A man who resembles M. Bison, the leader of Shadaloo, who was believed to be dead. He has lost his memories, but has violent tendencies. He appears in locations related to Shadaloo, guided by Psycho Power.
M. Bison is a bully style character with oppressive special moves that can dominate the neutral, and powerful normals that make opponents think twice about contesting. He benefits from the system mechanics of SF6 more than most other characters - his iconic Double Knee Press (or Scissor Kick) is no longer a charge motion, and its strong frame data makes it a safe tool to pester opponents with when properly spaced. Drive Rush allows him to turn many of his errant hits into devastating combos, and OD Psycho Crusher is a fantastic anti-fireball tool that can beat many projectiles on reaction. His Hell Attack target combo (j.MP~j.MP) can punish poor jumps and leads to very high juggle damage on a successful callout.
Once he's in, Bison has excellent pressure normals such as 5HP or 4HK that let him maintain advantage and whittle down the opponent's Drive Gauge until they crack. A key skill for playing Bison is gauging your opponent's temperament; waiting for the moment they run out of patience, then swatting them down for daring to press a button.
While many of these strengths existed in previous iterations of the character, SF6 Bison has plenty of unique tools that bring him to another level. 6HP is an overhead that's on the slow side, but can easily catch opponents who've been conditioned to guard his plus-on-block normals. It even leads into a full combo when used from Drive Rush, giving Bison another layer of mixup beyond his usual repertoire.
Last but certainly not least is his new special, Backfist Combo, which implements the Psycho Mine from his SFV V-Trigger 2 into his moveset. Finishing combos with this attack leaves your opponent in a very dangerous position, as the mine explosion can either make certain moves safe (such as Psycho Crusher) or dramatically increase the combo damage off his more common starters. If his opponent makes the wrong guess, optimised Bison combos can absolutely shred their lifebar in one violent swing.
Bison's main weakness is that, like most dictators, he is much weaker when he isn't in control. He lacks an invincible OD reversal, and while his supers have some invulnerability a savvy opponent can thwart your escape with a meaty jab. If you find yourself on the back foot as Bison, you'll have to rely on patient defense and the system mechanics until you find another opening to exert your dominance.
If you want to control the pace of a match and make your opponent second guess every decision they make, give in to the Psycho Power and let M. Bison take the reins.
Pick if you like:
Avoid if you dislike:
Excellent normals for poking and pressure
A kit dedicated to predicting and punishing your opponent's moves
Powerful "neutral skip" tools that circumvent traditional fireball games
Oppressive offense with the threat of devastating damage if you make the right callout
Wearing people down with moves that can feel outright suffocating
Not having an easy answer to your opponent's pressure
Relying on fundamentals and system mechanics to get out of a bad spot
Having to plan your offense around a timed detonation
Classic & Modern Versions Comparison
List of differences with Modern M. Bison
Missing Normals
Standing Light Kick (5LK)
Standing Heavy Kick (5HK)
Jumping Light Punch (j.LP)
Jumping Medium Kick (j.MK)
Jumping Heavy Punch (j.HP)
Missing Command Normals
Hover Kick (3HK)
Shortcut-Only Specials
N/A
Assist Combos
A[L~L~L]: 2LK ~ 5LP ~ L Double Knee Press
On Block: stops at 5LP
A[M~M~M]: 2MP ~ OD Backfist Combo ~ SA2
On Block: stops at OD Backfist Combo
Burnout: 2MP ~ M Backfist Combo
A[H ~ H ~ H ~ H ~ H]: 5MP ~ 2MP ~ OD Double Knee Press ~ M Psycho Crusher Attack ~ SA3
Burnout: 5MP ~ 2MP ~ M Double Knee Press ~ SA3
On Block: stops at 2MP
Miscellaneous Changes
Must let go of Auto button when performing 2nd hit of Shadow Hammer (A[H]~6H) / Shadow Spear (A[H]~2H)
Shin Bison can only perform the PPP versions of Bison Warp with 6LMH / 4LMH
Cannot teleport in front of opponent, and backwards teleport is the short version
M.Bison
Vitals
Life Points
10000
Ground Movement
Forward Walk Speed
0.048
Backward Walk Speed
0.0312
Forward Dash Speed
19
Backward Dash Speed
23
Forward Dash Distance
1.54
Backward Dash Distance
0.754
Drive Rush Min. Distance (Throw)
0.593
Drive Rush Min. Distance (Block)
2.650
Drive Rush Max Distance
4.425
Jumping
Jump Speed
4+38+3
Jump Apex
2.115
Forward Jump Distance
1.90
Backward Jump Distance
1.52
Throws
Throw Range
0.8
Throw Hurtbox
0.33
Frame Data Glossary - SF6
Hitbox Images
🟥 (Red): Attack hitbox
Appears pink for Throw hitboxes
🟩 (Green): Vulnerable hurtbox that can be hit by strikes/projectiles
If a move's hitbox and hurtbox overlap, the colors blend to appear orange
🟦 (Blue): Vulnerable throw hurtbox
Will be thrown if Pink throw hitbox touches Blue throw hurtbox
Active
How many frames a move remains active (can hurt opponents) for. For projectiles with a maximum active period, a value may be listed in [brackets], but this number is not factored into the move's total frame count.
For multi-hit moves with no gaps between the active hitboxes, active frames are listed as X,Y (or sometimes X*Y)
For multi-hit moves with gaps between hits, active frames are listed as X(n)Y where n = the frame gap between hitboxes.
Cancel
Available options for canceling one move into another move.
"Chn": Chain cancel (Light normals; specific chain options listed in Description)
"TC": Target Combo
"Sp": Special move
"SA": Super Art (if a number is listed, refers only to that specific Super; SA3 = Lv.3 Super Art)
"Jmp": Jump cancel (usually on hit only, if applicable)
"SS": Serenity Stream (Chun-Li's stance)
If one hit of a multi-hit attack is cancelable, this can be indicated with (1st), (2nd), etc.
Occasionally, a move can be canceled only into a specific follow-up (e.g. Dee Jay [4]6P > 22PP); this can be indicated by listing the move input in the Cancel field, or with an asterisk that is explained in the move notes (Sp*)
Cancel Hitconfirm Windows
Hitconfirm reaction windows into Special Moves, Target Combos, and Super Arts.
Refers to the amount of time (in frames) you have to cancel one attack into another attack on reaction
e.g. most cancelable 2MKs have a 13 frame window to cancel into a Special/Super on reaction, making them nearly impossible to hitconfirm
Counts from the first frame the attack connects until the final cancelable frame
Visual effects like hitsparks and HP drain do not actually occur until frame 2; the first frame is still counted to keep the numbers consistent with previous games, and because it is technically possible to start reacting to the character's reeling animation on frame 1
If a Target Combo is cancelable into another attack, the hitconfirm window will include the entire sequence starting from the first hit
If there is a frame gap on block between hits of the TC, the hitconfirm window may also be included for just the followup hit
Some sequences like Ken's 5MP~HP TC may have a range of values listed (43f~47f). In this example, inputting 5MP~HP at its usual timing gives a 43f hitconfirm into a Special/Super. Delaying the chain into HP gives more total time for the final hitconfirm.
Damage
Attack damage on hit. Multi-hit moves may have the damage listed for individual hits as X,Y (or sometimes X*Y). Sometimes a move's damage changes depending on which active frame connects, or on cinematic vs. non-cinematic hits; in this case, multiple values may be listed, and it will be clarified in the move description.
Damage Scaling
Some moves cause additional damage scaling in combos. Refer to Game Data page for a more detailed breakdown.
Scaling Types:
Starter: When a move begins the combo, the next attack is scaled by X percent
e.g. Ryu 2MK (20% Starter) > Hadoken: Hadoken is at 80% damage scaling
Combo: When a move is comboed into, the next attack is scaled by X percent or X number of hits
e.g. Ryu 2HP > OD High Blade Kick (2-Hit Combo Scaling) > Shoryuken: Shoryuken is at 70% damage scaling (100% > 100% > [skip 80%] > 70%)
e.g. Cammy 5HP > OD Spiral Arrow (5% Combo Scaling) > Cannon Spike: Cannon Spike is at 75% damage scaling (100% > 100% > [80-5 = 75%])
Immediate: When a move is comboed into, this attack is scaled by X percent
e.g. Drive Impact Crumple (20% Starter) > Throw (20% Immediate): Throw is at 60% damage scaling
Multiplier: A damage scaling multiplier applies after Perfect Parry (50%) and mid-combo Drive Rush (15%). Any hits in the combo continue their usual damage scaling, but reduced by these amounts. These can bring the minimum scaling below the usual 10%, and they stack with each other; as a result, the minimum scaling can reach 4% using a long Drive Rush combo after Perfect Parry.
Minimum Scaling: The lowest damage scaling that can be applied to an attack. Super Art Level 1/2/3 generally has 30%/40%/50% minimum scaling respectively. This ensures the attack will still do reasonable damage even at the end of a heavily scaled combo.
Drive Rush Cancel Advantage
Refers to the frame advantage when canceling a normal, command normal, or Target Combo into Drive Rush on hit or block (abbreviated as DRC for Drive Rush Cancel). This is calculated at the moment a follow-up attack can be input, not at the moment the character can block or perform movement options. An attack that with DRC +8 on Hit can link into an 8-frame attack, and DRC +4 on Block can create a true blockstring into a 4-frame attack.
Note that any DRC on Block worse than +4 cannot form a true blockstring, allowing the opponent to interrupt with an invincible reversal. Most light normals are slightly negative after a DRC on block, meaning the opponent can mash their fastest normal to guarantee a counter-hit (though this requires fast reactions). The attacking character could punish this with Light > DRC into an immediate invincible attack, but this would be an incredibly expensive and high-risk gambit.
Forced Knockdown
Most airborne command normals, special moves, and Super Arts put the user in a "Forced Knockdown" state. While in this state, an air knockdown will occur when being hit by any attack, even if it would otherwise cause an air reset.
As an example, Ryu's 2HP causes an air reset when used as an anti-air. Against a move like Cammy's Hooligan Combination, however, the 2HP puts her into an air knockdown state. This allows Ryu to successfully cancel 2HP into Shoryuken for a juggle, similar to how a Drive Impact wall splat works. Taking advantage of Forced Knockdown juggles is important for dealing with moves like Ken's Dragonlash, Dhalsim's Air Teleport, or Kimberly's 6HK~Hop sequence.
Moves that already cause an air knockdown, like most j.MP air-to-airs, will not display the "Forced Knockdown" message.
Guard
Refers to the direction an attack must be blocked. L is for Low attacks (must be blocked crouching), H is for High attacks/overheads (must be blocked standing), LH is for attacks that can be blocked crouching or standing. T is for Throw attacks which cannot be blocked.
Juggles
When a character is put into an Air Knockdown state, it is often possible to follow up with a Juggle attack before they hit the ground. In the simplest terms, there are 2 main juggle states:
Free Juggle: any attack can juggle, causing an Air Reset or an Air Knockdown
Limited Juggle: only specific attacks with juggle potential may juggle
The following is a more detailed overview of the SF6 juggle system:
Juggle Count (JC): The status of the character being juggled. A high JC limits which attacks can work in juggles.
JC0: free juggle state - any attack that can hit an airborne opponent will work
JC1+: limited juggle state - juggle only works if the attack's Juggle Limit ≥ defender's Juggle Count
A juggle count of -1 represents a crumple state; this can lead to a grounded or airborne hit depending on timing
Juggle Start (JS): When starting a juggle, the opponent's JC will be set to this value. May be different vs. standing and airborne opponents.
Attack with Juggle Start value of 3 will put opponent at JC3, so only attacks with Juggle Limit value ≥ 3 can follow up
Even for attacks that don't normally start a juggle, this is relevant for Forced Knockdown and Crumple situations
Juggle Increase (JI): When opponent is already in a juggle state, attacks will increase the opponent's JC by this amount.
Airborne opponent at JC1 followed by attack with Juggle Increase value of 3 will set opponent to JC4
Juggle Limit (JL): Property of an attack hitbox that determines whether it connects on a juggled opponent. The JL must be ≥ the opponent's JC to hit successfully.
An uppercut with a JL value of 5 will connect on an opponent at JC5 or below, but will whiff on JC6 opponent
Most normals have a JL value of 0, meaning they only work in Free Juggle (JC0) states
Some multi-hit attacks have different JL values on each hit, so a 3-hit move may only hit twice in juggles
An example to tie everything together:
An attack (JS3) launches opponent into the air (Opponent now at JC3)
Followed up with an attack (JI2/JL4); it connects, because JL4 ≥ JC3 (Opponent now at JC5)
Attempts to juggle again with same attack (JL4), but whiffs because JL4 < JC5 (Opponent hits the ground)
Drive Rush notes:
DR normals have a Juggle Start/Increase value of 0
DR normals have +3 added to their usual Juggle Limit
More recently, the official definitions used by Capcom are slightly different than these community-designated terms. When reading official patch notes, the following terms are used instead:
Combo Count Initial Value
Combo Count Additional Value
Combo Count Upper Limit
On Hit/Block
These are frame advantage values when the attack hits or is blocked. If the number is positive, then the move will recover before the defender can act again. If the number is negative, the defender will be able to act before the attacker and maybe even punish. KD refers to knockdown on hit, and the listed KD Advantage refers to how many frames the attacker can act before the defender finishes their wakeup animation.
Note that generally, there is an extra +2 hit advantage on Counterhits and +4 hit advantage on Punish Counters (exceptions are noted in the description).
Recovery
How many frames it takes for a move to finish after the active frames have finished. For projectiles, recovery is considered to begin after the first active frame.
Moves with different recovery values on hit/block/whiff may have multiple values listed like X(Y), with specific details listed in the description.
Startup
How many frames it takes before the move becomes 'active' or have a hit box. The last startup frame and the first active frame are the same frame, meaning all values are written as Startup + 1.
Moves with multiple relevant startup values may be listed as X(Y); for example, a move that hits airborne first before hitting grounded opponents, or a 2-hit move where the first hit whiffs at some ranges.
IASA / Actionable Recovery
Some moves play out an extended recovery animation when no other button/direction is input (for crouching moves, it applies when holding any down direction). These are often referred to as "actionable recovery" frames; in some games, the term IASA (Interruptible As Soon As) refers to the frame that Actionable Recovery begins.
Letting the Actionable Recovery frames play out can change the character's position, potentially setting up spacing traps by recovering farther away. For example, Manon 5HP will recover much farther away from the opponent if no input is performed immediately after her recovery; holding back or down-back to block will keep her much closer to the opponent.
Normals
Standing Normals
5LP
Standing Light Punch
5LP 5L
Hitboxes Off
Hitboxes On
5LP
Standing Light Punch
Startup
Active
Recovery
Cancel
Damage
Guard
On Hit
On Block
5
3
9
Chn Sp SA
300
LH
+4
-2
Chains into 5LP/2LP/2LK
Cancel Hitconfirm Window: 13f
Drive Rush cancel advantage:+5 oH / -1 oB
Applies 20% damage scaling to next hit when beginning a combo (100/80/70...)
Bison's longest reaching light normal, comparable to a 5LK on many other characters. At 5f startup, it will not combo from Counter-HitLK Scissors. At the end of a 3-light chain, it also fails to combo into LP Backfist Combo due to the pushback.
5MP
Standing Medium Punch
5MP A[H]
Hitboxes Off
Hitboxes On
5MP
Standing Medium Punch
Startup
Active
Recovery
Cancel
Damage
Guard
On Hit
On Block
8
3
15
Sp SA TC
600
LH
+6
0
Cancel Hitconfirm Window: 15f (requires Counter-Hit for 5MP~6HP TC)
Drive Rush cancel advantage:+14 oH / +8 oB
Important combo tool that sets up a strong tick throw with Drive Rush. Naturally links into 2MP for good damage, and can combo into the 2HK Target Combo (which is also a safe frame trap on block).
With Drive Rush, it gains enough hitstun to link 2HP for a more rewarding hitconfirm. DR~5MP can frame trap into the overhead 6HP follow-up on block, or extend a juggle with a ground bounce on hit; however, the extra blockstun sacrifices Bison's ability to frame trap into the low 2HK TC ender.
5HP
Standing Heavy Punch
5HP 5H
Hitboxes Off
Hitboxes On
5HP
Standing Heavy Punch
Startup
Active
Recovery
Cancel
Damage
Guard
On Hit
On Block
19
3
17
SA
1000
LH
+4(+6)
+1(+3)
Punish Counter: +17~19 Stagger
Slams airborne opponents down into limited juggle OTG state (higher bounce on Punish Counter)
Cancel Hitconfirm Window: 17f / 29f PC (Super)
Applies 20% damage scaling to next hit when beginning a combo (100/80/70...)
Extends a hurtbox 1f before active that is vulnerable to projectiles
A slow, long-range advancing poke with great hitbox priority, making it an excellent spacing trap tool. It is plus on block without Drive Rush, and gains additional frame advantage when spaced at max range. While susceptible to a predictive Drive Impact, it can be canceled into a Super on reaction; it also has low enough recovery to counter-DI if the opponent activates it too late.
The Punish Counter properties allow Bison to convert 5HP into high damage, which dissuades opponents from throwing out quick lights/mediums to counterpoke Scissor Kick. It can also be an effective punish against very unsafe moves (like reversals), though the damage scaling causes Bison to lose some damage.
5LK
Standing Light Kick
5LK
Hitboxes Off
Hitboxes On
5LK
Standing Light Kick
Startup
Active
Recovery
Cancel
Damage
Guard
On Hit
On Block
4
2
10
Sp SA
300
LH
+3
-1
Cancel Hitconfirm Window: 12f
Drive Rush cancel advantage:+5 oH / +1 oB
Applies 20% damage scaling to next hit when beginning a combo (100/80/70...)
Bison's longest-reaching 4f button. Unlike his other light normals, this one must be linked into rather than chained. While it has less range than 5LP, this is the preferred ender for 3-light hitconfirms, as the forward movement allows LP Backfist Combo to connect.
5LK is plus on block when canceled into Drive Rush, which is an extremely rare property for a light normal.
5MK
Standing Medium Kick
5MK 5M
Hitboxes Off
Hitboxes On
5MK
Standing Medium Kick
Startup
Active
Recovery
Cancel
Damage
Guard
On Hit
On Block
10
4
16
-
700
LH
+2
-3
A strong poke due to its range and slightly disjointed hitbox. The lower body hurtbox does not extend much, making it useful against opponents with shorter-ranged 2MKs. Useful for keeping the opponent at Bison's preferred range where the threat of Scissor Kick or Drive Rush starters are hard to deal with.
5HK
Standing Heavy Kick
5HK
Hitboxes Off
Hitboxes On
5HK
Standing Heavy Kick
Startup
Active
Recovery
Cancel
Damage
Guard
On Hit
On Block
13
4
19
-
900
LH
+6
-2
Foot hurtbox is Anti-Air Invuln 13-16f
Punish Counter: KD +73 Crumple (+7 before becoming airborne)
Puts airborne opponents into limited juggle state (much higher launch on Punish Counter)
Whiffs on crouching opponents at longer ranges
Extends a hurtbox 1f before active that is vulnerable to projectiles
A long-range kick with a slight upward angle that moves Bison forward during the animation. Mostly useful as a punish starter, allowing either a grounded combo or a juggle extension depending on the follow-up timing. It naturally links into 2MP even without a Punish Counter, but the slow startup makes this impractical unless confirmed from a Drive Rush cancel or a deep jump-in.
Can be used as an anti-air against long-range jumps due to the invincibility around Bison's foot, though in practice it can be difficult to use this way.
Crouching Normals
2LP
Crouching Light Punch
2LP 2L
Hitboxes Off
Hitboxes On
2LP
Crouching Light Punch
Startup
Active
Recovery
Cancel
Damage
Guard
On Hit
On Block
4
2
10
Chn Sp SA
300
LH
+4
-2
Chains into 5LP/2LP/2LK
Cancel Hitconfirm Window: 12f
Drive Rush cancel advantage:+5 oH / -1 oB
Applies 20% damage scaling to next hit when beginning a combo (100/80/70...)
Topmost hurtbox on frames 1-5 is vulnerable only to aerial attacks, preventing its use as an anti-air
A fast 4f normal with decent range. Useful in chain hitconfirms, although a 3-light chain into LP Backfist Combo whiffs if you don't end with a link to 5LK. Also a good defensive option to interrupt the opponent's pressure strings, as it links to 2MP on Counter-Hit.
2MP
Crouching Medium Punch
2MP A[M]
Hitboxes Off
Hitboxes On
2MP
Crouching Medium Punch
Startup
Active
Recovery
Cancel
Damage
Guard
On Hit
On Block
6
3
14(17)
Sp SA
600
LH
+5
-1
3f extra recovery on whiff
Cancel Hitconfirm Window: 15f
Drive Rush cancel advantage:+12 oH / +6 oB
Topmost hurtbox on frames 1-8 is vulnerable only to aerial attacks, preventing its use as an anti-air
An important combo and neutral tool with great range for a 6f cancelable medium. Combos into Bison's useful Medium/OD specials, and gets a powerful link to 4HK when canceled into Drive Rush. Combos from 5HK, 5MP, CH5LP/2LP, and many Drive Rush starters like DR~6HP.
2HP
Crouching Heavy Punch
2HP 2H
Hitboxes Off
Hitboxes On
2HP
Crouching Heavy Punch
Startup
Active
Recovery
Cancel
Damage
Guard
On Hit
On Block
10
6
21
Sp SA
900
LH
0
-9
Forces stand
Puts airborne opponents into limited juggle state on Counter-hit/Punish Counter
Great anti-air hitbox priority on frames 12-15 but cannot hit cross-up; only the first 2 active frames are cancelable
Cancel Hitconfirm Window: 16f
Drive Rush cancel advantage:+17 oH / +8 oB
A slow but very consistent anti-air when used early enough. Can lead to a follow-up juggle unless the opponent empty jumps, though the anti-air frames are not cancelable. Used in grounded combos after PC/DR5MP, it can cancel into useful moves like HP Backfist Combo or HP Psycho Crusher.
2LK
Crouching Light Kick
2LK A[L]
Hitboxes Off
Hitboxes On
2LK
Crouching Light Kick
Startup
Active
Recovery
Cancel
Damage
Guard
On Hit
On Block
5
2
10
Chn
200
L
+4
-2
Chains into 5LP/2LP/2LK
Applies 20% damage scaling to next hit when beginning a combo (100/80/70...)
Very good low starter, especially when combined with Drive Rush. It has the rare property of linking to other lights without a chain, as well as linking to a cancelable 2MP on Counter-hit.
2MK
Crouching Medium Kick
2MK 2M
Hitboxes Off
Hitboxes On
2MK
Crouching Medium Kick
Startup
Active
Recovery
Cancel
Damage
Guard
On Hit
On Block
8
3
19
Sp SA
500
L
-2
-6
Cancel Hitconfirm Window: 13f
Drive Rush cancel advantage:+8 oH / +4 oB
Applies 20% damage scaling to next hit when beginning a combo (100/80/70...)
Extends an extra-wide hurtbox through the first 9 recovery frames on whiff
A cancelable low poke with good range, comparable to Luke or Ryu. Allows Bison to apply the ever-useful 2MK > Drive Rush cancel in neutral for a hitconfirm or block pressure. It also serves as a defensive option against throw baits, as opponents tend to walk back for a short time.
5MP and 2MP are generally preferred in combos, though sometimes 2MK is the only attack that will link at longer ranges.
2HK
Crouching Heavy Kick
2HK 3H
Hitboxes Off
Hitboxes On
2HK
Crouching Heavy Kick
Startup
Active
Recovery
Cancel
Damage
Guard
On Hit
On Block
11
3
26
-
900
L
HKD +29
-12
Counter-Hit/Punish Counter: HKD +45
Has juggle potential; not a Hard Knockdown when juggled into
Puts airborne opponents into limited juggle state (can combo with Psycho Mine detonation)
A great sweep with long range and a slightly disjointed hitbox. While technically unsafe, the high pushback prevents most opponents from punishing with their own sweep; many characters will have to rely on Supers to punish, if they are lucky enough to have one that reaches.
Jumping Normals
j.LP
Jumping Light Punch
j.LP
Hitboxes Off
Hitboxes On
j.LP
Jumping Light Punch
Startup
Active
Recovery
Cancel
Damage
Guard
On Hit
On Block
5
4
3 land
-
300
H
+8(+9)
+4(+5)
A fast normal used as a panic air-to-air when j.MP would be too slow. Against grounded opponents, it can only hit when very close to the ground, which can set up a surprise tick throw if you expect the opponent to block.
A great air-to-air due to its knockdown properties. The cancel into Hell Attack (j.MP~j.MP) can be delayed significantly, allowing Bison to control how high the opponent is juggled. It also gives more time to build charge for Psycho Crusher upon landing. The j.MP itself has less juggle potential than similar buttons on other characters, so there are not many ways to combo into this juggle route.
j.HP
Jumping Heavy Punch
j.HP
Hitboxes Off
Hitboxes On
j.HP
Jumping Heavy Punch
Startup
Active
Recovery
Cancel
Damage
Guard
On Hit
On Block
9
6
3 land
-
800
H
+7(+15)
+3(+11)
Spike knockdown vs. airborne opponents on Counter-Hit/Punish Counter
Bison's best jump-in for close range approaches with its good vertical hitbox. Can be used earlier in Bison's jump arc than any other air normal, allowing him to vary his attack timing; however, an early j.HP can have below-average hit/block advantage as a result. On a deeper connect, it can link to strong combo starters like 4HK or 5MP.
j.LK
Jumping Light Kick
j.LK j.L
Hitboxes Off
Hitboxes On
j.LK
Jumping Light Kick
Startup
Active
Recovery
Cancel
Damage
Guard
On Hit
On Block
5
7
3 land
-
300
H
+5(+10)
+1(+6)
Can hit Cross-up
Can be used as an air-to-air or as a cross-up approach tool, though it's generally worse than j.LP and j.MK respectively. The one advantage of j.LK is that it can still work as an air-to-air during a forward jump if the opponent crosses behind Bison.
j.MK
Jumping Medium Kick
j.MK
Hitboxes Off
Hitboxes On
j.MK
Jumping Medium Kick
Startup
Active
Recovery
Cancel
Damage
Guard
On Hit
On Block
7
7
3 land
-
500
H
+8(+13)
+4(+9)
Can hit Cross-up
Shifts M. Bison's hurtbox upward during startup
Your main tool for ambiguous left/right mixups when jumping at cross-up range. Mix with j.HP to make the opponent less confident in their anti-air timing.
j.HK
Jumping Heavy Kick
j.HK j.H
Hitboxes Off
Hitboxes On
j.HK
Jumping Heavy Kick
Startup
Active
Recovery
Cancel
Damage
Guard
On Hit
On Block
10
6
3 land
-
800
H
+11(+15)
+7(+11)
Bison's best jump-in for ranged approaches due to its long horizontal range. Can consistently link to a strong combo starter like 4HK or 5MP on landing.
Command Normals
6HP
Psycho Hammer
Overhead
6HP 6H
Hitboxes Off
Hitboxes On
6HP
Psycho Hammer
Startup
Active
Recovery
Cancel
Damage
Guard
On Hit
On Block
22
3
20
-
800
H
+3
-3
Slams airborne opponents down into limited juggle OTG state
A solid overhead with good range and average startup speed. Like most overheads, it is most useful after Drive Rush, where it gains a link to 2MP while being +1 on block. With Bison's excellent Drive Rush speed and useful low starters like 2LK and 2MK, he has ample opportunity to crack an opponent's defense.
After a MP Backfist Combo knockdown in the corner, Bison has a perfect setup into meaty 6HP, which becomes +5 oH / -1 oB to combo without meter. He can also apply overhead pressure to an opponent implanted with Psycho Mine; if timed right before the detonation, the opponent will be opened up for a huge juggle combo. To avoid being predictable, alternate this with low-hitting options like 2MK or the 5MP~2HK Target Combo.
6HP has utility in juggle routes, causing a ground bounce that can combo into Backfist Combo for extended Psycho Mine pressure. This is easier to do in the corner, as some midscreen routes leave the opponent too far away or require a strict microwalk to connect.
4HK
Evil Knee
4HK 4H
Hitboxes Off
Hitboxes On
4HK
Evil Knee
Startup
Active
Recovery
Cancel
Damage
Guard
On Hit
On Block
10
4
17
Sp SA
800
LH
+4
+1
Forces stand
Cancel Hitconfirm Window: 18f
Drive Rush cancel advantage:+15 oH / +12 oB
Bison's main pressure tool up close with very low pushback, granting him advantage on block without the massive startup of 5HP. It can lead to powerful combos on Punish Counter or out of a Drive Rush starter. If the opponent respects your block pressure, you can drain an entire bar of Drive meter with DR~4HK, 4HK; just be sure not to overuse this sequence, as it can be interrupted with a 4f normal.
One of Bison's best cancelable normals, it can combo into his slower and stronger special moves. However, 2HP is stronger if you intend to cancel directly into a special move, and has the same startup. When canceled into Drive Rush, 4HK can form a true blockstring into itself, or can be manually delayed to set up a frame trap.
3HK
Hover Kick
Slide
3HK
Hitboxes Off
Hitboxes On
3HK
Hover Kick
Startup
Active
Recovery
Cancel
Damage
Guard
On Hit
On Block
15
10
23
-
900
L
KD +25(+34)
-15(-6)
Counter-Hit/Punish Counter: HKD +41~50
Has juggle potential; not a Hard Knockdown when juggled into
Bison is in a crouching state for the entire move duration
Bison zooms forward on his heels, sweeping the opponent from around 75% of the screen. Unlike his normal sweep, this can't be abused so freely; unless the opponent is in Burnout or has a Psycho Mine about to explode, 3HK is always punishable on block even at max range. Still, with proper spacing the punish can be less severe, particularly against characters that lack a 6f medium.
The slide is good for catching installs (like Lily wind stocks, Jamie drinks, etc.) that would normally be hard to punish at long range. The startup is too slow to use 3HK in most grounded combos, but the high juggle potential gives it some utility in situations where Psycho Crusher charge is not available.
This follow-up attack is effectively the same as Bison's command overhead. Just like 6HP, it can be used in juggle routes for a ground bounce, most notably after DR~5MP. On a grounded hit, this TC will not combo without extra advantage from CH/PC/DR or a deep meaty 5MP connect.
As a mixup tool, this overhead is safe just like its low counterpart. However, it can be interrupted on block with a quick normal unless Bison starts with DR~5MP or the opponent is in Burnout.
5MP~2HK
Shadow Spear
5MP~2HK A[M]~2H
Hitboxes Off
Hitboxes On
5MP~2HK
Shadow Spear
Startup
Active
Recovery
Cancel
Damage
Guard
On Hit
On Block
16
4
20
-
700
L
+3
-3
1f gap on block that can lead to CHlight normals
A safe, low-hitting alternative to the overhead Target Combo. The blockstring gap is much smaller, leading to Counter-Hit combos if the opponent mashes expecting the overhead. On block, Bison is left close to the opponent at -3, forcing him to take a strike/throw mixup.
If the opponent reacts to either Target Combo extension, they can hold down back and attempt to Perfect Parry this low ender, making it punishable. This also parries the overhead ender, making it low-risk as long as they are actually reacting to the startup. If you think the opponent may be auto-piloting a parry after blocked 5MP, try doing nothing to bait it out for a Throw punish.
If the opponent is in Burnout, there is no longer a gap in the blockstring. This makes it a strong bully tool that forces the opponent to block low in a true blockstring. Since it becomes +1 on block, the opportunity for a Counter-Hit occurs after the 2HK ender instead.
j.MP~j.MP
Hell Attack
j.MP~j.MP j.M~j.M
Hitboxes Off
Hitboxes On
j.MP~j.MP
Hell Attack
Startup
Active
Recovery
Cancel
Damage
Guard
On Hit
On Block
7
4
3 land
-
700
LH
-
-
Keeps airborne opponents in a limited juggle state after j.MP
A great follow-up to air-to-air j.MP, allowing Bison to pick up a juggle even when hitting on the way up. This TC can be significantly delayed, giving more advantage after landing and guaranteeing enough charge time for Psycho Crusher if you begin charging right after you jump. You can also choose to end with Backfist Combo to plant a Psycho Mine; in general, the MP/HP versions are more consistent due to their extra range, as long as you delay the hits of the TC.
Throws
Forward Throw (LPLK)
Forward Throw
LPLK
Hitboxes Off
Hitboxes On
LPLK
Deadly Throw
Startup
Active
Recovery
Cancel
Damage
Guard
On Hit
On Block
5
3
23
-
1200 (2040)
T
KD +21
-
Punish Counter: HKD +21
Applies 20% immediate damage scaling when comboed into (e.g. after Crumple)
After landing a corner throw, Bison can dash forward for an auto-timed +2 throw loop that beats any non-invincible reversal option. He also has enough advantage to walk forward for a manually timed throw loop; this has the advantage of allowing Bison to walk back out of the opponent's throw range for a shimmy, leading to much higher damage.
If you want to use Drive Rush for enhanced pressure, DR~4HK can be auto-timed for a meaty connect, making it +9 oH / +6 oB. A second 4HK on block will keep Bison at frame advantage while allowing a trade combo vs. 4f normals. DR~5MP can connect meaty, but requires a slight manual delay; otherwise, it will whiff before the opponent recovers.
Midscreen, Bison can use Drive Rush into a delayed button like 4HK, 5MP, or 2MK to catch the opponent's Back Rise, but in order to threaten another throw he risks eating the opponent's wakeup button. If for some reason the opponent chooses not to Back Rise, this gives him oki similar to a corner throw.
Back Throw (4LPLK)
Back Throw
4LPLK
Hitboxes Off
Hitboxes On
4LPLK
Death Tower
Startup
Active
Recovery
Cancel
Damage
Guard
On Hit
On Block
5
3
23
-
1200 (2040)
T
KD +18
-
Side switches
Punish Counter: HKD +18
Applies 20% immediate damage scaling when comboed into (e.g. after Crumple)
After throwing the opponent back into the corner, Bison can pressure with ranged meaty normals like 5HP or 5MK to chip away at the opponent's Drive gauge. For real oki, Drive Rush is required. Two of the best routes are:
DR~4HK - +5 oB, frame traps into 5MP for two likely Counter-Hit points.
On hit, ends with 5MP, 2MP > M/OD special
After CH4HK, can link into another 4HK > H Special for excellent damage
DR~5MP - Auto-timed for a +4 oB tick throw.
Attempting another 5MP on block results in a trade vs. 4f normals, which links to 2MP (due to pushback, must use 2MK vs. Blanka/E. Honda 5LK or Guile/Manon 2LP)
On hit, Bison can link to 4HK for a powerful HP Psycho Crusher or HP Backfist Combo ender
Midscreen, the opponent recovers too far away to chase down. If the Back Throw connects right after planting a Psycho Mine, Bison can attempt a MP/HP Psycho Crusher to secure frame advantage. If the opponent tries to jump over Psycho Crusher on reaction, the Mine will explode mid-air. However, this setup gives the opponent plenty of time to react with an anti-air invincible move, removing the threat of the Mine entirely, so it should be used sparingly.
Drive System
Drive Impact (HPHK)
Drive Impact
HPHK
Hitboxes Off
Hitboxes On
HPHK
Hell Twist
Startup
Active
Recovery
Cancel
Damage
Guard
On Hit
On Block
26
2
35
-
800
LH
KD +35 / Wall Splat KD +65
-3 / Wall Splat HKD +72
Armor (2-hit): 1-27f; Range: 2.537 (1.217 movement + 1.32 hitbox)
On Hit/PC: Applies 20% damage scaling to next hit when beginning a combo
On Block: Applies 20% scaling multiplier to all follow-up hits after Wall Splat; the next attack can incur additional Starter Scaling
Combos when canceled from 2HP or Punish Counter 4HK/5MP (no corner wallsplat; useful for depleting Drive gauge, especially after Perfect Parry)
A blocked DI can combo into another DI if opponent is not fully cornered (Stuns if opponent has less than 1.5 Drive bars)
This happens because a blocked DI is not considered a "hit" for combo purposes
Causes both the 20% Starter and 20% Multiplier scaling to apply to the follow-up combo
See Drive Impact on the Gauges page for more details.
When canceled from a normal, these are the important blockstring gaps; a gap of N will trade with an N-frame startup attack; [] = Burnout
4HK: 5[1]
5MP, 2HP: 9[5]
2MP, 2MK: 11[7]
Note: A gap ≥ 6f can be thrown, and a gap ≥ 9f can be jumped out of by most characters
Against the following characters in Burnout:
JP (22K), frame 3 counter
Marisa (214K), frame 3 armor
Zangief (5[HP]), frame 4 armor
It's important to use a blockstring that cannot be absorbed by their armor/counter moves. Ideally, the string should also not be a true combo, or it will cause a Lock and prevent Stun. * Denotes a move that causes Lock on Counter-hit, allowing the opponent to escape a Stun by mashing on wakeup.
4HK* > DI: 1f blockstring gap prevents opponent from absorbing the hit
DR~2HP* > DI: 1f blockstring gap prevents opponent from absorbing the hit
DR~5MP* > DI: 1f blockstring gap prevents opponent from absorbing the hit
DR~2MP* > DI: 3f blockstring gap will work vs. Zangief 5[HP]
DR~2MK > DI: 3f blockstring gap will work vs. Zangief 5[HP]
Drive Reversal (6HPHK)
Drive Reversal
6HPHK 6DI
Hitboxes Off
Hitboxes On
6HPHK
Hell Drive (Block)
Startup
Active
Recovery
Cancel
Damage
Guard
On Hit
On Block
20
3
26(31)
-
500 recoverable
LH
KD +23
-6
Full Invuln: 1-22f; Armor Break
5f extra recovery on hit; 4f screen freeze during startup
Startup refers to minimum time before an attack can cancel the Drive Rush animation
The first 15 recovery frames are cancelable into any attack
The final 22 recovery frames are cancelable into any attack or movement option or blocking (except Parry)
Only Normal and Command Normal attacks are enhanced with +4 frame advantage and improved juggle properties
Applies 15% damage scaling multiplier to any follow-up hits when used mid-combo
Only applies scaling once per combo; does not apply when a Drive Rush enhanced attack starts the combo
Distance:
0.593 (min, cancel into immediate Throw)
2.650 (min, earliest blocking/movement frame)
4.425 (max, final DR frame)
Special Moves
Psycho Mine Detonation
Psycho Mine Detonation
-
"Gunpowder, gelatine"
Hitboxes Off
Hitboxes On
-
Psycho Mine (Detonation)
Startup
Active
Recovery
Cancel
Damage
Guard
On Hit
On Block
300
1
-
-
500
LH
KD
-
Projectile hitbox; Mine dissipates if Bison is hit
Automatic explosion timer is 300f after being planted by the second hit of Backfist Combo
Can be manually triggered with Psycho Crusher / Backfist Combo / Devil Reverse
Applies on hit/block/parry; only Backfist Combo triggers explosion on Perfect Parry
Puts opponents into free juggle state (or maintains existing juggle state)
Countdown explosion launches higher than special move detonation
Counts as 1 move for damage scaling only after timer expires
No extra scaling applied when detonated with special moves
Backfist Combo (214P) plants a Psycho Mine onto the opponent on hit. After ~5 seconds, the mine automatically detonates, launching the opponent into a juggle state or locking them down with a hefty 30 frames of blockstun, allowing Bison to freely mount additional offense. This Psycho Mine is the core of Bison's offensive gameplan, and should almost always be prioritized over damage unless a kill is guaranteed.
Bison's Psycho Power infused special moves (Psycho Crusher, Backfist Combo, and Devil Reverse) can trigger the Psycho Mine detonation when they connect with the opponent (though notably, only Backfist Combo triggers it on Perfect Parry). This gives him oppressive frame advantage and Drive gauge depletion on block with very little effort. On hit, Bison gains significant damage as well as improved juggle routes or oki.
While the special move detonation is generally used to extend combos or brute force his block pressure, the countdown detonation can be applied in more unique mixup scenarios. For example, keeping the opponent locked down with block pressure allows Bison to open up the opponent with an overhead or low normal, either of which will combo into the explosion. He can also time a Shadow Rise or Devil Reverse to create an ambiguous left/right mixup right as the timer expires. These types of mixups are weak against Parry, but become very effective if the opponent is in Burnout or low on Drive gauge. On a successful mixup, the most common way to pick up the juggle is j.MP~j.MP into any ender after landing (e.g. HP Psycho Crusher, HP Backfist Combo, or 5HP > Super).
Because the explosion is a projectile hitbox, some moves with projectile invincibility can be used to avoid it. This includes moves with upper-body projectile invincibility, like A.K.I.'s LK Snake Step. Most projectile invuln moves can't be thrown out randomly, but some characters can take advantage of this even on block (e.g. Jamie's OD Bakkai > SA2).
45f charge time; charge lasts up to 8f after releasing back direction; must be holding forward when PP is input
Cancel Hitconfirm Window: 47f/35f/24f (Super); less hitconfirm time on later hits/active frames
Cancel into SA2 does not combo
Applies 30% damage scaling to next hit when beginning a combo (100/70/60...)
Psycho Crusher is a high damage combo ender, anti-air, and anti-projectile special that can quickly close the gap from mid to long range. The meterless version is very unsafe on block without a planted Psycho Mine; only a deep meaty HP Crusher can be advantageous on block, but even a fullscreen activation will connect too early.
Bison's strike hitbox is surrounded by a larger projectile clash hitbox as he flies forward, letting him tank 1 hit of a meterless projectile. This makes it an effective, albeit slow, answer to most fireballs. The slow startup speed, charge requirement, and travel time to reach long-range opponents all serve to limit Psycho Crusher's effectiveness against zoners. Consider using alternate approaches like Shadow Rise~Devil Reverse to keep the opponent on their toes.
Psycho Crusher is one of Bison's primary anti-airs, gaining air invincibility on frame 6 that lasts well into the active frames. It must be input earlier than most anti-air specials, but the long range and high active frame count makes it effective at dealing with divekicks or air fireballs that can alter a character's jump trajectory. It can also cancel into SA3 for solid damage even with its high damage scaling. Due to its charge requirement, it's important to have other anti-air options in mind like 2HP or j.MP~j.MP.
Bison is airborne throughout most of the attack's duration. This means that anti-air specials like Shoryuken can be used on reaction, making it much weaker as a meaty option when not canceled into. On the plus side, the airborne state can mess with the opponents Perfect Parry punish options (especially on the OD version, which requires the opponent to start their punish immediately).
Psycho Crusher takes 5f longer to charge compared to similar moves like Sumo Headbutt, and its input is a bit more strict; you have less time to input the button after letting go of back charge, and the button must be input while still holding forward. It's important to practice proper charge timing for Bison's main hitconfirm strings to ensure you aren't leaving damage on the table. A route like 5HK, 2MP requires you to start charging immediately after the 5HK input, since you can't link it after 4HK. Meanwhile 5MP, 2MP can start its charge before the first button is pressed (input as 4MP, 1MP). The easiest way to build charge is to use a Drive Rush route ending in 4HK, 5MP, 2MP, which allows you to hold back the entire time.
OD Psycho Crusher is safe on block and can cover ground more quickly, giving Bison a low-risk approach tool that can quickly force the opponent into the corner. The pushback on block keeps Bison just out of throw range (except vs. Marisa, Blanka, E. Honda, or Zangief). It blows right through projectiles rather than clashing with them, making it much more effective against zoners that can threaten with OD projectiles. It does a bit less damage than MP Crusher, so unless the opponent has a Psycho Mine planted, OD Crusher should only be used in combos when the faster startup is required.
Psycho Crusher (Mine)
[4]6P [4]6X
"Dynamite with a Lazer Beam"
OD Version
Hitboxes Off
Hitboxes On
[4]6LP
Psycho Crusher (Mine)
Startup
Active
Recovery
Cancel
Damage
Guard
On Hit
On Block
16
16,1
23
SA3
1200,500 (1700)
LH
KD +39(+42)
+6
Detonates Psycho Mine on hit/block (but not Perfect Parry or Armor)
45f charge time; charge lasts up to 8f after releasing back direction; must be holding forward when PP is input
Puts opponent into limited juggle state, followed by OTG bounce
Applies 30% damage scaling to next hit when beginning a combo (100/70/60...)
After OTG bounce, a late follow-up juggle also has 10% immediate scaling applied
When a Psycho Mine is planted onto the opponent, Psycho Crusher automatically detonates it, becoming extremely advantageous on hit or block. After a Backfist Combo knockdown, Psycho Crusher can be used as a meaty pressure starter that decimates the opponent's Drive gauge. This can beat any wakeup attack without Full or Anti-Air invincibility, but loses to Perfect Parry. To remain safe against reversal Drive Impact, use LP Crusher after LP/MP/OD Backfist, and MP Crusher after HP Backfist; also be aware that most characters can backdash this setup midscreen when using LP Crusher.
On hit, the Mine-enhanced Psycho Crusher gives Bison more damage and better frame advantage. The LP/MP versions give a +41 knockdown at point blank, or +42 at most other ranges; +41 sets up a safe jump vs. 6f reversals, while +42 works against 5f specials (like most anti-air LP/LK uppercuts). These safe jumps can work midscreen with j.HK, though it can be inconsistent. The HP Crusher detonation gives a higher launch on hit, sacrificing the safe jump but gaining a juggle into SA1 anywhere, or LP Backfist/SA3 in the corner.
OD Crusher has the most to gain when combined with Psycho Mine. On block, it is a whopping +10, enough for a true blockstring into 4HK. On hit, Bison transitions to a cinematic launcher that ends with a ground bounce. This allows nearly anything to juggle afterward, most notably HK Shadow Rise~OD Head Press for a second ground bounce. With a full meter dump, this can deal over 8000 damage as an optimal punish combo, winning the round almost single-handedly. Even without this full meter dump, the damage and setup potential makes it worth going for.
Bug: OD Crusher + Mine on a high airborne connect can fail to trigger the cinematic follow-up, but the explosion still occurs. However, the opponent is still considered to be inflicted with a Psycho Mine, which can be detonated a second time.
Double Knee Press (236K)
Double Knee Press
Scissor Kick
236K 236X or 6S (L)
OD Follow-up
Hitboxes Off
Hitboxes On
236LK
Double Knee Press
Startup
Active
Recovery
Cancel
Damage
Guard
On Hit
On Block
13
2(1)2
20(25)
SA3 (1st)
300,500 (800)
LH
+2(+3)
-5(-4)
Low Crush 7-15f (not airborne)
5f extra recovery on whiff; Counter-Hit/Punish Counter bonus advantage carries through both hits
Cancel Hitconfirm Window: 16f (Super)
Applies 30% damage scaling to next hit when beginning a combo (100/70/60...)
236MK
Double Knee Press
Startup
Active
Recovery
Cancel
Damage
Guard
On Hit
On Block
17
2(1)2
20(25)
SA3 (1st)
300,600 (900)
LH
+3(+4)
-5(-4)
Low Crush 11-19f (not airborne)
5f extra recovery on whiff; Counter-Hit/Punish Counter bonus advantage carries through both hits
Cancel Hitconfirm Window: 16f (Super)
Applies 20% damage scaling to next hit when beginning a combo (100/80/70...)
236HK
Double Knee Press
Startup
Active
Recovery
Cancel
Damage
Guard
On Hit
On Block
22
2(1)2
20(25)
SA3 (1st)
500,700 (1200)
LH
+3(+4)
-4(-3)
Low Crush 14-24f (not airborne)
5f extra recovery on whiff; Counter-Hit/Punish Counter bonus advantage carries through both hits
Cancel Hitconfirm Window: 16f (Super)
236KK
Double Knee Press
Startup
Active
Recovery
Cancel
Damage
Guard
On Hit
On Block
17
2(1)2(17)3
28
SA2 SA3 (2nd)
250x2,300 (800)
LH
KD +55
-15
Low Crush 12-19f (not airborne)
3rd hit puts opponent into limited juggle state (launches higher when juggled into)
Cancel Hitconfirm Window: 31f (Super); cancel is mainly used to counter Drive Impact
Scissor Kick is an advancing special that defines Bison's mid-range pressure. Its ability to beat low pokes like 2MK can single-handedly shut down much of the cast's strongest button in neutral. While unsafe at close range, the enormous pushback on block makes it easy to space Scissor Kick safely against most of the cast. If the opponent attempts a punish and it whiffs, Bison can immediately follow up with more Scissor Kick pressure or a whiff punish. Since it's not always easy to tell when the move is safe, some unsafe Scissor Kicks are likely to go unpunished.
On hit, Bison is left much closer to the opponent with slight frame advantage, giving him an immediate strike/throw mixup. Because Scissor Kick leaves the opponent standing, he can get a follow-up combo on Counter-Hit/Punish Counter, which discourages the opponent from challenging this move. HK Scissor Kick in particular is an excellent punish starter, since it doesn't inflict damage scaling on the follow-up; however, it must be spaced from very far away, making it the least likely to start a punish from a raw connect.
While a powerful tool in neutral, Scissor Kick is not without counters. If your timing is too predictable, opponents can neutral jump in anticipation and come down with a full punish combo. Drive Impact can be an effective counter when predicted early enough, though Bison can recover if the opponent inputs it too late. Opponents can also react with Perfect Parry as soon as they see any forward movement, which is a low-risk counter unless the Scissor Kick happens to whiff next to them.
OD Scissor Kick loses the neutral utility of the meterless versions, with an unsafe 3rd hit coming out even on block or whiff. In exchange, Bison gets a powerful launching starter that juggles into HP Backfist Combo for great corner carry; an immediate MP/HP Psycho Crusher will then reach a midscreen opponent for follow-up block pressure.
If you'd rather cash out on damage to secure the round, juggling 5HP > SA1/SA2 or MP Psycho Crusher > SA3 are all solid options that work midscreen. In the corner, you can juggle 6HP for a ground bounce, which can lead to higher meterless damage when ending with LP Backfist Combo. If you juggle into OD Scissor Kick, the opponent will be launched higher; this allows a juggle into HP Psycho Crusher or a midscreen microwalk + 6HP. Note that in all these combo routes, it is never optimal to cancel the 2nd hit of OD Scissor Kick into a Super; the juggle follow-up is always stronger.
A 2-hit punch used as a combo/juggle ender to plant a Psycho Mine onto the opponent. Higher strength versions are slower to start up, but gain extra range and damage. While the damage and midscreen oki is mediocre, Psycho Mine is the core of Bison's offense, so it should be prioritized unless he can secure a kill with alternate combo routes. Backfist Combo is also a decent option for SA3 cancels when you are unable to build charge for Psycho Crusher.
All versions lead to great oki in the corner. LP and MP Backfist set up an auto-timed dash into a strike/throw mixup, and MP Backfist also allows for a perfectly meaty 6HP overhead that becomes +5 oH / -1 oB. HP Backfist can lead to dash + meaty 4HK (+7/+4), but a throw must be manually delayed. If Backfist Combo is juggled into, the knockdown advantage may be slightly higher depending on how high it connects.
OD Backfist gains an extra hit, increasing the damage and providing the same knockdown advantage as LP Backfist. Bison recovers much closer to the opponent, vastly improving his midscreen oki. Because the Psycho Mine is planted on the 2nd hit, the 300-frame timer is actually counting down during this part of the animation; as a result, any mixups involving the timer-based explosion must be changed to account for this. For example, an immediate Throw into meaty 6HP will combo into the explosion; after meterless Backfist, Bison would have to use 5MP~6HP, which is far more reactable.
The small ground bounce at the end of OD Backfist allows a proper cancel into SA2; however, it is usually preferable to use OD Scissor Kick, 5HP > SA2 instead for more damage and meter build.
Backfist Combo (Mine) (214P)
Backfist Combo (Mine)
214P 214X or 5S (M)
"Guaranteed to blow your mind..."
"Anytiiiiiime~"
Hitboxes Off
Hitboxes On
214LP
Backfist Combo (Mine)
Startup
Active
Recovery
Cancel
Damage
Guard
On Hit
On Block
13
2(10)5,1
24
SA3 (2nd)
300,500x2 (1300)
LH
KD +42
+6
2nd hit detonates Psycho Mine on hit/block/parry/armor
Puts opponent into limited juggle state (Mine explodes before SA3 cancel hits)
Cancel Hitconfirm Window: 51f (Super)
214MP
Backfist Combo (Mine)
Startup
Active
Recovery
Cancel
Damage
Guard
On Hit
On Block
17
2(10)5,1
25
SA3 (2nd)
300,600,500 (1400)
LH
KD +42
+6
2nd hit detonates Psycho Mine on hit/block/parry/armor
Puts opponent into limited juggle state (Mine explodes before SA3 cancel hits)
Cancel Hitconfirm Window: 51f (Super)
214HP
Backfist Combo (Mine)
Startup
Active
Recovery
Cancel
Damage
Guard
On Hit
On Block
22
3(10)5,1
25
SA3 (2nd)
300,700,500 (1500)
LH
KD +49
+6
2nd hit detonates Psycho Mine on hit/block/parry/armor
Puts opponent into limited juggle state (allows follow-up juggles)
Cancel Hitconfirm Window: 52f (Super)
214PP
Backfist Combo (Mine)
Startup
Active
Recovery
Cancel
Damage
Guard
On Hit
On Block
14
2(19)1(26)1,1
44
SA2 SA3 (4th)
400,500,400x2 (1700)
LH
KD +48
-3
3rd hit detonates Psycho Mine on hit/block/parry/armor
Puts opponent into limited juggle OTG bounce (allows follow-up juggles)
Cancel Hitconfirm Window: 103f (Super)
With a Psycho Mine planted on the opponent, Bison gets improved block pressure, oki, and combo routes. All meterless versions leave him +6 on block at close range and deal a significant chunk of Drive Gauge damage. He can follow this up with a slightly delayed throw, frame trap with 5MP, or end with 4HK which can set up trade combos.
On hit, LP/MP Backfist set up a +42 safe jump as long as it connects on the ground or at a low juggle height. This safe jump will usually work midscreen with j.HK except after a longer range connect like 2LK, 2LP, 5LK > LP Backfist. If you'd rather maximize your damage, you can easily throw out this move and hitconfirm into a canceled SA3 for no risk.
HP Backfist gives a higher juggle state, allowing Bison to juggle 3HK, SA1, or SA3 midscreen; in the corner, he can also juggle LP/OD Psycho Crusher and LP/OD Backfist. Unlike the timer-based detonation, there is no additional damage scaling applied to this juggle.
OD Backfist does not get advantage on block upon detonation, but it does keep Bison safe. On hit, the opponent is slammed into a ground bounce state with a reward similar to HP Backfist; Bison can juggle 2HK, SA1, SA3, or a canceled SA2 anywhere, or another LP/OD Backfist in the corner for extended Mine pressure.
Normally, the first hit of Backfist will prevent the explosion timer from running out mid-animation, but there is a specific timing where it can explode during the attack; when this happens, it acts like the regular version of Backfist Combo and applies another Psycho Mine. Unlike Bison's other Mine-detonating specials, the last hit of each version will cause the explosion to occur even against armor or Perfect Parry. Against Perfect Parry, the opponent can interrupt with a 5f or faster attack before the explosion occurs.
40f charge time; charge lasts up to 10f after releasing down direction
Automatically tracks opponent's location; follow-ups automatically become the OD version
Bison is in a crouching state on the final landing recovery frame
A command jump that can lead to the Head Press or Devil Reverse follow-ups. The button strength determines how far the jump travels, allowing Bison to approach quickly or hang back to bait the opponent's response. The longer range versions have more landing recovery if no follow-up is input, making it riskier to approach with an empty jump. The jump height and variable follow-up timings make it difficult for opponents to consistently anti-air Bison's aerial approach.
The OD version automatically tracks the opponent's location. This makes it a better anti-zoning tool from long range where even the HK version won't reach, but it doesn't allow Bison to cross behind the opponent. Head Press and Devil Reverse automatically become their respective OD version without spending additional Drive meter.
Meterless Shadow Rise can also transition to these OD follow-ups. This gives you time to react to the opponent's response before you commit to spending meter. It also helps in certain juggle routes into OD Head Press, as HK Shadow Rise covers horizontal ground more quickly.
There are a few advantages to starting with OD Shadow Rise, however. It has throw invincibility on startup, which can help to escape corner throw loops. However, the follow-ups won't punish a meaty throw, and he can't steer the jump to fly out of the corner, so there is still some risk involved. The other advantage is that follow-ups can be input 2 frames earlier. While this doesn't sound significant, it can make a huge difference in specific scenarios; for example, if you land a corner knockdown with Backfist Combo and you expect the opponent will Drive Reversal your meaty normal, a cancel into OD Shadow Rise~OD Devil Reverse will land as a Punish Counter for incredible damage. Attempting the same setup with meterless Shadow Rise allows the opponent to block (except for Chun-Li and Dhalsim).
Devil Reverse ([2]8K~P)
Devil Reverse
[2]8K~P [2]8X~S or [2]S~S
OD Follow-up
Cross-up
OD Version
Cross-up
OD Follow-up
Hitboxes Off
Hitboxes On
[2]8K~P
Devil Reverse
Startup
Active
Recovery
Cancel
Damage
Guard
On Hit
On Block
18+16
until land
10 land
-
800
H
KD +35(+43)
+1(+9)
Can be steered left/right; cannot hit cross-up (but will turn around if input on opposite side)
On whiff: Bison is in a crouching state on the final landing recovery frame
On hit/block: Bison is in a crouching state on all landing recovery frames
Bison halts his vertical momentum from Shadow Rise and begins descending with outstretched arms. It can be steered forward or backward quite quickly, letting him hang back to bait an anti-air or suddenly approach from full screen.
Only the arm in front can actually hit the opponent, and the direction he faces depends on which side he was on when the punch button was input. This makes it a bit less ambiguous as a mixup tool, since it can't hit cross-up like the animation suggests. If you are behind the opponent and try to move back in front right before it connects, the collision boxes will push Bison fully behind the opponent, causing Devil Reverse to whiff.
Devil Reverse is very plus on block, with better advantage against shorter characters or when spaced to hit on a later active frame. Think of it like a slow divekick that doesn't need to be spaced properly - its primary purpose is to use its variable timing and spacing to mess with the opponent's anti-air reactions. If the opponent isn't anti-airing consistently, Bison gets to freely enforce his block pressure while chipping away at their Drive gauge.
On hit, Bison scores a knockdown that gives plenty of time for oki. If you happen to catch the opponent with an air-to-air connect, the knockdown advantage is improved; in rare cases, this can lead to a follow-up juggle like 2HK or SA1.
OD Devil's Reverse is mostly identical, being only slightly better on block with an additional 600 damage on hit. This version mainly used when the opponent is implanted with a Psycho Mine, where it becomes one of the game's strongest punish starteres.
Devil Reverse (Mine) ([2]8K~P)
Devil Reverse (Mine)
[2]8K~P [2]8X~S or [2]S~S
OD Follow-up
Cross-up
OD Version
Cross-up
OD Follow-up
Hitboxes Off
Hitboxes On
[2]8K~P
Devil Reverse (Mine)
Startup
Active
Recovery
Cancel
Damage
Guard
On Hit
On Block
18+16
until land
8 land
-
800,700,500 (2000)
H
KD +52(+58)
+21(+27)
Detonates Psycho Mine on hit/block (but not Perfect Parry or Armor)
Does not detonate if the final active frame connects
Can be steered left/right; cannot hit cross-up (but will turn around if input on opposite side)
Puts opponents into limited juggle state (follow-ups possible in the corner)
Bison is in a crouching state on all landing recovery frames
When connecting on a Psycho Mine-infused opponent, Devil Reverse gains terrifying new properties. It becomes massively plus on block, allowing Bison to continue his pressure even after bouncing away from the opponent. DR~5MP is fast enough to interrupt the opponent's reversal normals on block, though against tall characters it may trade with a 4f button in your favor. On hit, you can end with a juggle to LP/OD Psycho Crusher in the corner. 5HP > Super is also possible if Devil Reverse connects later in the active frames.
OD Devil Reverse, unlike the non-Mine version, is a huge improvement over its meterless incarnation. The extra blockstun lets Bison approach with DR~4HK as a true blockstring for a sequence that can easily drain over 2 bars of Drive gauge. On hit, it's essentially the same as the meterless version but with a whopping 2600 damage and some extra juggle height. This allows Bison to juggle 3HK midscreen, as well as MP Psycho Crusher or a guaranteed 5HP > Super in the corner.
Because it inflicts so much damage without additional scaling, OD Devil Reverse + Psycho Mine is one of the strongest and most meter-efficient punish starters in the entire game. Outside of baiting a whiffed anti-air or punishing certain reversals/Supers, the opportunity to land a Punish Counter is quite limited, however.
Head Press ([2]8K~K)
Head Press
[2]8K~K [2]8X~X or [2]S~X
Hitboxes Off
Hitboxes On
[2]8K~K
Head Press
Startup
Active
Recovery
Cancel
Damage
Guard
On Hit
On Block
18+15
until land
26 land
-
800
H
-29(-23)
-39(-38)
Bounces off opponent's head on hit/block (can steer left/right after bounce)
Bison pauses mid-air, then quickly descends straight down with a stomp. This hesitation, combined with its solid hitbox, makes the move very difficult to anti-air; most AA normals and specials cannot hit cross-up and are likely to whiff underneath.
Meterless Head Press leads to the same situation on hit or block - while technically very unsafe, Bison can control his landing trajectory and threaten a follow-up attack, meaning he is rarely punishable without a hard read. Head Press scores a Hard Knockdown if it hits an airborne opponent or lands as a Punish Counter (like after a whiffed anti-air attempt), which eliminates the Skull Diver mixup but guarantees a strong oki situation.
OD Head Press leads to great damage on its cinematic hit, and on block he lands right in front of the opponent to continue his pressure. If the move connects on an airborne opponent, it does 800 less damage but allows a follow-up juggle from the ground bounce. This can be used in certain juggle routes, like after OD Psycho Crusher with a Psycho Mine. Midscreen, it's often better to use a meterless Shadow Rise (particularly the HK version) before inputting the OD Head Press with KK, as it lets Bison cover more distance.
Somersault Skull Diver ([2]8K~K~P)
Somersault Skull Diver
[2]8K~K~P [2]8X~X~X or [2]S~X~X
Hitboxes Off
Hitboxes On
[2]8K~K~P
Somersault Skull Diver
Startup
Active
Recovery
Cancel
Damage
Guard
On Hit
On Block
12
10
10 land
-
800
H
+8(+14)
+3(+9)
Can be performed after meterless Head Press bounce on hit/block/armor
Cannot be performed after Perfect Parry, or after connecting with counters like JP Amnesia or Marisa charged SA1
Lower body hurtbox shifts upward 1-21f (startup + active)
A follow-up to a meterless Head Press that can be used as a left/right mixup or as a means of keeping himself safe. By bouncing far away from the opponent and coming down with Skull Diver, the opponent will have a much harder time punishing his retreat with Drive Rush. If the opponent tries to chase Bison with a jump, he can react and start a juggle.
Bison can hit the opponent on either side depending on which direction he is facing when the button is input, allowing for some tricky cross-up setups that are difficult to anti-air. It leaves him at a significant advantage on hit or block and deals a good chunk of Drive damage as well. This may cause opponents to parry instead, opening up an opportunity for Bison to land and punish with a Throw.
Super Arts
Level 1 Super (236236K)
Knee Press Nightmare
Level 1 Super Art
236236K 236236L or 5HS or 6HS
Hitboxes Off
Hitboxes On
236236K
Knee Press Nightmare
Startup
Active
Recovery
Cancel
Damage
Guard
On Hit
On Block
10
2(1)3(31)2(1)2
62
-
2000 (600~1200)
LH
KD +11 (KD +2)
-41
Strike/Throw Invuln: 1-11f; Armor Break
Only 1st hit allows Bison to enter full animation
2nd-4th hits lead to weaker version with 600~1200 damage and +2 KD advantage
A forward-moving Super that reaches about half screen. From farther out, only the later hits connect, making the move considerably weaker and not worth using. It functions as Bison's primary reversal, only losing to projectiles or frame-perfect meaty safe jabs on some characters. However, the forward movement and hitbox position makes it a poor anti-air at most ranges.
Knee Press Nightmare is a solid juggle ender for tacking on damage, notably after a Psycho Mine infused HP Backfist or HP Psycho Crusher. Bison almost always has stronger cancel options, but it's possible to hitconfirm on reaction from his far-reaching 5HP for damage and corner carry. The threat of a cancel to SA1 also makes this poke viable against Drive Impact in neutral.
Bison does not get any follow-up oki on hit; when used midscreen, he ends up a full screen apart afterwards, and is still left about a half screen away against a cornered opponent. It also depletes any planted Psycho Mine, so using this Super often comes at the cost of future damage and pressure.
When attempting to chip out a burned out opponent with a raw SA1, every character except Dhalsim, Lily, and Zangief can jump to avoid it after the Super freeze. Additionally, Dhalsim can avoid it with teleport; Lily can counter with SA1, and Zangief can escape with SA1 or punish with SA2.
Level 2 Super (214214K)
Psycho Punisher
Level 2 Super Art
214214K 214214M or 4HS
Hitboxes Off
Hitboxes On
214214K
Psycho Punisher
Startup
Active
Recovery
Cancel
Damage
Guard
On Hit
On Block
26
7
52
-
3000
LH
HKD +23
-34
Full Invuln: 1-32f; Armor Break
Can steer left/right during startup; can hit cross-up
Causes a planted Psycho Mine to disappear on hit
Drive Gauge Depletion: 1 bar (hit) / 0.5 bars (block)
40% minimum damage scaling
Bison leaps toward the opponent before stomping to the ground. If the move connects, the opponent is put into a brief cinematic.
While slow to startup, Psycho Punisher can reach any part of the screen, allowing Bison to punish ranged projectiles or install specials that would otherwise be too far to reach. In combos, it's best used after launches or ground bounces that can accommodate its slow speed; juggling into 5HP > SA2 or canceling from OD Backfist are good examples. Notably, OD Psycho Crusher does not naturally combo into SA2 despite being cancelable; be sure not to attempt this without a Psycho Mine planted.
While SA2 can hit on both sides, an opponent can easily parry or jump out of the way after the Super freeze. Because Bison is technically never considered airborne, moves with anti-air invincibility (like most meterless DPs) cannot counter SA2. Against an opponent in Burnout (or very close to it), using this Super with meaty timing after a knockdown or air reset could allow for an ambiguous left/right mixup. However, the risk of attempting this vastly outweighs the potential reward, so the cross-up hit should only be used to switch sides on a confirmed hit.
After the cinematic, Bison sends the opponent flying a full screen away; in the corner, he will remain close enough for strong oki. A forward dash leaves him at +4, which sets up an auto-timed strike/throw mixup and potential 5MP trade combos. DR~4HK hits as a last-frame meaty, becoming +11 oH / +8 oB, making it one of the strongest meaty options in the game.
Cinematic time regenerates ~2 Drive bars for M. Bison
50% minimum damage scaling; applies a 10% damage scaling penalty when canceled from special moves
236236P
Unlimited Psycho Crusher (CA)
Startup
Active
Recovery
Cancel
Damage
Guard
On Hit
On Block
10(5)
6
65
-
4500
LH
HKD +15
-46
Full Invuln: 1-15f; Armor Break
Available at 25% HP or below
5f startup when canceled from special moves
Causes a planted Psycho Mine to disappear on hit
Drive Gauge Depletion: 2 bars (hit) / 1 bar (block)
Cinematic time regenerates ~2.2 Drive bars for M. Bison
50% minimum damage scaling; applies 10% immediate damage scaling when canceled from special moves
A powerful version of Psycho Crusher with just under half screen range, making it a viable reversal and projectile punish in some matchups. Bison has many ways to combo into this Super, with Psycho Crusher generally being the strongest cancel route. With a Psycho Mine planted, both HP Backfist and HP Psycho Crusher juggle the opponent high enough to combo into SA3 without a cancel, which can increase the damage in low-scaling combo routes.
After the cinematic, Bison can Drive Rush to pressure the opponent. Attempting a Throw can get beaten by wakeup buttons, but the threat of eating a full combo can cause opponents to remain blocking. DR~2MP, 2MP is generally the best option for pressure and hitconfirms; 5MP trades with 4f normals, but the pushback prevents the powerful trade combos he can get in other oki scenarios.
When attempting to chip out a burned out opponent with a raw SA3, they will not be able to jump away after the Super freeze. Without an invincible Super, only Dhalsim (Teleport) and JP (Amnesia) can avoid the chip.
Taunts
Neutral Taunt (5PPPKKK)
Neutral Taunt
5PPPKKK
"A gnat like you will be buried here."
"A gnat like you is of no use to me." (hold up)
"A gnat like you has no value to anyone. You're a worthless piece of trash!" (hold down)
5PPPKKK
Neutral Taunt
Startup
Active
Recovery
Cancel
Damage
Guard
On Hit
On Block
544 (total)
-
-
-
-
-
-
-
Change to an alternate taunt by holding Up or Down on frame 235
5PPPKKK~8
Neutral Taunt (Up)
Startup
Active
Recovery
Cancel
Damage
Guard
On Hit
On Block
475 (total)
-
-
-
-
-
-
-
5PPPKKK~2
Neutral Taunt (Down)
Startup
Active
Recovery
Cancel
Damage
Guard
On Hit
On Block
770 (total)
-
-
-
-
-
-
-
Forward Taunt (6PPPKKK)
Forward Taunt
6PPPKKK
"Hmph. Do you fear me?"
"Three. Two. One. BOOM!"
6PPPKKK
Forward Taunt
Startup
Active
Recovery
Cancel
Damage
Guard
On Hit
On Block
411 (total)
-
-
-
-
-
-
-
6PPPKKK
Forward Taunt (Mine)
Startup
Active
Recovery
Cancel
Damage
Guard
On Hit
On Block
409
2
150
-
500
LH
KD
-
Detonates a planted Psycho Mine at the end of the countdown
Activating the taunt can overwrite the previous Psycho Mine timer, extending its total time
Back Taunt (4PPPKKK)
Back Taunt
4PPPKKK
"My power howls. Face me!"
"Not yet."
"My power howls. Face me!"
"Not yet."
Hitboxes Off
Hitboxes On
4PPPKKK
Back Taunt
Startup
Active
Recovery
Cancel
Damage
Guard
On Hit
On Block
400+42 (792 total)
4
202
-
0
-
KD -96
-
Activates an unblockable strike if opponent steps within range
Knocks down for 0 damage; also comes out if opponent is behind M. Bison