] || align="center" rowspan="5" | [[File:OMBison_throwf.png]]
| align="center" | Damage || align="center" | 32(+2) || align="center" rowspan="5" | [[File:OMBison_throwb.png]] || align="center" rowspan="5" | [[File:OMBison_throw.png]] || align="center" rowspan="5" | [[File:OMBison_throwf.png]]
|-
|-
Line 520: Line 520:
All motions are listed under the assumption that O.M.Bison is facing right.
All motions are listed under the assumption that O.M.Bison is facing right.
*<b>Psycho Crusher a.k.a. Torpedo:</b> (Charge ←, →, P)
*<b>Psycho Crusher a.k.a. Torpedo:</b> (Charge ←, →, P)
{| border="1em" cellspacing="0" style="border: 1px solid #999;"
{| border="1em" cellspacing="0" style="border: 1px solid #999;"
| align="center" | Damage (Jab) || align="center" | 22 || align="center" rowspan="5" | [[File:OMBison_pc1.png]] || align="center" rowspan="5" | [[File:OMBison_pc2.png]] || align="center" rowspan="5" | [[File:OMBison_pc3.png]] || align="center" rowspan="5" | [[File:OMBison_pc4&6.png]] || align="center" rowspan="5" | [[File:OMBison_pc5anm.png]]
| align="center" | Damage (Jab) || align="center" | 22 || align="center" rowspan="5" | [[File:OMBison_pc1.png]] || align="center" rowspan="5" | [[File:OMBison_pc2.png]] || align="center" rowspan="5" | [[File:OMBison_pc3.png]] || align="center" rowspan="5" | [[File:OMBison_pc4&6.png]] || align="center" rowspan="5" | [[File:OMBison_pc5anm.png]]
|-
|-
Line 543: Line 543:
| align="center" colspan="2" | Simplified (Frc) || align="center" colspan="4" | 11 || align="center" | 62
| align="center" colspan="2" | Simplified (Frc) || align="center" colspan="4" | 11 || align="center" | 62
|}
|}
{| border="1em" cellspacing="0" style="border: 1px solid #999;"
{| border="1em" cellspacing="0" style="border: 1px solid #999;"
| align="center" | || align="center" | [[File:OMBison_pc4&6.png]] || align="center" | [[File:OMBison_pc7.png]] || align="center" | [[File:OMBison_pc8.png]]
| align="center" | || align="center" | [[File:OMBison_pc4&6.png]] || align="center" | [[File:OMBison_pc7.png]] || align="center" | [[File:OMBison_pc8.png]]
|-
|-
| align="center" | Frame Count || align="center" | 4 || align="center" | 5 || align="center" | 7
| align="center" | Frame Count || align="center" | 4 || align="center" | 5 || align="center" | 7
Line 550: Line 550:
| align="center" | Simplified || align="center" colspan="3" | 16
| align="center" | Simplified || align="center" colspan="3" | 16
|}
|}
Bison flies across the screen in flames. It can do a maximum of 3 blocked hits. The distance and the speed at which it travels depends on the strength of the punch. It has been severely weakened since Super SFII, no longer has great priority besides the Jab version. Can be used to escape corners at times and can also hit opponents from behind/underneath with ridiculous timing and a lot of balls. Generally, stick with the scissor kick. If you make a mistake you can easily corner yourself. Normals beat this far too easily.
Bison flies across the screen in flames. It can do a maximum of 3 blocked hits. The distance and the speed at which it travels depends on the strength of the punch. It has been severely weakened since Super SFII, no longer has great priority besides the Jab version. Can be used to escape corners at times and can also hit opponents from behind/underneath with ridiculous timing and a lot of balls. Generally, stick with the scissor kick. If you make a mistake you can easily corner yourself. Normals beat this far too easily.


*<b>Double Knee Press a.k.a. Scissor Kick:</b> (Charge ←, →, K)
*<b>Double Knee Press a.k.a. Scissor Kick:</b> (Charge ←, →, K)
{| border="1em" cellspacing="0" style="border: 1px solid #999;"
{| border="1em" cellspacing="0" style="border: 1px solid #999;"
| align="center" | Damage (Shrt) || align="center" | 19+11 || align="center" rowspan="6" | [[File:OMBison_kp1&7.png]] || align="center" rowspan="6" | [[File:OMBison_kp2.png]] || align="center" rowspan="6" | [[File:OMBison_kp3.png]] || align="center" rowspan="6" | [[File:OMBison_kp4.png]] || align="center" rowspan="6" | [[File:OMBison_kp5.png]] || align="center" rowspan="6" | [[File:OMBison_kp6.png]] || align="center" rowspan="6" | [[File:OMBison_kp1&7.png]]
| align="center" | Damage (Shrt) || align="center" | 19+11 || align="center" rowspan="6" | [[File:OMBison_kp1&7.png]] || align="center" rowspan="6" | [[File:OMBison_kp2.png]] || align="center" rowspan="6" | [[File:OMBison_kp3.png]] || align="center" rowspan="6" | [[File:OMBison_kp4.png]] || align="center" rowspan="6" | [[File:OMBison_kp5.png]] || align="center" rowspan="6" | [[File:OMBison_kp6.png]] || align="center" rowspan="6" | [[File:OMBison_kp1&7.png]]
|-
|-
Line 564: Line 564:
| align="center" | Stun Timer || align="center" | 100/50
| align="center" | Stun Timer || align="center" | 100/50
|-
|-
| align="center" colspan="2" |  
| align="center" colspan="2" |
|-
|-
| align="center" colspan="2" | Frame Count (Shrt) || align="center" | 3 || align="center" | 1 || align="center" | 1 || align="center" | 3 || align="center" | 8 || align="center" | 10 || align="center" | 10
| align="center" colspan="2" | Frame Count (Shrt) || align="center" | 3 || align="center" | 1 || align="center" | 1 || align="center" | 3 || align="center" | 8 || align="center" | 10 || align="center" | 10
Line 578: Line 578:
| align="center" colspan="2" | Simplified (Rh) || align="center" colspan="4" | 8 || align="center" | 8 || align="center" | 10 || align="center" | 12
| align="center" colspan="2" | Simplified (Rh) || align="center" colspan="4" | 8 || align="center" | 8 || align="center" | 10 || align="center" | 12
|}
|}
Bison kicks the opponent twice in a forward motion. The distance and speed at which it travels depends on the strength of the kick. When properly spaced to do only one hit, they can be quite safe and useful in pindown strategies. They also are quite useful for scoring knockdowns if opponent tries to counter standing kicks or do low attacks. Can be used as a ghetto anti air, unlike the Psycho Crusher which gets stuffed a lot.
Bison kicks the opponent twice in a forward motion. The distance and speed at which it travels depends on the strength of the kick. When properly spaced to do only one hit, they can be quite safe and useful in pindown strategies. They also are quite useful for scoring knockdowns if opponent tries to counter standing kicks or do low attacks. Can be used as a ghetto anti air, unlike the Psycho Crusher which gets stuffed a lot.


*<b>Head Stomp:</b> (Charge ↓, ↑, K)
*<b>Head Stomp:</b> (Charge ↓, ↑, K)
*<b>Short Version:</b>
*<b>Short Version:</b>
{| border="1em" cellspacing="0" style="border: 1px solid #999;"
{| border="1em" cellspacing="0" style="border: 1px solid #999;"
| align="center" | Damage || align="center" | 17 || align="center" rowspan="4" | [[File:OMBison_hs1_hsb8.png]] || align="center" rowspan="4" | [[File:OMBison_hs2_hsb7.png]] || align="center" rowspan="4" | [[File:OMBison_hs3.png]] || align="center" rowspan="4" | [[File:OMBison_hs4.png]] || align="center" rowspan="4" | [[File:OMBison_hs5shrt.png]]
| align="center" | Damage || align="center" | 17 || align="center" rowspan="4" | [[File:OMBison_hs1_hsb8.png]] || align="center" rowspan="4" | [[File:OMBison_hs2_hsb7.png]] || align="center" rowspan="4" | [[File:OMBison_hs3.png]] || align="center" rowspan="4" | [[File:OMBison_hs4.png]] || align="center" rowspan="4" | [[File:OMBison_hs5shrt.png]]
|-
|-
Line 589: Line 589:
| align="center" | Stun Timer || align="center" | 100
| align="center" | Stun Timer || align="center" | 100
|-
|-
| align="center" colspan="2" |  
| align="center" colspan="2" |
|-
|-
| align="center" colspan="2" | Frame Count || align="center" | 2 || align="center" | 12 || align="center" | 8 || align="center" | 8 || align="center" | ?
| align="center" colspan="2" | Frame Count || align="center" | 2 || align="center" | 12 || align="center" | 8 || align="center" | 8 || align="center" | ?
Line 596: Line 596:
|}
|}
*<b>Forward/Roundhouse Version:</b>
*<b>Forward/Roundhouse Version:</b>
{| border="1em" cellspacing="0" style="border: 1px solid #999;"
{| border="1em" cellspacing="0" style="border: 1px solid #999;"
| align="center" | Damage (Frwrd) || align="center" | 19 || align="center" rowspan="5" | [[File:OMBison_hs1_hsb8.png]] || align="center" rowspan="5" | [[File:OMBison_hs2_hsb7.png]] || align="center" rowspan="5" | [[File:OMBison_hs3.png]] || align="center" rowspan="5" | [[File:OMBison_hs4.png]] || align="center" rowspan="5" | [[File:OMBison_hs5.png]]
| align="center" | Damage (Frwrd) || align="center" | 19 || align="center" rowspan="5" | [[File:OMBison_hs1_hsb8.png]] || align="center" rowspan="5" | [[File:OMBison_hs2_hsb7.png]] || align="center" rowspan="5" | [[File:OMBison_hs3.png]] || align="center" rowspan="5" | [[File:OMBison_hs4.png]] || align="center" rowspan="5" | [[File:OMBison_hs5.png]]
|-
|-
Line 605: Line 605:
| align="center" | Stun Timer || align="center" | 100
| align="center" | Stun Timer || align="center" | 100
|-
|-
| align="center" colspan="2" |  
| align="center" colspan="2" |
|-
|-
| align="center" colspan="2" | Frame Count || align="center" | 2 || align="center" | 12 || align="center" | 8 || align="center" | 8 || align="center" | ?
| align="center" colspan="2" | Frame Count || align="center" | 2 || align="center" | 12 || align="center" | 8 || align="center" | 8 || align="center" | ?
Line 612: Line 612:
|}
|}
*<b>Bounce/Recovery:</b>
*<b>Bounce/Recovery:</b>
{| border="1em" cellspacing="0" style="border: 1px solid #999;"
{| border="1em" cellspacing="0" style="border: 1px solid #999;"
| align="center" | || align="center" | [[File:OMBison_hsb1&3.png]] || align="center" | [[File:OMBison_hsb2.png]] || align="center" | [[File:OMBison_hsb1&3.png]] || align="center" | [[File:OMBison_hsb4.png]] || align="center" | [[File:OMBison_hsb5.png]] || align="center" | [[File:OMBison_hsb6.png]] || align="center" | [[File:OMBison_hs2_hsb7.png]] || align="center" | [[File:OMBison_hs1_hsb8.png]]
| align="center" | || align="center" | [[File:OMBison_hsb1&3.png]] || align="center" | [[File:OMBison_hsb2.png]] || align="center" | [[File:OMBison_hsb1&3.png]] || align="center" | [[File:OMBison_hsb4.png]] || align="center" | [[File:OMBison_hsb5.png]] || align="center" | [[File:OMBison_hsb6.png]] || align="center" | [[File:OMBison_hs2_hsb7.png]] || align="center" | [[File:OMBison_hs1_hsb8.png]]
|-
|-
| align="center" | Frame Count || align="center" | 7 (IF) || align="center" | 7 (IF) + 1 || align="center" | 6 || align="center" | 6 || align="center" | 6 || align="center" | 6 || align="center" | ∞ || align="center" | 6
| align="center" | Frame Count || align="center" | 7 (IF) || align="center" | 7 (IF) + 1 || align="center" | 6 || align="center" | 6 || align="center" | 6 || align="center" | 6 || align="center" | ∞ || align="center" | 6
Line 619: Line 619:
| align="center" | Simplified || align="center" colspan="7" | ∞ || align="center" | 6
| align="center" | Simplified || align="center" colspan="7" | ∞ || align="center" | 6
|}
|}
Bison flies towards the opponent and stomps their head with his boots. You can move very flexibly after the head stomp makes contact with a grounded opponent, but when the head stomp hits an airborne opponent, the control over mobility is not as flexible. Works well to get over fireballs.
Bison flies towards the opponent and stomps their head with his boots. You can move very flexibly after the head stomp makes contact with a grounded opponent, but when the head stomp hits an airborne opponent, the control over mobility is not as flexible. Works well to get over fireballs.


*<b>Somersault Skull Diver:</b> (P, during the Bounce/Recovery animation of Head Stomp)
*<b>Somersault Skull Diver:</b> (P, during the Bounce/Recovery animation of Head Stomp)
*<b>Jab Version:</b>
*<b>Jab Version:</b>
{| border="1em" cellspacing="0" style="border: 1px solid #999;"
{| border="1em" cellspacing="0" style="border: 1px solid #999;"
| align="center" | Damage || align="center" | 22 || align="center" rowspan="4" | [[File:OMBison_sd1&3.png]] || align="center" rowspan="4" | [[File:OMBison_sd2jab.png]] || align="center" rowspan="4" | [[File:OMBison_sd5.png]]
| align="center" | Damage || align="center" | 22 || align="center" rowspan="4" | [[File:OMBison_sd1&3.png]] || align="center" rowspan="4" | [[File:OMBison_sd2jab.png]] || align="center" rowspan="4" | [[File:OMBison_sd5.png]]
|-
|-
Line 630: Line 630:
| align="center" | Stun Timer || align="center" | 100
| align="center" | Stun Timer || align="center" | 100
|-
|-
| align="center" colspan="2" |  
| align="center" colspan="2" |
|-
|-
| align="center" colspan="2" | Frame Count || align="center" | 3 || align="center" | ∞ || align="center" | 6
| align="center" colspan="2" | Frame Count || align="center" | 3 || align="center" | ∞ || align="center" | 6
|}
|}
*<b>Strong Version:</b>
*<b>Strong Version:</b>
{| border="1em" cellspacing="0" style="border: 1px solid #999;"
{| border="1em" cellspacing="0" style="border: 1px solid #999;"
| align="center" | Damage || align="center" | 24 || align="center" rowspan="4" | [[File:OMBison_sd1&3.png]] || align="center" rowspan="4" | [[File:OMBison_sd2strng.png]] || align="center" rowspan="4" | [[File:OMBison_sd1&3.png]] || align="center" rowspan="4" | [[File:OMBison_sd4.png]] || align="center" rowspan="4" | [[File:OMBison_sd5.png]]
| align="center" | Damage || align="center" | 24 || align="center" rowspan="4" | [[File:OMBison_sd1&3.png]] || align="center" rowspan="4" | [[File:OMBison_sd2strng.png]] || align="center" rowspan="4" | [[File:OMBison_sd1&3.png]] || align="center" rowspan="4" | [[File:OMBison_sd4.png]] || align="center" rowspan="4" | [[File:OMBison_sd5.png]]
|-
|-
Line 642: Line 642:
| align="center" | Stun Timer || align="center" | 100
| align="center" | Stun Timer || align="center" | 100
|-
|-
| align="center" colspan="2" |  
| align="center" colspan="2" |
|-
|-
| align="center" colspan="2" | Frame Count || align="center" | 4 || align="center" | 20 || align="center" | 6 || align="center" | ∞ || align="center" | 6
| align="center" colspan="2" | Frame Count || align="center" | 4 || align="center" | 20 || align="center" | 6 || align="center" | ∞ || align="center" | 6
Line 649: Line 649:
|}
|}
*<b>Fierce Version:</b>
*<b>Fierce Version:</b>
{| border="1em" cellspacing="0" style="border: 1px solid #999;"
{| border="1em" cellspacing="0" style="border: 1px solid #999;"
| align="center" | Damage || align="center" | 26 || align="center" rowspan="4" | [[File:OMBison_sd1&3.png]] || align="center" rowspan="4" | [[File:OMBison_sd2frc.png]] || align="center" rowspan="4" | [[File:OMBison_sd1&3.png]] || align="center" rowspan="4" | [[File:OMBison_sd4.png]] || align="center" rowspan="4" | [[File:OMBison_sd5.png]]
| align="center" | Damage || align="center" | 26 || align="center" rowspan="4" | [[File:OMBison_sd1&3.png]] || align="center" rowspan="4" | [[File:OMBison_sd2frc.png]] || align="center" rowspan="4" | [[File:OMBison_sd1&3.png]] || align="center" rowspan="4" | [[File:OMBison_sd4.png]] || align="center" rowspan="4" | [[File:OMBison_sd5.png]]
|-
|-
Line 656: Line 656:
| align="center" | Stun Timer || align="center" | 100
| align="center" | Stun Timer || align="center" | 100
|-
|-
| align="center" colspan="2" |  
| align="center" colspan="2" |
|-
|-
| align="center" colspan="2" | Frame Count || align="center" | 6 || align="center" | 8 || align="center" | 6 || align="center" | ∞ || align="center" | 6
| align="center" colspan="2" | Frame Count || align="center" | 6 || align="center" | 8 || align="center" | 6 || align="center" | ∞ || align="center" | 6
Line 662: Line 662:
| align="center" colspan="2" | Simplified || align="center" | 6 || align="center" | 8 || align="center" colspan="2" | ∞ || align="center" | 6
| align="center" colspan="2" | Simplified || align="center" | 6 || align="center" | 8 || align="center" colspan="2" | ∞ || align="center" | 6
|}
|}
This is the punch that hits the opponent's head after head stomp. You can move left or right using the joystick while performing this move. The active hitting duration of the move depends on the strength of the punch. This can combo in really weird situations.  
This is the punch that hits the opponent's head after head stomp. You can move left or right using the joystick while performing this move. The active hitting duration of the move depends on the strength of the punch. This can combo in really weird situations.


*<b>Devil Reverse:</b> (Charge ↓, ↑, P)
*<b>Devil Reverse:</b> (Charge ↓, ↑, P)
{| border="1em" cellspacing="0" style="border: 1px solid #999;"
{| border="1em" cellspacing="0" style="border: 1px solid #999;"
| align="center" | Damage (Jab) || align="center" | 24 || align="center" rowspan="5" | [[File:OMBison_dr1.png]] || align="center" rowspan="5" | [[File:OMBison_dr2.png]] || align="center" rowspan="5" | [[File:OMBison_dr3.png]] || align="center" rowspan="5" | [[File:OMBison_dr4.png]] || align="center" rowspan="5" | [[File:OMBison_dr5.png]] || align="center" rowspan="5" | [[File:OMBison_dr6.png]] || align="center" rowspan="5" | [[File:OMBison_dr7.png]]
| align="center" | Damage (Jab) || align="center" | 24 || align="center" rowspan="5" | [[File:OMBison_dr1.png]] || align="center" rowspan="5" | [[File:OMBison_dr2.png]] || align="center" rowspan="5" | [[File:OMBison_dr3.png]] || align="center" rowspan="5" | [[File:OMBison_dr4.png]] || align="center" rowspan="5" | [[File:OMBison_dr5.png]] || align="center" rowspan="5" | [[File:OMBison_dr6.png]] || align="center" rowspan="5" | [[File:OMBison_dr7.png]]
|-
|-
Line 688: Line 688:
| align="center" colspan="2" | Simplified (Frc) || align="center" colspan="6" | 53 || align="center" | 14
| align="center" colspan="2" | Simplified (Frc) || align="center" colspan="6" | 53 || align="center" | 14
|}
|}
{| border="1em" cellspacing="0" style="border: 1px solid #999;"
{| border="1em" cellspacing="0" style="border: 1px solid #999;"
| align="center" | || align="center" | [[File:OMBison_dr8.png]] || align="center" | [[File:OMBison_dr9.png]] || align="center" | [[File:OMBison_dr10.png]] || align="center" | [[File:OMBison_dr11.png]]
| align="center" | || align="center" | [[File:OMBison_dr8.png]] || align="center" | [[File:OMBison_dr9.png]] || align="center" | [[File:OMBison_dr10.png]] || align="center" | [[File:OMBison_dr11.png]]
|-
|-
| align="center" | Frame Count (Jab) || align="center" | 2 || align="center" | 2 || align="center" | 2 || align="center" | 6
| align="center" | Frame Count (Jab) || align="center" | 2 || align="center" | 2 || align="center" | 2 || align="center" | 6

Revision as of 16:38, 31 January 2012

ST Main Page
The Characters

Old M. Bison's portrait in Super Turbo

Introduction

Picking Old M.Bison

To select O.M.Bison, choose M.Bison and then press ↓ ↑ ↑ ↓ Jab or Fierce, pressing Short simultaneously with the punch button for the alternate color.

Normal Secondary
Mbison-old1.gif Mbison-old2.gif

--Born2SPD

Moves Analysis

Normal Moves

Note: If I don't mention what the move does, I'm not generally using it that much. My style may differ quite a bit from your Bison style, so if you find something that works, put it up here.

Ground Normals

  • Close/Far Standing Jab:
Damage 4 OMBison stcljab1&3 stfarjab1&3.png OMBison stcljab2 stfarjab2.png OMBison stcljab1&3 stfarjab1&3.png
Stun 0-5
Stun Timer 40
Chain Cancel Yes
Special Cancel Yes
Frame Count 3 4 4

Bison does a quick standing jab, can be rapid fired to stop Honda's Torpedos and Blanka's Ball though it's not entirely reliable, useful in some anti-air situations.

  • Crouching Jab:
Damage 4 OMBison crjab1&3.png OMBison crjab2.png OMBison crjab1&3.png
Stun 0-5
Stun Timer 40
Chain Cancel Yes
Special Cancel Yes
Frame Count 3 4 4

This is a rapid-fire move that is used in combos and ticks. The priority is hideous, so it has mostly no use anywhere else.

  • Close Standing Strong:
Damage 19 OMBison stclstrng1&4 stfarstrng1&4 stclfrc1&4 stfarfrc1&4.png OMBison stclstrng2.png OMBison stclstrng3 stfarstrng3 stclfrc3.png OMBison stclstrng1&4 stfarstrng1&4 stclfrc1&4 stfarfrc1&4.png
Stun 5-11
Stun Timer 60
Chain Cancel No
Special Cancel Yes
Frame Count 2 4 4 8
Simplified 2 8 8

Bison does a body shot that can be used in ticks, also doubles as a throw command, can favorably trade with Dhalsim.

  • Far Standing Strong:
Damage 19 OMBison stclstrng1&4 stfarstrng1&4 stclfrc1&4 stfarfrc1&4.png OMBison stfarstrng2 stclfrc2 stfarfrc2.png OMBison stclstrng3 stfarstrng3 stclfrc3.png OMBison stclstrng1&4 stfarstrng1&4 stclfrc1&4 stfarfrc1&4.png
Stun 5-11
Stun Timer 60
Chain Cancel No
Special Cancel No
Frame Count 2 4 4 8
Simplified 6 4 8


  • Crouching Strong:
Damage 19 OMBison crstrng1&4 crfrc1&4.png OMBison crstrng2 crfrc2.png OMBison crstrng3.png OMBison crstrng1&4 crfrc1&4.png
Stun 5-11
Stun Timer 60
Chain Cancel No
Special Cancel Yes
Frame Count 2 2 4 8
Simplified 4 4 8


  • Close Standing Fierce:
Damage 24 OMBison stclstrng1&4 stfarstrng1&4 stclfrc1&4 stfarfrc1&4.png OMBison stfarstrng2 stclfrc2 stfarfrc2.png OMBison stclstrng3 stfarstrng3 stclfrc3.png OMBison stclstrng1&4 stfarstrng1&4 stclfrc1&4 stfarfrc1&4.png
Stun 10-16
Stun Timer 80
Chain Cancel No
Special Cancel No
Frame Count 4 4 6 19
Simplified 8 6 19


  • Far Standing Fierce:
Damage 24 OMBison stclstrng1&4 stfarstrng1&4 stclfrc1&4 stfarfrc1&4.png OMBison stfarstrng2 stclfrc2 stfarfrc2.png OMBison stfarfrc3.png OMBison stclstrng1&4 stfarstrng1&4 stclfrc1&4 stfarfrc1&4.png
Stun 10-16
Stun Timer 80
Chain Cancel No
Special Cancel No
Frame Count 4 4 6 19
Simplified 8 6 19

Bison's main ground to air defense in lieu of a Knee Press Nightmare, also doubles as a throw command, can favorably trade with Dhalsim.

  • Crouching Fierce:
Damage 24 OMBison crstrng1&4 crfrc1&4.png OMBison crstrng2 crfrc2.png OMBison crfrc3.png OMBison crstrng1&4 crfrc1&4.png
Stun 10-16
Stun Timer 80
Chain Cancel No
Special Cancel No
Frame Count 4 4 6 19
Simplified 8 6 19

Bison does a slow punch while crouching, with correct timing it can be used to beat T.Hawk's splash, as well as other moves when used as an anti-air.

  • Close Standing Short:
Damage 12 OMBison stclshrt1 stfarshrt1 stclfrwrd1&5 stfarfrwrd1&5 stclrh1&5 stfarrh1&5.png OMBison stclshrt2.png OMBison stclshrt3.png
Stun 0-5
Stun Timer 40
Chain Cancel No
Special Cancel Yes
Frame Count 2 2 1

Bison does a quick knee that is used mainly in combos and ticking.

  • Far Standing Short:
Damage 12 OMBison stclshrt1 stfarshrt1 stclfrwrd1&5 stfarfrwrd1&5 stclrh1&5 stfarrh1&5.png OMBison stfarshrt2&4 stclfrwrd2&4 stfarfrwrd2&4 stclrh2&4 stfarrh2&4.png OMBison stfarshrt3.png OMBison stfarshrt2&4 stclfrwrd2&4 stfarfrwrd2&4 stclrh2&4 stfarrh2&4.png
Stun 0-5
Stun Timer 40
Chain Cancel No
Special Cancel Yes
Frame Count 2 2 4 3
Simplified 4 4 3


  • Crouching Short:
Damage 12 OMBison crshrt1&3 crfrwrd1&3 crrh3.png OMBison crshrt2.png OMBison crshrt1&3 crfrwrd1&3 crrh3.png
Stun 0-5
Stun Timer 40
Chain Cancel No
Special Cancel Yes
Frame Count 4 4 5


  • Close Standing Forward:
Damage 19 OMBison stclshrt1 stfarshrt1 stclfrwrd1&5 stfarfrwrd1&5 stclrh1&5 stfarrh1&5.png OMBison stfarshrt2&4 stclfrwrd2&4 stfarfrwrd2&4 stclrh2&4 stfarrh2&4.png OMBison stclfrwrd3.png OMBison stfarshrt2&4 stclfrwrd2&4 stfarfrwrd2&4 stclrh2&4 stfarrh2&4.png OMBison stclshrt1 stfarshrt1 stclfrwrd1&5 stfarfrwrd1&5 stclrh1&5 stfarrh1&5.png
Stun 5-11
Stun Timer 60
Chain Cancel No
Special Cancel No
Frame Count 3 3 5 8 1
Simplified 6 5 9


  • Far Standing Forward:
Damage 21 OMBison stclshrt1 stfarshrt1 stclfrwrd1&5 stfarfrwrd1&5 stclrh1&5 stfarrh1&5.png OMBison stfarshrt2&4 stclfrwrd2&4 stfarfrwrd2&4 stclrh2&4 stfarrh2&4.png OMBison stfarfrwrd3.png OMBison stfarshrt2&4 stclfrwrd2&4 stfarfrwrd2&4 stclrh2&4 stfarrh2&4.png OMBison stclshrt1 stfarshrt1 stclfrwrd1&5 stfarfrwrd1&5 stclrh1&5 stfarrh1&5.png
Stun 5-11
Stun Timer 60
Chain Cancel No
Special Cancel No
Frame Count 3 3 5 8 1
Simplified 6 5 9

Bison's main "harassment" move. It is safe, beats fireballs, controls a large amount of space, and can be whiffed while charging to start a pindown.

  • Crouching Forward:
Damage 21 OMBison crshrt1&3 crfrwrd1&3 crrh3.png OMBison crfrwrd2.png OMBison crshrt1&3 crfrwrd1&3 crrh3.png
Stun 5-11
Stun Timer 60
Chain Cancel No
Special Cancel Yes
Frame Count 4 8 5

This move is great as a meaty on wakeup because it can stuff even Shoryus with proper timing. Bufferable, on block can safely be used to setup an lk Scissor Kick for a pindown.

  • Close Standing Roundhouse:
Damage 26 OMBison stclshrt1 stfarshrt1 stclfrwrd1&5 stfarfrwrd1&5 stclrh1&5 stfarrh1&5.png OMBison stfarshrt2&4 stclfrwrd2&4 stfarfrwrd2&4 stclrh2&4 stfarrh2&4.png OMBison stclrh3.png OMBison stfarshrt2&4 stclfrwrd2&4 stfarfrwrd2&4 stclrh2&4 stfarrh2&4.png OMBison stclshrt1 stfarshrt1 stclfrwrd1&5 stfarfrwrd1&5 stclrh1&5 stfarrh1&5.png
Stun 10-16
Stun Timer 80
Chain Cancel No
Special Cancel No
Frame Count 3 3 6 17 1
Simplified 6 6 18


  • Far Standing Roundhouse:
Damage 26 OMBison stclshrt1 stfarshrt1 stclfrwrd1&5 stfarfrwrd1&5 stclrh1&5 stfarrh1&5.png OMBison stfarshrt2&4 stclfrwrd2&4 stfarfrwrd2&4 stclrh2&4 stfarrh2&4.png OMBison stfarrh3.png OMBison stfarshrt2&4 stclfrwrd2&4 stfarfrwrd2&4 stclrh2&4 stfarrh2&4.png OMBison stclshrt1 stfarshrt1 stclfrwrd1&5 stfarfrwrd1&5 stclrh1&5 stfarrh1&5.png
Stun 10-16
Stun Timer 80
Chain Cancel No
Special Cancel No
Frame Count 3 3 6 17 1
Simplified 6 6 18

A slower version of MK. Deals really solid damage and stun and has some of the same uses as MK. It is great as a whiff punisher for things such as OG Ken Jab Shoryuken.

  • Crouching Roundhouse:
Damage 26 OMBison crrh1.png OMBison crrh2.png OMBison crshrt1&3 crfrwrd1&3 crrh3.png
Stun 5-11
Stun Timer 130
Chain Cancel No
Special Cancel No
Frame Count 6 29 17

Slide trip. It is useful if opponent techs your tick throw, and also great for positioning with a knockdown. This is quite unsafe on block, from most distances. It also does not work as anti-air.

Aerial Normals

  • Neutral Jumping Jab:
Damage 11 OMBison njjab1 njstrng1.png OMBison njjab2 njstrng2.png
Stun 1-7
Stun Timer 40
Frame Count 3


  • Diagonal Jumping Jab:
Damage 11 OMBison djjab1&3 djstrng1&3.png OMBison djjab2.png OMBison djjab1&3 djstrng1&3.png OMBison djjab4 njstrng3 djstrng4 njfrc5 djfrc5 njshrt4 djshrt4 njfrwrd4 djfrwrd4 njrh4 djrh4.png
Stun 1-7
Stun Timer 40
Frame Count 2 40 6
Simplified 2 40

Can be used as a crossup.

  • Neutral Jumping Strong:
Damage 19 OMBison njjab1 njstrng1.png OMBison njjab2 njstrng2.png OMBison djjab4 njstrng3 djstrng4 njfrc5 djfrc5 njshrt4 djshrt4 njfrwrd4 djfrwrd4 njrh4 djrh4.png
Stun 5-11
Stun Timer 50
Frame Count 3 20


  • Diagonal Jumping Strong:
Damage 19 OMBison djjab1&3 djstrng1&3.png OMBison djstrng2.png OMBison djjab1&3 djstrng1&3.png OMBison djjab4 njstrng3 djstrng4 njfrc5 djfrc5 njshrt4 djshrt4 njfrwrd4 djfrwrd4 njrh4 djrh4.png
Stun 5-11
Stun Timer 50
Frame Count 3 20 6
Simplified 3 20


  • Neutral Jumping Fierce:
Damage 24 OMBison njfrc1.png OMBison njfrc2&4.png OMBison njfrc3.png OMBison njfrc2&4.png OMBison djjab4 njstrng3 djstrng4 njfrc5 djfrc5 njshrt4 djshrt4 njfrwrd4 djfrwrd4 njrh4 djrh4.png
Stun 11-17
Stun Timer 60
Frame Count 2 4 10 6
Simplified 6 10


  • Diagonal Jumping Fierce:
Damage 24 OMBison djfrc1.png OMBison djfrc2&4.png OMBison djfrc3.png OMBison djfrc2&4.png OMBison djjab4 njstrng3 djstrng4 njfrc5 djfrc5 njshrt4 djshrt4 njfrwrd4 djfrwrd4 njrh4 djrh4.png
Stun 11-17
Stun Timer 60
Frame Count 3 6 12 5
Simplified 9 12


  • Neutral Jumping Short:
Damage 11 OMBison njshrt1&3.png OMBison njshrt2.png OMBison njshrt1&3.png OMBison djjab4 njstrng3 djstrng4 njfrc5 djfrc5 njshrt4 djshrt4 njfrwrd4 djfrwrd4 njrh4 djrh4.png
Stun 1-7
Stun Timer 40
Frame Count 2 40 3
Simplified 2 40

Great priority, stays out for a really long time, low damage but it does beat a lot air to air.

  • Diagonal Jumping Short:
Damage 11 OMBison djshrt1&3.png OMBison djshrt2.png OMBison djshrt1&3.png OMBison djjab4 njstrng3 djstrng4 njfrc5 djfrc5 njshrt4 djshrt4 njfrwrd4 djfrwrd4 njrh4 djrh4.png
Stun 1-7
Stun Timer 40
Frame Count 2 40 3
Simplified 2 40


  • Neutral Jumping Forward:
Damage 21 OMBison njfrwrd1 njrh1.png OMBison njfrwrd2 njrh2.png OMBison njfrwrd3.png OMBison djjab4 njstrng3 djstrng4 njfrc5 djfrc5 njshrt4 djshrt4 njfrwrd4 djfrwrd4 njrh4 djrh4.png
Stun 5-11
Stun Timer 50
Frame Count 1 2 20
Simplified 3 20

Stay out a decent amount of time, horizontal kick can stuff problem jump ins like Shoto j.hk quite well.

  • Diagonal Jumping Forward:
Damage 21 OMBison djfrwrd1.png OMBison djfrwrd2.png OMBison djfrwrd3.png OMBison djjab4 njstrng3 djstrng4 njfrc5 djfrc5 njshrt4 djshrt4 njfrwrd4 djfrwrd4 njrh4 djrh4.png
Stun 5-11
Stun Timer 50
Frame Count 3 20 5
Simplified 3 20

Great when used as an instant overhead, excellent cross-up, can stuff Blanka's Up Ball which comes into play very often.

  • Neutral Jumping Roundhouse:
Damage 26 OMBison njfrwrd1 njrh1.png OMBison njfrwrd2 njrh2.png OMBison njrh3.png OMBison djjab4 njstrng3 djstrng4 njfrc5 djfrc5 njshrt4 djshrt4 njfrwrd4 djfrwrd4 njrh4 djrh4.png
Stun 11-17
Stun Timer 60
Frame Count 3 2 8
Simplified 5 8

Like the neutral jumping forward but with more range and priority but less attacking frames.

  • Diagonal Jumping Roundhouse:
Damage 26 OMBison djrh1&3.png OMBison djrh2.png OMBison djrh1&3.png OMBison djjab4 njstrng3 djstrng4 njfrc5 djfrc5 njshrt4 djshrt4 njfrwrd4 djfrwrd4 njrh4 djrh4.png
Stun 11-17
Stun Timer 60
Frame Count 5 8 5
Simplified 5 8

Great crossup, big damage, easier to use than j.Fowd on slimmer characters. Decent priority air to air.

Throws

O.M.Bison can only throw with Strong and Fierce. He has no kick throws, but Bison can still tech throws with any medium or higher punch or kick even if Bison has no kick throws. This rule applies to all characters.

  • Deadly Throw: (←/→ + Strong/Fierce)
Damage 32(+2) OMBison throwb.png OMBison throw.png OMBison throwf.png
Stun 8-13
Stun Timer 100
Range (from axis) 52
Range advantage 24

Special Moves

All motions are listed under the assumption that O.M.Bison is facing right.

  • Psycho Crusher a.k.a. Torpedo: (Charge ←, →, P)
Damage (Jab) 22 OMBison pc1.png OMBison pc2.png OMBison pc3.png File:OMBison pc4&6.png File:OMBison pc5anm.png
Damage (Strng) 24
Damage (Frc) 26
Stun 10-15
Stun Timer 100
Frame Count (Jab) 3 4 4 7 32
Simplified (Jab) 18 32
Frame Count (Strng) 2 3 3 7 36
Simplified (Strng) 15 36
Frame Count (Frc) 1 1 2 7 62
Simplified (Frc) 11 62
File:OMBison pc4&6.png File:OMBison pc7.png OMBison pc8.png
Frame Count 4 5 7
Simplified 16

Bison flies across the screen in flames. It can do a maximum of 3 blocked hits. The distance and the speed at which it travels depends on the strength of the punch. It has been severely weakened since Super SFII, no longer has great priority besides the Jab version. Can be used to escape corners at times and can also hit opponents from behind/underneath with ridiculous timing and a lot of balls. Generally, stick with the scissor kick. If you make a mistake you can easily corner yourself. Normals beat this far too easily.

  • Double Knee Press a.k.a. Scissor Kick: (Charge ←, →, K)
Damage (Shrt) 19+11 OMBison kp1&7.png OMBison kp2.png OMBison kp3.png OMBison kp4.png OMBison kp5.png OMBison kp6.png OMBison kp1&7.png
Damage (Frwrd) 21+11
Damage (Rh) 22+11
Stun 10-15/1-7
Stun Timer 100/50
Frame Count (Shrt) 3 1 1 3 8 10 10
Simplified (Shrt) 8 8 10 10
Frame Count (Frwrd) 3 1 1 3 8 10 11
Simplified (Frwrd) 8 8 10 11
Frame Count (Rh) 3 1 1 3 8 10 12
Simplified (Rh) 8 8 10 12

Bison kicks the opponent twice in a forward motion. The distance and speed at which it travels depends on the strength of the kick. When properly spaced to do only one hit, they can be quite safe and useful in pindown strategies. They also are quite useful for scoring knockdowns if opponent tries to counter standing kicks or do low attacks. Can be used as a ghetto anti air, unlike the Psycho Crusher which gets stuffed a lot.

  • Head Stomp: (Charge ↓, ↑, K)
  • Short Version:
Damage 17 OMBison hs1 hsb8.png OMBison hs2 hsb7.png OMBison hs3.png OMBison hs4.png OMBison hs5shrt.png
Stun 10-15
Stun Timer 100
Frame Count 2 12 8 8 ?
Simplified 28 ?
  • Forward/Roundhouse Version:
Damage (Frwrd) 19 OMBison hs1 hsb8.png OMBison hs2 hsb7.png OMBison hs3.png OMBison hs4.png OMBison hs5.png
Damage (Rh) 21
Stun 10-15
Stun Timer 100
Frame Count 2 12 8 8 ?
Simplified 28 ?
  • Bounce/Recovery:
OMBison hsb1&3.png OMBison hsb2.png OMBison hsb1&3.png OMBison hsb4.png OMBison hsb5.png OMBison hsb6.png OMBison hs2 hsb7.png OMBison hs1 hsb8.png
Frame Count 7 (IF) 7 (IF) + 1 6 6 6 6 6
Simplified 6

Bison flies towards the opponent and stomps their head with his boots. You can move very flexibly after the head stomp makes contact with a grounded opponent, but when the head stomp hits an airborne opponent, the control over mobility is not as flexible. Works well to get over fireballs.

  • Somersault Skull Diver: (P, during the Bounce/Recovery animation of Head Stomp)
  • Jab Version:
Damage 22 OMBison sd1&3.png OMBison sd2jab.png OMBison sd5.png
Stun 10-15
Stun Timer 100
Frame Count 3 6
  • Strong Version:
Damage 24 OMBison sd1&3.png OMBison sd2strng.png OMBison sd1&3.png OMBison sd4.png OMBison sd5.png
Stun 10-15
Stun Timer 100
Frame Count 4 20 6 6
Simplified 4 20 6
  • Fierce Version:
Damage 26 OMBison sd1&3.png OMBison sd2frc.png OMBison sd1&3.png OMBison sd4.png OMBison sd5.png
Stun 10-15
Stun Timer 100
Frame Count 6 8 6 6
Simplified 6 8 6

This is the punch that hits the opponent's head after head stomp. You can move left or right using the joystick while performing this move. The active hitting duration of the move depends on the strength of the punch. This can combo in really weird situations.

  • Devil Reverse: (Charge ↓, ↑, P)
Damage (Jab) 24 OMBison dr1.png OMBison dr2.png OMBison dr3.png OMBison dr4.png OMBison dr5.png OMBison dr6.png OMBison dr7.png
Damage (Strng) 26
Damage (Frc) 27
Stun 10-15
Stun Timer 100
Frame Count (Jab) 6 4 4 4 29 6 12
Simplified (Jab) 53 12
Frame Count (Strng) 6 4 4 4 29 6 13
Simplified (Strng) 53 13
Frame Count (Frc) 6 4 4 4 29 6 14
Simplified (Frc) 53 14
OMBison dr8.png OMBison dr9.png OMBison dr10.png OMBison dr11.png
Frame Count (Jab) 2 2 2 6
Simplified (Jab) 4 8
Frame Count (Strng) 2 2 1 8
Simplified (Strng) 4 9
Frame Count (Frc) 2 2 1 10
Simplified (Frc) 4 11


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