~~ Uses and Strategies ~~
{{{7}}}
The Basics
Combos
Bread and Butters
- j.HP, cls.HP, Hard Psycho Crusher or Scissor Kick
- c.LKx3 xx LK/MK Scissor Kick (can combo up to 4 c.LK depending on character and spacing)
- c.LP cls.LP s.LK, c.MK xx Scissor Kick / Psycho Crusher
Hit Confirm Combos
- c.LK/MK/MP, Scissor Kick or Psycho Crusher (MK and MP only)
Dizzy / Focus Crumple Combos
- See Bread and Butters section
FADC Combos
- Any Scissor Kick can, on hit, be FADC'd into c.LKx3 xx LK/MK Scissor. Note that this is not the most efficient use of meter as the damage is strongly scaled. It is more useful in situations where position is critical, i.e. you are trying to push your opponent into the corner.
Advanced Combos
- cls.HP, c.LK xx LK/MK Scissor Kick
- cls.HP, s.LK, s.MK/s.RH
- c.LK, s.LK, c.MK xx Scissor Kick / Psycho Crusher
- c.MP, c.MK xx Scissor Kick / Psycho Crusher
Combos Into Supers
- Any combo into Scissor Kick can be canceled into Super.
Combos Into Ultras
- Hell Attack, Ultra 1 or 2 (Ultra 2 requires very specific timing and spacing on Hell Attack due to motion change)
- Focus Attack Lv. 2 or 3, Ultra 1 or 2
Strategy
For choice of Ultra, it is dependent on the matchup. If your opponent has a good wakeup game or a good aerial game, use Nightmare Booster, as it can be used to punish many jump ins by itself or after a Hell Attack. Because Nightmare Booster has a lot of active frames, it is also the easier of the two to combo into after a Hell Attack, as you can time it relatively far into the opponent's fall and it will still connect. For characters with bad wakeup games or very slow fireballs, such as Cody and Rose, use Psycho Punisher. Psycho Punisher not only has projectile invincibility throughout the majority of the move, but it can be steered farther by holding the D-Pad or Stick forward, allowing Bison to move in from full screen in the blink of an eye. Psycho Punisher can also be used after a knockdown for ambiguous cross-ups.
Matchups
Frame Data
|
Block
|
|
|
Super Meter
|
|
|
|
|
Frames
|
|
|
Move Name
|
HL
|
Damage
|
Stun
|
Gain
|
Cancel Ability
|
Startup
|
Active
|
Recovery
|
On Guard
|
On Hit
|
Notes
|
Close
|
HL
|
30
|
50
|
20
|
ch/sp/su
|
6
|
2
|
5
|
+4
|
+7
|
|
|
Close
|
HL
|
90
|
100
|
40
|
sp/su
|
7
|
3
|
12
|
-1
|
+2
|
|
|
Close
|
HL
|
100
|
200
|
60
|
sp/su
|
8
|
3
|
16
|
-1
|
+4
|
Forces stand
|
|
Close
|
HL
|
30
|
50
|
20
|
sp/su
|
4
|
2
|
6
|
+3
|
+6
|
|
|
Close
|
HL
|
90
|
100
|
40
|
su
|
7
|
3
|
9
|
+2
|
+5
|
|
|
Close
|
HL
|
110
|
200
|
60
|
-
|
6
|
3
|
16
|
-1
|
+3
|
90 Damage at foot
|
|
Far
|
HL
|
20
|
50
|
20
|
ch/sp/su
|
5
|
2
|
7
|
+2
|
+5
|
|
|
Far
|
HL
|
90
|
100
|
40
|
su
|
8
|
3
|
11
|
0
|
+3
|
|
|
Far
|
HL
|
120
|
200
|
60
|
-
|
11
|
2
|
19
|
-3
|
+1
|
|
|
Far
|
HL
|
30
|
50
|
20
|
sp/su
|
4
|
2
|
6
|
+3
|
+6
|
|
|
Far
|
HL
|
70
|
100
|
40
|
-
|
6
|
3
|
14
|
-3
|
0
|
|
|
Far
|
HL
|
110
|
200
|
60
|
-
|
6
|
3
|
16
|
-1
|
+3
|
90 Damage at foot
|
|
crouch
|
HL
|
30
|
50
|
20
|
ch/sp/su
|
4
|
2
|
7
|
+2
|
+5
|
|
|
crouch
|
HL
|
80
|
100
|
40
|
sp/su
|
7
|
2
|
9
|
+3
|
+6
|
|
|
crouch
|
HL
|
110
|
200
|
60
|
su
|
12
|
4
|
21
|
-7
|
-2
|
Forces stand
|
|
crouch
|
L
|
20
|
50
|
20
|
sp/su
|
3
|
2
|
8
|
+1
|
+4
|
|
|
crouch
|
L
|
65
|
100
|
40
|
sp/su
|
5
|
4
|
11
|
-1
|
+2
|
|
|
crouch
|
L
|
100
|
200
|
60
|
su
|
15
|
12
|
16
|
-10
|
-
|
Untechable knockdown
|
|
Jump up
|
H
|
50
|
50
|
20
|
-
|
6
|
6
|
-
|
-
|
-
|
|
|
Jump up
|
H
|
90
|
100
|
40
|
-
|
7
|
7
|
-
|
-
|
-
|
|
|
Jump up
|
H
|
110
|
200
|
60
|
-
|
6
|
8
|
-
|
-
|
-
|
|
|
Jump up
|
H
|
40
|
50
|
20
|
-
|
6
|
12
|
-
|
-
|
-
|
|
|
Jump up
|
H
|
80
|
100
|
40
|
-
|
7
|
10
|
-
|
-
|
-
|
|
|
Jump up
|
H
|
100
|
200
|
60
|
-
|
6
|
10
|
-
|
-
|
-
|
|
|
Jump forward
|
H
|
50
|
50
|
20
|
-
|
6
|
7
|
-
|
-
|
-
|
|
|
Jump forward
|
H
|
50
|
50
|
40
|
-
|
7
|
3
|
-
|
-
|
-
|
Floats opponent
|
|
Jump forward
|
H
|
110
|
200
|
60
|
-
|
8
|
8
|
-
|
-
|
-
|
|
|
Jump forward
|
H
|
40
|
50
|
20
|
-
|
5
|
7
|
-
|
-
|
-
|
|
|
Jump forward
|
H
|
70
|
100
|
40
|
-
|
6
|
14
|
-
|
-
|
-
|
|
|
Jump forward
|
H
|
100
|
200
|
60
|
-
|
7
|
6
|
-
|
-
|
-
|
|
|
Jump (during Jump )
|
H
|
30
|
50
|
20
|
-
|
6
|
4
|
-
|
-
|
-
|
Can juggle
|
|
Focus Attack LVL 1
|
HL
|
60
|
100
|
20
|
-
|
10+12
|
2
|
34
|
-20
|
-20
|
|
|
Focus Attack LVL 2
|
HL
|
90
|
150
|
40
|
-
|
18+12
|
2
|
34
|
-14
|
-
|
|
|
Focus Attack LVL 3
|
-
|
150
|
200
|
60
|
-
|
66
|
2
|
34
|
-
|
-
|
|
|
Forward Throw
|
0.95
|
140
|
130
|
40
|
-
|
3
|
2
|
20
|
-
|
-
|
Untechable knockdown
|
|
Back Throw
|
0.95
|
140
|
150
|
40
|
-
|
3
|
2
|
20
|
-
|
-
|
Untechable knockdown
|
|
Psycho Crusher
|
HL
|
120*100
|
100
|
30/40
|
su
|
14
|
12*11
|
12+6
|
-8
|
-
|
37~48f cannot be thrown, 15f~ airborne, 14~36f can pass through opponent, armor break, 100 damage below waist, charge 55f
|
|
Psycho Crusher
|
HL
|
130*100
|
150
|
30/40
|
su
|
14
|
12*15
|
12+10
|
-14
|
-
|
41~52f cannot be thrown, 16f~ airborne, 14~40f can pass through opponent, armor break, 100 damage below waist, charge 55f
|
|
Psycho Crusher
|
HL
|
140*100
|
200
|
30/40
|
su
|
14
|
12*21
|
12+10
|
-17
|
-
|
47~58f cannot be thrown, 16f~ airborne, 14~46f can pass through opponent, armor break, 100 damage below waist, charge 55f
|
|
Psycho Crusher
|
HL
|
75*75
|
100*100
|
-250/0
|
su
|
14
|
23
|
12+6
|
-16
|
-
|
1~13f Invincible, 37~48f cannot be thrown, 15f~ airborne, 14~36f forward body immune to projectiles, passes through opponent, armor break, can juggle, projectile hitbox, charge 55f
|
|
Scissor Kick
|
HL
|
60*30
|
100*50
|
20/16*16
|
su*-
|
10
|
2(1)4
|
17
|
0
|
-
|
5~14f cannot be thrown, 12~16f airborne, knocks down on [1st air hit] or on [2nd hit], charge 55f
|
|
Scissor Kick
|
HL
|
60*50
|
100*50
|
20/16*16
|
su*-
|
13
|
2(1)4
|
22
|
-5
|
-
|
7~17f cannot be thrown, 15~19f airborne, knocks down on [1st air hit] or on [2nd hit], charge 55f
|
|
Scissor Kick
|
HL
|
70*60
|
100*50
|
20/16*16
|
su*-
|
16
|
2(1)4
|
25
|
-8
|
-
|
9~20f cannot be thrown, 18~22f airborne, knocks down on [1st air hit] or on [2nd hit], charge 55f
|
|
Scissor Kick
|
HL
|
70*70
|
100*50
|
-250/0
|
su*-
|
13
|
2(1)4
|
25
|
-8
|
-
|
1~12f Invincible, 13~17f cannot be thrown, 15~19f airborne, knocks down on [1st air hit] or on [2nd hit], can juggle, charge 55f
|
|
Headstomp
|
H
|
120
|
100
|
20/30
|
-
|
22
|
Until ground
|
After landing 16
|
-
|
-
|
1f~ airborne, listed startup is when opponent is point blank, startup is distant dependent, tracks opponent on startup, charge 55f
|
|
Headstomp
|
H
|
180
|
200
|
-250/0
|
-
|
22
|
Until ground
|
After landing 16
|
-
|
-
|
1f~end of startup Invincible, 1f~ airborne, Untechable knockdown on [Ground hit], knockdown on [air hit], listed startup is when opponent is point blank, startup is distant dependent, tracks opponent on startup, charge 55f
|
|
Headstomp Bounce
|
-
|
-
|
-
|
0/0
|
-
|
-
|
-
|
After landing 4
|
-
|
-
|
Performed after headstomp or EX headstomp on block, 18f~ followup attack can be performed
|
|
Skulldiver
|
H
|
120
|
100
|
20/30
|
-
|
35+7
|
3
|
After landing 13
|
+10
|
+13
|
Listed frame advantage is for skull diver performed as low to the ground as possible
|
|
Skulldiver
|
H
|
80*80
|
100*100
|
-250/0
|
-
|
35+7
|
3
|
After landing 13
|
+10
|
+13
|
Can juggle, Listed frame advantage is for skull diver performed as low to the ground as possible
|
|
Empty Devil Reverse
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
Total 48
|
-
|
-
|
EX Invincible 1~13f, 1~44f airborne , tracks opponent on startup, 14~38f can cancel into Devil Reverse attack, charge 55f
|
|
Devil Reverse
|
H
|
110
|
150
|
20/30
|
-
|
13+34
|
Until ground
|
After landing 16
|
-
|
-
|
|
|
Devil Reverse
|
H
|
80*80
|
100*100
|
-250/0
|
-
|
13+34
|
Until ground
|
After landing 16
|
-
|
-
|
Can juggle
|
|
Teleport
|
-
|
-
|
-
|
0/0
|
-
|
-
|
-
|
Total 42
|
-
|
-
|
1~29f Invincible, teleport complete on 12f
|
|
Super Combo
|
HLx4*L
|
60x4*100
|
0
|
-1000/0
|
-
|
1+6
|
2(1)2(11)2*2(8)18
|
30
|
-27
|
-
|
1~7f Invincible, 9f~end of active frames immune to projectiles, 34~60f can pass through opponent, untechable knockdown on [1st-4th air hit] or [5th hit], can juggle, charge 55f
|
|
Super Combo
|
HLx4*L
|
60x4*100
|
0
|
-1000/0
|
-
|
1+11
|
2(1)2(11)2*2(8)18
|
30
|
-27
|
-
|
1~9f Invincible, 11f~end of active frames immune to projectiles, 39~65f can pass through opponent, untechable knockdown on [1st-4th air hit] or [5th hit], can juggle, charge 55f
|
|
Super Combo
|
HLx4*L
|
60x4*100
|
0
|
-1000/0
|
-
|
1+15
|
2(1)2(11)2*2(8)18
|
30
|
-27
|
-
|
1~11f Invincible, 13f~end of active frames immune to projectiles, 44~70f can pass through opponent, untechable knockdown on [1st-4th air hit] or [5th hit], can juggle, charge 55f
|
|
Ultra Combo 1
|
HL
|
48x4*60*240
|
0
|
0/0
|
-
|
0+12
|
4*2(12)2*2(16)12x3
|
30+18
|
-35
|
-
|
1~15f Invincible, 47f~ airborne, 61~114f can pass through opponent, untechable knockdown, hit 1-5 leads to animation
|
|
Ultra Combo 2
|
H
|
90*360
|
0
|
0/0
|
-
|
0+22
|
2
|
After landing 42
|
-23
|
-
|
1~2f Invincible, 1f~ airborne, 3~23f immune to projectiles, untechable knockdown, armor breaking, can control movement with joystick
|
|
|
Block
|
|
|
Super Meter
|
|
|
|
|
Frames
|
|
|
Move Name
|
HL
|
Damage
|
Stun
|
Gain
|
Cancel Ability
|
Startup
|
Active
|
Recovery
|
On Guard
|
On Hit
|
Notes
|
Notes:
|