
M. Bison
As the leader of the organization known as Shadaloo, M. Bison has had a hand in just about illegal industry the world has ever known. M. Bison's strength comes from his mastery of "Psycho Power" and that has allowed him to become one of the deadliest warriors on the planet. Not only that, but he is nearly immortal, being able to transfer his soul to new bodies. He has thus far managed to escape death twice: once, after defeat at the hands of Rose, and again when defeated by Ryu and Ken. M. Bison is now using the S.I.N. corporation to fund his "Living Incubator" program that will ensure he will never be without a suitable host ever again.
In a nutshell
Bison's playstyle focuses on one simple facet - space control. The Dictator is an absolute monster when it comes to limiting his opponents' movements, thanks to his excellent pokes and footsies such as Crouching Short/Forward and all of his standing kicks, his surprising pressure with his Scissor Kicks which are easy to hit-confirm off of the aforementioned Crouching kicks, and his overall element of surprise with his Head Stomp-Devil's Reverse mind games. With this much offensive potential, however, Bison has little in terms of defense. His only reliable reversals are relatively unsafe, especially when predicted, and once he gets knocked down and crossed up he loses his charge, which is absolutely necessary for him. Your goal with Bison will be to bully your adversaries with pokes and pressure, and whittle away at them slowly but steadily, breaking their mental guard through frustration and conditioning.
Players to Watch
Ultra SFIV Changes
(From Ultra SFIV Arcade Japan)
- Stand MP: Startup reduced to 6 frames from 8 frames; recovery increased to 12 frames from 11 frames
- Stand MP: Can now be canceled by Special Moves, Super, or EX Focus Attack
- Crouch HP: Startup reduced to 10 frames from 12 frames
- Hell Attack (Diagonal Jump MP --> MP): Now gives Bison a Free Juggle; Juggle Potential increased to 2 from 0
- Bison Warp: Total frames increased to 47 frames from 42 frames
- Psycho Crusher: Light, Medium, and Hard versions given a Juggle Potential of 3 from 0
- EX Psycho Crusher: Damage reduced to 135 (75 + 60) from 150 (75 + 75)
- Double Knee Press: Light version on block now -1 from 0; damage increased to 100 (60 + 40) from 90 (60 + 30)
- Double Knee Press: Medium version damage increased to 120 (60 + 60) from 110 (60 + 50)
- Double Knee Press: Hard version damage increased to 140 (70 + 70) from 130 (70 + 60)
- EX Double Knee Press: Damage increased to 150 (70 + 80) from 140 (70 + 70); now Projectile Invincibile for the first 19 frames from the first 12 frames
- Head Press: Startup reduced to 20 frames from 22 frames
- EX Devil Reverse: Movement speed slightly increased
- Psycho Punisher (UC2): Damage reduced to 420 from 450; charge time reduced to 40 frames from 55 frames
(New to Ultra SFIV Console Digital Release)
- Stand MP: Damage reduced to 70 from 90
- Nightmare Booster (UC1): Startup reduced to 10 frames from 12 frames
(Unlisted Changes)
- Knee Press Nightmare: Charge time reduced
- Nightmare Booster: Charge time reduced
(Removed from Ultra SFIV Arcade Japan)
Stand MP: On hit now +2 from +3; on block now -1 from 0
(New to 1.04 Update)
- Forward Throw/Back Throw: Fixed bug where his throws had 1 frame longer tech window
- Double Knee Press: Medium version first hit pushback on hit reduced
Character Specific Data
M. Bison
VITALS | |||||
---|---|---|---|---|---|
Health: | 1000 | Stun: | 950 | W-Ultra Scaling: | 75% |
WALKING | DASHING | ||||
Forward Walk Speed: | 0.055 | Forward Dash Distance: | 1.20 [1.59] | ||
Back Walk Speed: | 0.04 | Forward Dash Total Frames: | 17 | ||
JUMPING | Back Dash Distance: | 1.00 | |||
Jump Height Apex: | 2.01 | Back Dash Total Frames: | 25 | ||
Jump Total Frames: | 44 (4+40) | Back Dash Invincibility: | 8 | ||
Forward Jump Distance: | 2.34 | Back Dash Airborne: | 9 | ||
Back Jump Distance | 2.14 | Back Dash Recovery: | 8 | ||
THROWS | WAKE-UP TIMING | ||||
Forward Throw Range: | 0.95 | Face Up Total Frames: | 31 | ||
Back Throw Range: | 0.95 | Face Down Total Frames: | 21 | ||
NOTABLE MOVE CLASSES | |||||
High Attacks: | Hell Attack, Head Press, EX Head Press, Somersault Skull Diver, EX Somersault Skull Diver, Devil Reverse, EX Devil Reverse, Psycho Punisher | Hard Knockdowns: | Crouch HK, EX Head Press (vs. Ground) | ||
Low Attacks: | Crouch LK, Crouch MK, Crouch HK, Knee Press Nightmare (5th Hit) | Armor Breakers: | Psycho Crusher, EX Psycho Crusher, Psycho Punisher | ||
FOCUS ATTACK DATA | |||||
Level 1 Focus Startup Frames: | 22 | L1 EX Red Focus Attack Combo Lead-Ins: | Close HP, Crouch HP, Scissor Kick (1st Hit) | ||
Level 2 Focus Startup Frames: | 30 | ||||
Level 3 Focus Startup Frames: | 66 | ||||
L1 Focus Attack Forward Dash: | -1 | L2 FA Forward Dash (On Block): | +5 | ||
L1 Focus Attack Back Dash: | -9 | L2 FA Back Dash (On Block): | -3 |
Frame Data (At A Glance)
More detailed Frame Data Table at bottom of page.
Move Name | Nickname | Damage | Stun | Meter Gain |
Hit Level |
Cancel Ability |
Startup | Active | Rcvry | Block Adv | Hit Adv |
---|---|---|---|---|---|---|---|---|---|---|---|
Close LP | Close ![]() |
30 | 50 | 20 | HL | ch/sp/su | 6 | 2 | 5 | 4 | 7 |
Close MP | Close ![]() |
90 | 100 | 40 | HL | sp/su | 7 | 3 | 12 | -1 | 2 |
Close HP | Close ![]() |
100 | 200 | 60 | HL | sp/su | 8 | 3 | 16 | -1 | 4 |
Close LK | Close ![]() |
30 | 50 | 20 | HL | sp/su | 4 | 2 | 6 | 3 | 6 |
Close MK | Close ![]() |
90 | 100 | 40 | HL | su | 7 | 3 | 9 | 2 | 5 |
Close HK | Close ![]() |
110 | 200 | 60 | HL | - | 6 | 3 | 16 | -1 | 3 |
Far LP | Far ![]() |
20 | 50 | 20 | HL | ch/sp/su | 5 | 2 | 7 | 2 | 5 |
Far MP | Far ![]() |
70 | 100 | 40 | HL | sp/su | 6 | 3 | 12 | 0 | 3 |
Far HP | Far ![]() |
120 | 200 | 60 | HL | - | 11 | 2 | 19 | -3 | 1 |
Far LK | Far ![]() |
30 | 50 | 20 | HL | sp/su | 4 | 2 | 6 | 3 | 6 |
Far MK | Far ![]() |
70 | 100 | 40 | HL | - | 6 | 3 | 14 | -3 | 0 |
Far HK | Far ![]() |
110 | 200 | 60 | HL | - | 6 | 3 | 16 | -1 | 3 |
Crouch LP | Crouch ![]() |
30 | 50 | 20 | HL | ch/sp/su | 4 | 2 | 7 | 2 | 5 |
Crouch MP | Crouch ![]() |
80 | 100 | 40 | HL | sp/su | 7 | 2 | 9 | 3 | 6 |
Crouch HP | Crouch ![]() |
110 | 200 | 60 | HL | su | 10 | 4 | 21 | -7 | -2 |
Crouch LK | Crouch ![]() |
20 | 50 | 20 | L | sp/su | 3 | 2 | 8 | 1 | 4 |
Crouch MK | Crouch ![]() |
65 | 100 | 40 | L | sp/su | 5 | 4 | 11 | -1 | 2 |
Crouch HK | Crouch ![]() |
100 | 200 | 60 | L | su | 15 | 12 | 16 | -10 | - |
Move Name | Nickname | Damage | Stun | Meter Gain |
Hit Level |
Cancel Ability |
Startup | Active | Rcvry | Block Adv | Hit Adv |
Neutral Jump LP | Neutral Jump ![]() |
50 | 50 | 20 | H | - | 6 | 6 | - | - | - |
Neutral Jump MP | Neutral Jump ![]() |
90 | 100 | 40 | H | - | 7 | 7 | - | - | - |
Neutral Jump HP | Neutral Jump ![]() |
110 | 200 | 60 | H | - | 6 | 8 | - | - | - |
Neutral Jump LK | Neutral Jump ![]() |
40 | 50 | 20 | H | - | 6 | 12 | - | - | - |
Neutral Jump MK | Neutral Jump ![]() |
80 | 100 | 40 | H | - | 7 | 10 | - | - | - |
Neutral Jump HK | Neutral Jump ![]() |
100 | 200 | 60 | H | - | 6 | 10 | - | - | - |
Angled Jump LP | Angled Jump ![]() |
50 | 50 | 20 | H | - | 6 | 7 | - | - | - |
Angled Jump MP | Angled Jump ![]() |
50 | 50 | 40 | H | - | 7 | 3 | - | - | - |
Angled Jump HP | Angled Jump ![]() |
110 | 200 | 60 | H | - | 8 | 8 | - | - | - |
Angled Jump LK | Angled Jump ![]() |
40 | 50 | 20 | H | - | 5 | 7 | - | - | - |
Angled Jump MK | Angled Jump ![]() |
70 | 100 | 40 | H | - | 6 | 14 | - | - | - |
Angled Jump HK | Angled Jump ![]() |
100 | 200 | 60 | H | - | 7 | 6 | - | - | - |
Hell Attack | Air ![]() ![]() |
30 | 50 | 20 | H | - | 6 | 4 | - | - | - |
Move Name | Nickname | Damage | Stun | Meter Gain |
Hit Level |
Cancel Ability |
Startup | Active | Rcvry | Block Adv | Hit Adv |
Focus Attack (Level 1) | Level 1 Focus | 60 | 100 | 20 | HL | - | 10+12 | 2 | 34 | -20 | -20 |
Focus Attack (Level 2) | Level 2 Focus | 90 | 150 | 40 | HL | - | 18+12 | 2 | 34 | -14 | - |
Focus Attack (Level 3) | Level 3 Focus | 150 | 200 | 60 | - | - | 66 | 2 | 34 | - | - |
Red Focus Attack (Level 1) | Level 1 Red Focus | 90 | 100 | 20 | HL | - | 10+12 | 2 | 34 | -20 | -20 |
Red Focus Attack (Level 2) | Level 2 Red Focus | 120 | 150 | 40 | HL | - | 18+12 | 2 | 34 | -14 | - |
Red Focus Attack (Level 3) | Level 3 Red Focus | 225 | 200 | 60 | - | - | 66 | 2 | 34 | - | - |
EX Red Focus Attack (Level 1) | Level 1 EX Red Focus | 90 | 100 | 20 | HL | - | 10+12 | 2 | 34 | -14 | - |
Move Name | Nickname | Damage | Stun | Meter Gain |
Hit Level |
Cancel Ability |
Startup | Active | Rcvry | Block Adv | Hit Adv |
Deadly Throw | Forward Throw | 140 | 130 | 40 | 0.95 | - | 3 | 2 | 20 | - | - |
Death Tower | Back Throw | 140 | 150 | 40 | 0.95 | - | 3 | 2 | 20 | - | - |
Move Name | Nickname | Damage | Stun | Meter Gain |
Hit Level |
Cancel Ability |
Startup | Active | Rcvry | Block Adv | Hit Adv |
Psycho Crusher | Psycho Crusher ![]() |
120*100 | 100 | 30/40 | HL | su | 14 | 12*11 | 12+6 | -8 | - |
Psycho Crusher ![]() |
130*100 | 150 | 30/40 | HL | su | 14 | 12*15 | 12+10 | -14 | - | |
Psycho Crusher ![]() |
140*100 | 200 | 30/40 | HL | su | 14 | 12*21 | 12+10 | -17 | - | |
EX Psycho Crusher | Psycho Crusher ![]() |
75*60 | 100*100 | -250/0 | HL | su | 14 | 23 | 12+6 | -16 | - |
Double Knee Press | Scissor Kick ![]() |
60*40 | 100*50 | 20/16*17 | HL | su*- | 10 | 2(1)4 | 17 | -1 | - |
Scissor Kick ![]() |
60*60 | 100*50 | 20/16*17 | HL | su*- | 13 | 2(1)4 | 22 | -5 | - | |
Scissor Kick ![]() |
70*70 | 100*50 | 20/16*16 | HL | su*- | 16 | 2(1)4 | 25 | -8 | - | |
EX Double Knee Press | Scissor Kick ![]() |
70*80 | 100*50 | -250/0 | HL | su*- | 13 | 2(1)4 | 25 | -8 | - |
Head Press | Head Stomp | 120 | 100 | 20/30 | H | - | 20 | Until ground | After landing 16 | -24 | -29 |
EX Head Press | Head Stomp ![]() |
180 | 200 | -250/0 | H | - | 22 | Until ground | After landing 16 | -18 | - |
Head Press Follow Up | Head Stomp Followup | - | - | 0/0 | - | - | - | - | After landing 4 | - | - |
Somersault Skull Diver | Skull Diver | 120 | 100 | 20/30 | H | - | 35+7 | 3 | After landing 13 | 10 | 13 |
EX Somersault Skull Diver | Skull Diver ![]() |
80*80 | 100*100 | -250/0 | H | - | 35+7 | 3 | After landing 13 | 10 | 13 |
Empty Devil Reverse | Empty Devil Reverse | - | - | - | - | - | - | - | Total 48 | -3 | - |
EX Empty Devil Reverse | EX Empty Devil Reverse | - | - | - | - | - | - | - | Total 48 | -3 | - |
Devil Reverse | Devil Reverse | 110 | 150 | 20/30 | H | - | 13+34 | Until ground | After landing 16 | - | - |
EX Devil Reverse | Devil Reverse ![]() |
80*80 | 100*100 | -250/0 | H | - | 13+34 | Until ground | After landing 16 | - | - |
Bison Warp | Teleport | - | - | 0/0 | - | - | - | - | Total 47 | - | - |
Move Name | Nickname | Damage | Stun | Meter Gain |
Hit Level |
Cancel Ability |
Startup | Active | Rcvry | Block Adv | Hit Adv |
Knee Press Nightmare | Super Combo ![]() |
60x4*100 | 0 | -1000/0 | HLx4*L | - | 1+6 | 2(1)2(11)2*2(8)18 | 30 | -27 | - |
Super Combo ![]() |
60x4*100 | 0 | -1000/0 | HLx4*L | - | 1+11 | 2(1)2(11)2*2(8)18 | 30 | -27 | - | |
Super Combo ![]() |
60x4*100 | 0 | -1000/0 | HLx4*L | - | 1+15 | 2(1)2(11)2*2(8)18 | 30 | -27 | - | |
Nightmare Booster | Ultra Combo 1 | 48x4*60*240 | 0 | 0/0 | HL | - | 0+10 | 4*2(12)2*2(16)12x3 | 30+18 | -35 | - |
Psycho Punisher | Ultra Combo 2 | 90*330 | 0 | 0/0 | H | - | 0+22 | 2 | After landing 42 | -23 | - |
Move Name | Nickname | Damage | Stun | Meter Gain |
Hit Level |
Cancel Ability |
Startup | Active | Rcvry | Block Adv | Hit Adv |
Moves
Standing Close Normals
Name | Nickname | Command | Notes | |
File:No image.png |
Close LP |
Close Jab | Close lp | speccancel supercancel |
~~ Uses and Strategies ~~ Mainly used in tick throwing or as a combo filler. Good priority when a bit away from the opponent. | ||||
File:No image.png |
Close MP |
Close Strong | Close mp | speccancel supercancel |
~~ Uses and Strategies ~~ Punch to the gut. Not really used much because of its recovery, but almost does as much damage as cl.HP. | ||||
File:No image.png |
Close HP |
Close Fierce | Close hp | speccancel supercancel |
~~ Uses and Strategies ~~ An uppercut to the jaw with a fist surrounded by psycho energy. Your go-to move if you are punishing something with a combo. Also can be used in a few frame traps. | ||||
File:No image.png |
Close LK |
Close Short | Close lk | speccancel supercancel |
~~ Uses and Strategies ~~ A quick knee to the mid area. There is no difference the close or far variants. One of Bison's second fastest moves with a startup of 4F. Not chain cancelable, but combos into itself and a few other moves making it useful in combos. Good to tick | ||||
File:No image.png |
Close MK |
Close Forward | Close mk | supercancel |
~~ Uses and Strategies ~~ Weird looking | ||||
File:No image.png |
Close HK |
Close Roundhouse | Close hk | |
~~ Uses and Strategies ~~ One of Bison's best buttons. Fast, damaging, good anti-air, and your go-to no charge combo ender. Has 2 different hitboxes, one on his thigh (for the max 110 damage) and the other on his leg (for reduced damage). If you don't think you can punish something with a combo, just press standing roundhouse. |
Standing Far Normals
Name | Nickname | Command | Notes | |
File:No image.png |
Far LP |
Far Jab | lp | speccancel supercancel |
~~ Uses and Strategies ~~ Side chop. Has a good hitbox, but is mostly useless. | ||||
File:No image.png |
Far MP |
Far Strong | mp | speccancel supercancel |
~~ Uses and Strategies ~~ High straight punch. Good range, mostly used in combos and frame traps. | ||||
File:No image.png |
Far HP |
Far Fierce | hp | |
~~ Uses and Strategies ~~ (No uses/strategies) | ||||
File:No image.png |
Far LK |
Far Short | lk | speccancel supercancel |
~~ Uses and Strategies ~~ A quick knee to the mid area. There is no difference the close or far variants. One of Bison's second fastest moves with a startup of 4F. Not chain cancelable, but combos into itself and a few other moves making it useful in combos. Good to tick | ||||
File:No image.png |
Far MK |
Far Forward | mk | |
~~ Uses and Strategies ~~ Bison's main poking tool. Generally used to keep people in their place after a pressure string (ie: after a blocked LK Scissor Kick) Is negative on block, but is usually safe when spaced correctly. Its also easier to use as a combo ender than standing HK. | ||||
File:No image.png |
Far HK |
Far Roundhouse | hk | |
~~ Uses and Strategies ~~ One of Bison's best buttons. Fast, damaging, good anti-air, and your go-to no charge combo ender. Very good in footsies. Has 2 different hitboxes, one on his thigh (for the max 110 damage) and the other on his leg (for reduced damage). Tends to catch people trying to jump if you have them in the corner. If you don't think you can punish something with a combo, just press standing roundhouse. |
Crouching Normals
Name | Nickname | Command | Notes | |
File:No image.png |
Crouch LP |
Crouch Jab | d + lp | speccancel supercancel |
~~ Uses and Strategies ~~ Regardless of the fact that it doesn't hit low, this is Bison's main hit confirm tool. Easy to set up tick throws. | ||||
File:No image.png |
Crouch MP |
Crouch Strong | d + mp | speccancel supercancel |
~~ Uses and Strategies ~~ Crouching straight. Combos into specials and good for some frame traps. | ||||
File:No image.png |
Crouch HP |
Crouch Fierce | d + hp | supercancel |
~~ Uses and Strategies ~~ Can be used as an anti-air, but requires some timing. Otherwise useless except for comboing into Knee Press Nightmare. | ||||
File:No image.png |
Crouch LK |
Crouch Short | d + lk | speccancel supercancel |
~~ Uses and Strategies ~~ Short range, but the only 3F startup move Bison has outside of his throws. Combo starter; can link into itself (it may seem hard at first without plinking [D + LK + LP], but there is a timing to it). | ||||
File:No image.png |
Crouch MK |
Crouch Forward | d + mk | speccancel supercancel |
~~ Uses and Strategies ~~ Crouching side kick. Only a tiny bit more range than cr.LK. Used mostly for punishing, hit confirms, and frame traps. | ||||
File:No image.png |
Crouch HK |
Crouch Roundhouse | d + hk | supercancel |
~~ Uses and Strategies ~~ Sliding |
Neutral Jumping Normals
Name | Nickname | Command | Notes | |
File:No image.png |
Neutral Jump LP |
Neutral Jump Jab | u + lp | |
~~ Uses and Strategies ~~ (No uses/strategies) | ||||
File:No image.png |
Neutral Jump MP |
Neutral Jump Strong | u + mp | |
~~ Uses and Strategies ~~ (No uses/strategies) | ||||
File:No image.png |
Neutral Jump HP |
Neutral Jump Fierce | u + hp | |
~~ Uses and Strategies ~~ (No uses/strategies) | ||||
File:No image.png |
Neutral Jump LK |
Neutral Jump Short | u + lk | |
~~ Uses and Strategies ~~ (No uses/strategies) | ||||
File:No image.png |
Neutral Jump MK |
Neutral Jump Forward | u + mk | |
~~ Uses and Strategies ~~ (No uses/strategies) | ||||
File:No image.png |
Neutral Jump HK |
Neutral Jump Roundhouse | u + hk | |
~~ Uses and Strategies ~~ (No uses/strategies) |
Diagonal Jumping Normals
Name | Nickname | Command | Notes | |
File:No image.png |
Diagonal Jump LP |
Diagonal Jump Jab | ub / ![]() |
|
~~ Uses and Strategies ~~ (No uses/strategies) | ||||
File:No image.png |
Diagonal Jump MP |
Diagonal Jump Strong | ub / ![]() |
|
~~ Uses and Strategies ~~ A
| ||||
File:No image.png |
Diagonal Jump HP |
Diagonal Jump Fierce | ub / ![]() |
|
~~ Uses and Strategies ~~ High damage jump in with a good | ||||
File:No image.png |
Diagonal Jump LK |
Diagonal Jump Short | ub / ![]() |
|
~~ Uses and Strategies ~~ (No uses/strategies) | ||||
File:No image.png |
Diagonal Jump MK |
Diagonal Jump Forward | ub / ![]() |
|
~~ Uses and Strategies ~~ Crosses up. | ||||
File:No image.png |
Diagonal Jump HK |
Diagonal Jump Roundhouse | ub / ![]() |
|
~~ Uses and Strategies ~~ (No uses/strategies) |
Unique Attacks
Name | Nickname | Command | Notes | |
File:No image.png |
Hell Attack |
Hell Attack | (during Diagonal Jump) ![]() ![]() |
|
~~ Uses and Strategies ~~ (No uses/strategies) |
Focus Attacks
Name | Nickname | Command | Notes | |
File:No image.png | Focus Attack (Level 1) | Level 1 Focus | mp + mk | |
~~ Uses and Strategies ~~ (No uses/strategies) | ||||
File:No image.png | Focus Attack (Level 2) | Level 2 Focus | mp + mk | |
~~ Uses and Strategies ~~ (No uses/strategies) | ||||
File:No image.png | Focus Attack (Level 3) | Level 3 Focus | mp + mk | |
~~ Uses and Strategies ~~ (No uses/strategies) |
Throws
Name | Nickname | Command | Notes | |
File:No image.png |
Deadly Throw |
Forward Throw | f or ![]() ![]() |
|
~~ Uses and Strategies ~~ (No uses/strategies) | ||||
File:No image.png |
Death Tower |
Back Throw | b + ![]() |
|
~~ Uses and Strategies ~~ (No uses/strategies) |
Special Moves
Name | Nickname | Command | Notes | |
File:No image.png |
Psycho Crusher |
Torpedo | b (charge) ![]() ![]() ![]() |
|
~~ Uses and Strategies ~~ Bison flies across the screen surrounded by purple energy. Punch button used determines damage and distance. EX version has invincibility frames on its startup, and almost always passes through the opponent, making it his best reversal (also a good anti-air). However, it CAN be punished even when you pass through, especially when you're in the corner.
| ||||
File:No image.png |
Double Knee Press |
Scissor Kick | b (charge) ![]() ![]() |
|
~~ Uses and Strategies ~~ Bison's signature move (other than the Psycho Crusher, but he has always had the knee press), kicking the opponent twice in a forward motion. The kick button used determines damage, range, and startup/recovery. The MK and HK versions are mainly used in bread and butter combos, but they have more uses outside of that. The LK, arguably the most important, is used for (sort of) safe pressuring. It used to be ~0 or +1 on block, but now its -1 on block, however, most people still cant't punish (unless they have a | ||||
File:No image.png |
Head Press |
Head Stomp | d (charge) ![]() ![]() |
After Head Press connects, use b or f to change flight in air |
~~ Uses and Strategies ~~ Bison jumps according to how far his enemy is from him and stomps on the opponent's head. It has a lot of priority as an air-to-air. Use it as an anti-fireball for some characters or to harass the opponent from a distance in the corner. Don't use it too often, as it can be easily dodged and punished. The EX version is faster, has more priority, causes a hard knockdown, and does good damage. However, this move is easily dodged and punished (literally just move anywhere), so use sparingly. | ||||
File:No image.png |
Head Press Follow Up |
Head Press Follow Up | ||
~~ Uses and Strategies ~~ After landing a Head Press (hit or blocked) Bison will do a somersault that can be controlled, and if you press a punch button, he will do a followup attack (Skull Diver). | ||||
File:No image.png |
Somersault Skull Diver |
Skull Diver | p ex | Perform after Head Press |
~~ Uses and Strategies ~~ (No uses/strategies) | ||||
File:No image.png |
Empty Devil Reverse |
Empty Devil Reverse | d (charge) ![]() ![]() |
|
~~ Uses and Strategies ~~ A Head Press-like move that doesn't do damage when reaching the opponent, instead you can press a punch button in flight to flip and do a downwards punch. Used as a fake to bait a reaction for your opponent and punish, or you can use it to build meter when far away from your enemy. | ||||
File:No image.png |
Devil Reverse |
Devil Reverse | (during Empty Devil Reverse) ![]() |
|
~~ Uses and Strategies ~~ (See Empty Devil Reverse) | ||||
File:No image.png |
Bison Warp |
Teleport | dp or ![]() ![]() |
dp + 3p will appear next to opponent in back, dp + 3k will appear next to opponent in front, rdp versions are identical and will go backwards as far as the screen allows, if opponent is in corner, rdp + 3p goes back half-screen and rdp + 3k goes back full-screen |
~~ Uses and Strategies ~~ Bison's teleport. |
Super Combo
Name | Nickname | Command | Notes | |
File:No image.png |
Knee Press Nightmare |
Super Combo | b (charge) ![]() ![]() ![]() |
|
~~ Uses and Strategies ~~ (No uses/strategies) |
Ultra Combos
Name | Nickname | Command | Notes | |
File:No image.png |
Nightmare Booster |
Ultra Combo I | b (charge) ![]() ![]() ![]() |
|
~~ Uses and Strategies ~~ (No uses/strategies) | ||||
File:No image.png |
Psycho Punisher |
Ultra Combo II | b (charge) ![]() ![]() ![]() ![]() |
Hold ![]() ![]() |
~~ Uses and Strategies ~~ (No uses/strategies) |
The Basics
Combos
Strategy
Matchups
vs. Abel
vs. Adon
vs. Akuma/Gouki
vs. Balrog/Boxer
vs. Blanka
vs. C. Viper
vs. Cammy
vs. Chun-Li
vs. Cody
vs. Dan
vs. Decapre
vs. Dee Jay
vs. Dhalsim
vs. Dudley
vs. E. Honda
vs. El Fuerte
vs. Elena
vs. Evil Ryu
vs. Fei Long
vs. Gen
vs. Gouken
vs. Guile
vs. Guy
vs. Hakan
vs. Hugo
vs. Ibuki
vs. Juri
vs. Ken
vs. M.Bison/Dictator (self)
vs. Makoto
vs. Oni
vs. Poison
vs. Rolento
vs. Rose
vs. Rufus
vs. Ryu
vs. Sagat
vs. Sakura
vs. Seth
vs. T.Hawk
vs. Vega/Claw
vs. Yang
vs. Yun
vs. Zangief
Frame Data
Move Name | Nickname | Damage | Stun | Meter Gain |
Hit Level |
Cancel Ability |
Startup | Active | Rcvry | Total Frames |
Block Adv |
Hit Adv |
Block Stun |
Hit Stun |
Extra Details |
Armor Break |
Proj | Throw | On Hit Ground |
Counter Hit Ground |
On Hit Air |
Counter Hit Air |
Armor | Full Invincible |
Strike Invincible |
Projectile Invincible |
Throw Invincible |
Airborne | Juggle Info |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Close LP | Close ![]() |
30 | 50 | 20 | HL | ch/sp/su | 6 | 2 | 5 | 12 | 4 | 7 | 11 | 14 | Reset | Reset | - | - | - | - | - | - | - | ||||||
Close MP | Close ![]() |
90 | 100 | 40 | HL | sp/su | 7 | 3 | 12 | 21 | -1 | 2 | 14 | 17 | Reset | Reset | - | - | - | - | - | - | - | ||||||
Close HP | Close ![]() |
100 | 200 | 60 | HL | sp/su | 8 | 3 | 16 | 26 | -1 | 4 | 18 | 23 | Forces stand | Forces stand | Reset | Reset | - | - | - | - | - | - | - | ||||
Close LK | Close ![]() |
30 | 50 | 20 | HL | sp/su | 4 | 2 | 6 | 11 | 3 | 6 | 11 | 14 | Reset | Reset | - | - | - | - | - | - | - | ||||||
Close MK | Close ![]() |
90 | 100 | 40 | HL | su | 7 | 3 | 9 | 18 | 2 | 5 | 14 | 17 | Reset | Reset | - | - | - | - | - | - | - | ||||||
Close HK | Close ![]() |
110 | 200 | 60 | HL | - | 6 | 3 | 16 | 24 | -1 | 3 | 18 | 22 | 90 Damage at foot | Reset | Reset | - | - | - | - | - | - | - | |||||
Far LP | Far ![]() |
20 | 50 | 20 | HL | ch/sp/su | 5 | 2 | 7 | 13 | 2 | 5 | 11 | 14 | Reset | Reset | - | - | - | - | - | - | - | ||||||
Far MP | Far ![]() |
70 | 100 | 40 | HL | sp/su | 6 | 3 | 12 | 20 | 0 | 3 | 15 | 18 | Reset | Reset | - | - | - | - | - | - | - | ||||||
Far HP | Far ![]() |
120 | 200 | 60 | HL | - | 11 | 2 | 19 | 31 | -3 | 1 | 18 | 22 | Reset | Reset | - | - | - | - | - | - | - | ||||||
Far LK | Far ![]() |
30 | 50 | 20 | HL | sp/su | 4 | 2 | 6 | 11 | 3 | 6 | 11 | 14 | Reset | Reset | - | - | - | - | - | - | - | ||||||
Far MK | Far ![]() |
70 | 100 | 40 | HL | - | 6 | 3 | 14 | 22 | -3 | 0 | 14 | 17 | Reset | Reset | - | - | - | - | - | - | - | ||||||
Far HK | Far ![]() |
110 | 200 | 60 | HL | - | 6 | 3 | 16 | 24 | -1 | 3 | 18 | 22 | 90 Damage at foot | Reset | Reset | - | - | - | - | - | - | - | |||||
Crouch LP | Crouch ![]() |
30 | 50 | 20 | HL | ch/sp/su | 4 | 2 | 7 | 12 | 2 | 5 | 11 | 14 | Reset | Reset | - | - | - | - | - | - | - | ||||||
Crouch MP | Crouch ![]() |
80 | 100 | 40 | HL | sp/su | 7 | 2 | 9 | 17 | 3 | 6 | 14 | 17 | Reset | Reset | - | - | - | - | - | - | - | ||||||
Crouch HP | Crouch ![]() |
110 | 200 | 60 | HL | su | 10 | 4 | 21 | 34 | -7 | -2 | 18 | 23 | Forces stand | Forces stand | Reset | Reset | - | - | - | - | - | - | - | ||||
Crouch LK | Crouch ![]() |
20 | 50 | 20 | L | sp/su | 3 | 2 | 8 | 12 | 1 | 4 | 11 | 14 | Reset | Reset | - | - | - | - | - | - | - | ||||||
Crouch MK | Crouch ![]() |
65 | 100 | 40 | L | sp/su | 5 | 4 | 11 | 19 | -1 | 2 | 14 | 17 | Reset | Reset | - | - | - | - | - | - | - | ||||||
Crouch HK | Crouch ![]() |
100 | 200 | 60 | L | su | 15 | 12 | 16 | 42 | -10 | - | 18 | - | Hard Knockdown | Hard Knockdown | Hard Knockdown | Hard Knockdown | - | - | - | - | - | - | - | ||||
Move Name | Nickname | Damage | Stun | Meter Gain |
Hit Level |
Cancel Ability |
Startup | Active | Rcvry | Total Frames |
Block Adv |
Hit Adv |
Block Stun |
Hit Stun |
Extra Details |
Armor Break |
Proj | Throw | On Hit Ground |
Counter Hit Ground |
On Hit Air |
Counter Hit Air |
Armor | Full Invincible |
Strike Invincible |
Projectile Invincible |
Throw Invincible |
Airborne | Juggle Info |
Neutral Jump LP | Neutral Jump ![]() |
50 | 50 | 20 | H | - | 6 | 6 | - | 11 | - | - | Reset | Reset | - | - | - | Lower body: 1~11F | - | - | - | ||||||||
Neutral Jump MP | Neutral Jump ![]() |
90 | 100 | 40 | H | - | 7 | 7 | - | 13 | - | - | Reset | Reset | - | - | - | Lower body: 1~13F | - | - | - | ||||||||
Neutral Jump HP | Neutral Jump ![]() |
110 | 200 | 60 | H | - | 6 | 8 | - | 13 | - | - | Reset | Reset | - | - | - | Lower body: 1~15F | - | - | - | ||||||||
Neutral Jump LK | Neutral Jump ![]() |
40 | 50 | 20 | H | - | 6 | 12 | - | 17 | - | - | Reset | Reset | - | - | - | Lower body: 1~17F | - | - | - | ||||||||
Neutral Jump MK | Neutral Jump ![]() |
80 | 100 | 40 | H | - | 7 | 10 | - | 16 | - | - | Reset | Reset | - | - | - | Lower body: 1~16F | - | - | - | ||||||||
Neutral Jump HK | Neutral Jump ![]() |
100 | 200 | 60 | H | - | 6 | 10 | - | 15 | - | - | Reset | Reset | - | - | - | Lower body: 1~15F | - | - | - | ||||||||
Angled Jump LP | Angled Jump ![]() |
50 | 50 | 20 | H | - | 6 | 7 | - | 12 | - | - | Reset | Reset | - | - | - | Lower body: 1~12F | - | - | - | ||||||||
Angled Jump MP | Angled Jump ![]() |
50 | 50 | 40 | H | - | 7 | 3 | - | 9 | - | - | Floats opponent | Soft Knockdown | Soft Knockdown | Free Juggle | Free Juggle | - | - | - | Lower body: 1~9F | - | - | - | |||||
Angled Jump HP | Angled Jump ![]() |
110 | 200 | 60 | H | - | 8 | 8 | - | 15 | - | - | Reset | Reset | - | - | - | Lower body: 1~15F | - | - | - | ||||||||
Angled Jump LK | Angled Jump ![]() |
40 | 50 | 20 | H | - | 5 | 7 | - | 11 | - | - | Reset | Reset | - | - | - | Lower body: 1~11F | - | - | - | ||||||||
Angled Jump MK | Angled Jump ![]() |
70 | 100 | 40 | H | - | 6 | 14 | - | 19 | - | - | Reset | Reset | - | - | - | Lower body: 1~19F | - | - | - | ||||||||
Angled Jump HK | Angled Jump ![]() |
100 | 200 | 60 | H | - | 7 | 6 | - | 12 | - | - | Reset | Reset | - | - | - | Lower body: 1~12F | - | - | - | ||||||||
Hell Attack | Air ![]() ![]() |
30 | 50 | 20 | H | - | 6 | 4 | - | 9 | - | - | Free Juggle | Free Juggle | - | - | - | Lower body: 1~9F | - | - | JP: 2 | ||||||||
Move Name | Nickname | Damage | Stun | Meter Gain |
Hit Level |
Cancel Ability |
Startup | Active | Rcvry | Total Frames |
Block Adv |
Hit Adv |
Block Stun |
Hit Stun |
Extra Details |
Armor Break |
Proj | Throw | On Hit Ground |
Counter Hit Ground |
On Hit Air |
Counter Hit Air |
Armor | Full Invincible |
Strike Invincible |
Projectile Invincible |
Throw Invincible |
Airborne | Juggle Info |
Focus Attack (Level 1) | Level 1 Focus | 60 | 100 | 20 | HL | - | 10+12 | 2 | 34 | 57 | -20 | -20 | 16 | 16 | Range: 1.686 | Crumple | Soft Knockdown | Soft Knockdown | 1~10F | - | - | - | - | - | - | ||||
Focus Attack (Level 2) | Level 2 Focus | 90 | 150 | 40 | HL | - | 18+12 | 2 | 34 | 65 | -14 | - | 22 | - | Range: 1.686 | Crumple | Crumple | Free Juggle | Free Juggle | 1~18F | - | - | - | - | - | - | |||
Focus Attack (Level 3) | Level 3 Focus | 150 | 200 | 60 | - | - | 66 | 2 | 34 | 101 | - | - | - | - | Range: 1.686, cannot hit pre-jump | Crumple | Crumple | Free Juggle | Free Juggle | 1~65F | - | - | - | - | - | - | |||
Red Focus Attack (Level 1) | Level 1 Red Focus | 90 | 100 | 20 | HL | - | 10+12 | 2 | 34 | 57 | -20 | -20 | 16 | 16 | Range: 1.686, Builds 10 meter on block, Opponent gains 10 meter on hit, 5 on block | Crumple | Soft Knockdown | Soft Knockdown | 1~10F (99 hits) | - | - | - | - | - | - | ||||
Red Focus Attack (Level 2) | Level 2 Red Focus | 120 | 150 | 40 | HL | - | 18+12 | 2 | 34 | 65 | -14 | - | 22 | - | Range: 1.686, Builds 20 meter on block, Opponent gains 20 meter on hit, 10 on block | Crumple | Crumple | Free Juggle | Free Juggle | 1~18F (99 hits) | - | - | - | - | - | - | |||
Red Focus Attack (Level 3) | Level 3 Red Focus | 225 | 200 | 60 | - | - | 66 | 2 | 34 | 101 | - | - | - | - | Range: 1.686, Opponent gains 30 meter on hit, cannot hit pre-jump | X | Crumple | Crumple | Free Juggle | Free Juggle | 1~66F (99 hits) | - | - | - | - | - | - | ||
EX Red Focus Attack (Level 1) | Level 1 EX Red Focus | 90 | 100 | 20 | HL | - | 10+12 | 2 | 34 | 57 | -14 | - | 22 | - | Range: 1.686, Builds 20 meter on block, Opponent gains 20 meter on hit, 10 on block | Crumple | Crumple | Free Juggle | Free Juggle | - | - | - | - | - | - | - | |||
Move Name | Nickname | Damage | Stun | Meter Gain |
Hit Level |
Cancel Ability |
Startup | Active | Rcvry | Total Frames |
Block Adv |
Hit Adv |
Block Stun |
Hit Stun |
Extra Details |
Armor Break |
Proj | Throw | On Hit Ground |
Counter Hit Ground |
On Hit Air |
Counter Hit Air |
Armor | Full Invincible |
Strike Invincible |
Projectile Invincible |
Throw Invincible |
Airborne | Juggle Info |
Deadly Throw | Forward Throw | 140 | 130 | 40 | 0.95 | - | 3 | 2 | 20 | 24 | - | - | - | - | X | Hard Knockdown | - | - | - | - | - | - | - | - | - | - | |||
Death Tower | Back Throw | 140 | 150 | 40 | 0.95 | - | 3 | 2 | 20 | 24 | - | - | - | - | X | Hard Knockdown | - | - | - | - | - | - | - | - | - | - | |||
Move Name | Nickname | Damage | Stun | Meter Gain |
Hit Level |
Cancel Ability |
Startup | Active | Rcvry | Total Frames |
Block Adv |
Hit Adv |
Block Stun |
Hit Stun |
Extra Details |
Armor Break |
Proj | Throw | On Hit Ground |
Counter Hit Ground |
On Hit Air |
Counter Hit Air |
Armor | Full Invincible |
Strike Invincible |
Projectile Invincible |
Throw Invincible |
Airborne | Juggle Info |
Psycho Crusher | Psycho Crusher ![]() |
120*100 | 100 | 30/40 | HL | su | 14 | 12*11 | 12+6 | 54 | -8 | - | 21 | 14~36F can pass through opponent, 100 damage below waist, causes 18*18 chip damage, charge 55F | X | Soft Knockdown | Soft Knockdown | Soft Knockdown | Soft Knockdown | - | - | - | - | 37~48F | 15F~ | JP: 2 | |||
Psycho Crusher ![]() |
130*100 | 150 | 30/40 | HL | su | 14 | 12*15 | 12+10 | 62 | -14 | - | 23 | 14~40F can pass through opponent, causes 18*18 chip damage, 100 damage below waist, charge 55F | X | Soft Knockdown | Soft Knockdown | Soft Knockdown | Soft Knockdown | - | - | - | - | 41~52F | 16F~ | JP: 2 | ||||
Psycho Crusher ![]() |
140*100 | 200 | 30/40 | HL | su | 14 | 12*21 | 12+10 | 68 | -17 | - | 26 | 14~46F can pass through opponent, causes 18*18 chip damage, 100 damage below waist, charge 55F | X | Soft Knockdown | Soft Knockdown | Soft Knockdown | Soft Knockdown | - | - | - | - | 47~58F | 16F~ | JP: 2 | ||||
EX Psycho Crusher | Psycho Crusher ![]() |
75*60 | 100*100 | -250/0 | HL | su | 14 | 23 | 12+6 | 64 | -16 | - | - | 14~36F passes through opponent, opponent gains 20x2 meter on hit, charge 55F | X | X | Soft Knockdown | Soft Knockdown | Soft Knockdown | Soft Knockdown | - | All: 1~13F | - | - | 37~48F | 15F~ | JP: 0*1 | ||
Double Knee Press | Scissor Kick ![]() |
60*40 | 100*50 | 20/16*17 | HL | su*- | 10 | 2(1)4 | 17 | 33 | -1 | - | 20 | Builds 10*8 meter on block, charge 55F | [2nd Hit]: Soft Knockdown | [2nd Hit]: Soft Knockdown | Soft Knockdown | Soft Knockdown | - | - | - | - | 5~14F | 12~16F | - | ||||
Scissor Kick ![]() |
60*60 | 100*50 | 20/16*17 | HL | su*- | 13 | 2(1)4 | 22 | 41 | -5 | - | 21 | Builds 10*8 meter on block, charge 55F | [2nd Hit]: Soft Knockdown | [2nd Hit]: Soft Knockdown | Soft Knockdown | Soft Knockdown | - | - | - | - | 7~17F | 15~19F | - | |||||
Scissor Kick ![]() |
70*70 | 100*50 | 20/16*16 | HL | su*- | 16 | 2(1)4 | 25 | 47 | -8 | - | 21 | Builds 10*8 meter on block, charge 55F | [2nd Hit]: Soft Knockdown | [2nd Hit]: Soft Knockdown | Soft Knockdown | Soft Knockdown | - | - | - | - | 9~20F | 18~22F | - | |||||
EX Double Knee Press | Scissor Kick ![]() |
70*80 | 100*50 | -250/0 | HL | su*- | 13 | 2(1)4 | 25 | 44 | -8 | - | 21 | Opponent gains 8x2 meter on hit, 5x2 on block, charge 55F | [2nd Hit]: Soft Knockdown | [2nd Hit]: Soft Knockdown | Soft Knockdown | Soft Knockdown | - | All: 1~12F | - | 13~19F | 13~17F | 15~19F | JP: 1*2 | ||||
Head Press | Head Stomp | 120 | 100 | 20/30 | H | - | 20 | Until ground | After landing 16 | - | -24 | -29 | - | - | Listed startup is when opponent is point blank, startup is distant dependent, tracks opponent on startup, frame advantage is for Head Press hitting as late as possible, builds 20 meter on block, charge 55F | Soft Knockdown | Soft Knockdown | - | - | - | - | - | 1F~ | - | |||||
EX Head Press | Head Stomp ![]() |
180 | 200 | -250/0 | H | - | 22 | Until ground | After landing 16 | - | -18 | - | - | - | Listed startup is when opponent is point blank, startup is distant dependent, tracks opponent on startup, frame advantage is for EX Head Press hitting as late as possible, opponent gains 15 meter on hit, 10 on block, charge 55F | Hard Knockdown | Hard Knockdown | Soft Knockdown | Soft Knockdown | - | All: During startup | - | - | - | 1F~ | - | |||
Head Press Follow Up | Head Stomp Followup | - | - | 0/0 | - | - | - | - | After landing 4 | - | - | - | - | - | Performed after connected headstomp or EX headstomp, 18F~ followup attack can be performed | - | - | - | - | - | - | - | - | - | - | - | |||
Somersault Skull Diver | Skull Diver | 120 | 100 | 20/30 | H | - | 35+7 | 3 | After landing 13 | - | 10 | 13 | - | - | Listed frame advantage is for Skull Diver performed as ![]() |
Soft Knockdown | Soft Knockdown | - | - | - | - | - | - | ||||||
EX Somersault Skull Diver | Skull Diver ![]() |
80*80 | 100*100 | -250/0 | H | - | 35+7 | 3 | After landing 13 | - | 10 | 13 | - | - | Listed frame advantage is for EX Skull Diver performed as ![]() |
Soft Knockdown | Soft Knockdown | - | - | - | - | - | - | JP: 1*1 | |||||
Empty Devil Reverse | Empty Devil Reverse | - | - | - | - | - | - | - | Total 48 | 48 | -3 | - | - | - | Tracks opponent on startup, 14~38F can ![]() |
- | - | - | - | - | - | - | - | - | 1~44F | - | |||
EX Empty Devil Reverse | EX Empty Devil Reverse | - | - | - | - | - | - | - | Total 48 | 48 | -3 | - | - | - | Tracks opponent on startup, 14~38F can ![]() ![]() |
- | - | - | - | - | All: 1~13F | - | - | - | 1~44F | - | |||
Devil Reverse | Devil Reverse | 110 | 150 | 20/30 | H | - | 13+34 | Until ground | After landing 16 | - | - | - | - | - | Builds 20 meter on block | Soft Knockdown | Soft Knockdown | Soft Knockdown | Soft Knockdown | - | - | - | - | - | - | - | |||
EX Devil Reverse | Devil Reverse ![]() |
80*80 | 100*100 | -250/0 | H | - | 13+34 | Until ground | After landing 16 | - | - | - | - | - | Opponent gains 15x2 meter on hit, 10x2 on block, | Soft Knockdown | Soft Knockdown | Soft Knockdown | Soft Knockdown | - | - | - | - | - | - | JP: 1*1 | |||
Bison Warp | Teleport | - | - | 0/0 | - | - | - | - | Total 47 | 47 | - | - | - | - | 1~29F Invincible, teleport complete on 12F | - | - | - | - | - | All: 1~29F | - | - | - | - | - | |||
Move Name | Nickname | Damage | Stun | Meter Gain |
Hit Level |
Cancel Ability |
Startup | Active | Rcvry | Total Frames |
Block Adv |
Hit Adv |
Block Stun |
Hit Stun |
Extra Details |
Armor Break |
Proj | Throw | On Hit Ground |
Counter Hit Ground |
On Hit Air |
Counter Hit Air |
Armor | Full Invincible |
Strike Invincible |
Projectile Invincible |
Throw Invincible |
Airborne | Juggle Info |
Knee Press Nightmare | Super Combo ![]() |
60x4*100 | 0 | -1000/0 | HLx4*L | - | 1+6 | 2(1)2(11)2*2(8)18 | 30 | 82 | -27 | - | 21 | - | 34~60F can pass through opponent, opponent gains 20x5 meter on hit, 5x5 on block, charge 40F | [5th Hit]: Hard Knockdown | [5th Hit]: Hard Knockdown | Hard Knockdown | Hard Knockdown | - | All: 1~7F | - | All: 9~61F | - | - | JP: 127x5 | |||
Super Combo ![]() |
60x4*100 | 0 | -1000/0 | HLx4*L | - | 1+11 | 2(1)2(11)2*2(8)18 | 30 | 87 | -27 | - | 21 | 39~65F can pass through opponent, opponent gains 20x5 meter on hit, 5x5 on block, charge 40F | [5th Hit]: Hard Knockdown | [5th Hit]: Hard Knockdown | Hard Knockdown | Hard Knockdown | - | All: 1~9F | - | All: 11~66F | - | - | JP: 127x5 | |||||
Super Combo ![]() |
60x4*100 | 0 | -1000/0 | HLx4*L | - | 1+15 | 2(1)2(11)2*2(8)18 | 30 | 91 | -27 | - | 21 | 44~70F can pass through opponent, opponent gains 20x5 meter on hit, 5x5 on block, charge 40F | [5th Hit]: Hard Knockdown | [5th Hit]: Hard Knockdown | Hard Knockdown | Hard Knockdown | - | All: 1~11F | - | All: 13~71F | - | - | JP: 127x5 | |||||
[5th Hit]: Hard Knockdown | [5th Hit]: Hard Knockdown | ||||||||||||||||||||||||||||
Nightmare Booster | Ultra Combo 1 | 48x4*60*240 | 0 | 0/0 | HL | - | 0+10 | 4*2(12)2*2(16)12x3 | 30+18 | 131 | -35 | - | 25 | 61~114F can pass through opponent, 5th Hit triggers animation, opponent gains 20x6 meter on hit, 5x7 on block, causes 12x4*15x3 chip damage, charge 40F | [1st~4th Hit]: Forces stand, 5th Hit: Hard Knockdown | [1st~4th Hit]: Forces stand, 5th Hit: Hard Knockdown | Hard Knockdown | Hard Knockdown | - | All: 1~15F | - | - | - | 47F~ | JP: 127x6 | ||||
Psycho Punisher | Ultra Combo 2 | 90*330 | 0 | 0/0 | H | - | 0+22 | 2 | After landing 42 | 65 | -23 | - | 21 | Can control movement with joystick, opponent gains 30x3 meter on hit, 15 on block, charge 40F | X | Hard Knockdown | Hard Knockdown | Hard Knockdown | Hard Knockdown | - | All: 1~2F | - | All: 3~23F | - | 1~21F | JP: 1 | |||
Move Name | Nickname | Damage | Stun | Meter Gain |
Hit Level |
Cancel Ability |
Startup | Active | Rcvry | Total Frames |
Block Adv |
Hit Adv |
Block Stun |
Hit Stun |
Extra Details |
Armor Break |
Proj | Throw | On Hit Ground |
Counter Hit Ground |
On Hit Air |
Counter Hit Air |
Armor | Full Invincible |
Strike Invincible |
Projectile Invincible |
Throw Invincible |
Airborne | Juggle Info |