Introduction
Picking Old M.Bison
To select O.M.Bison, choose M.Bison and then press ↓ ↑ ↑ ↓ Jab or Fierce, pressing Short simultaneously with the punch button for the alternate color.
Normal | Secondary |
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--Born2SPD
New & Old Versions Comparison
Here is the list of differences:
- Obvious stuff: O.M.Bison can not tech throws and does not have a Super;
- O.M.Bison has some differences in some of his normals:
- Close Standing Forward has much worse priority;
- Far Standing Forward has worse priority as a poke, but is less vulnerable to low normals (overall, N.M.Bison's better);
- Far Standing Roundhouse has same changes as the far forward;
- Diagonal Jump Strong is a 1-hit normal that does not have juggle properties;
- Devil's Reverse special move was reworked, and O.M.Bison's has a reversal bug similar to those of T.Hawk's Rising Hawk and the supers of Sagat, Ken, and Dhalsim (executing the last special you did instead);
O.M.Bison is a waste of time. His standing kicks are worse, he does not have his powerful Diagonal Jump Strong that juggles, his Devil's Reverse is useless and he can not tech throws as well. But what really puts O.M.Bison very far from his N.counterpart is the lack of his awesome super, which can save your life from many situations where you find yourself helpless without it.
Moves Analysis
Normal Moves
Ground Normals
Disclaimer: Ground normals take one extra frame to enter their start-up, which is the reason for the additional frame on the 'Simplified' row.
- Close/Far Standing Jab:
Damage | 4 | ![]() |
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Stun | 0~5 | |||
Stun Timer | 40 | |||
Chain Cancel | Yes | |||
Special Cancel | Yes | |||
Frame Advantage | ? | |||
Frame Count | 3 | 4 | 4 | |
Simplified | 1 + 3 | 4 | 4 |
Bison does a quick standing jab, can be rapid fired to stop Honda's Torpedos and Blanka's Ball though it's not entirely reliable, useful in some anti-air situations.
- Crouching Jab:
Damage | 4 | ![]() |
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Stun | 0~5 | |||
Stun Timer | 40 | |||
Chain Cancel | Yes | |||
Special Cancel | Yes | |||
Frame Advantage | ? | |||
Frame Count | 3 | 4 | 4 | |
Simplified | 1 + 3 | 4 | 4 |
This is a rapid-fire move that is used in combos and ticks. The priority is hideous, so it has mostly no use anywhere else.
- Close Standing Strong:
Damage | 19 | ![]() |
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Stun | 5~11 | ||||
Stun Timer | 60 | ||||
Chain Cancel | No | ||||
Special Cancel | Yes/No | ||||
Frame Advantage | ? | ||||
Frame Count | 2 | 4 | 4 | 8 | |
Simplified | 1 + 2 | 8 | 8 |
Bison does a body shot that can be used in ticks, also doubles as a throw command, can favorably trade with Dhalsim.
- Far Standing Strong:
Damage | 19 | ![]() |
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Stun | 5~11 | ||||
Stun Timer | 60 | ||||
Chain Cancel | No | ||||
Special Cancel | No | ||||
Frame Advantage | ? | ||||
Frame Count | 2 | 4 | 4 | 8 | |
Simplified | 1 + 6 | 4 | 8 |
- Crouching Strong:
Damage | 19 | ![]() |
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Stun | 5~11 | ||||
Stun Timer | 60 | ||||
Chain Cancel | No | ||||
Special Cancel | Yes* | ||||
Frame Advantage | ? | ||||
Frame Count | 2 | 2 | 4 | 8 | |
Simplified | 1 + 4 | 4 | 8 |
- Close Standing Fierce:
Damage | 24 | ![]() |
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Stun | 10~16 | ||||
Stun Timer | 80 | ||||
Chain Cancel | No | ||||
Special Cancel | No | ||||
Frame Advantage | ? | ||||
Frame Count | 4 | 4 | 6 | 19 | |
Simplified | 1 + 8 | 6 | 19 |
- Far Standing Fierce:
Damage | 24 | ![]() |
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Stun | 10~16 | ||||
Stun Timer | 80 | ||||
Chain Cancel | No | ||||
Special Cancel | No | ||||
Frame Advantage | ? | ||||
Frame Count | 4 | 4 | 6 | 19 | |
Simplified | 1 + 8 | 6 | 19 |
Bison's main ground to air defense in lieu of a Knee Press Nightmare, also doubles as a throw command, can favorably trade with Dhalsim.
- Crouching Fierce:
Damage | 24 | ![]() |
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Stun | 10~16 | ||||
Stun Timer | 80 | ||||
Chain Cancel | No | ||||
Special Cancel | No | ||||
Frame Advantage | ? | ||||
Frame Count | 4 | 4 | 6 | 19 | |
Simplified | 1 + 8 | 6 | 19 |
Bison does a slow punch while crouching, with correct timing it can be used to beat T.Hawk's splash, as well as other moves when used as an anti-air.
- Close Standing Short:
Damage | 12 | ![]() |
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Stun | 0~5 | |||
Stun Timer | 40 | |||
Chain Cancel | No | |||
Special Cancel | Yes | |||
Frame Advantage | ? | |||
Frame Count | 2 | 2 | 1 | |
Simplified | 1 + 2 | 2 | 1 |
Bison does a quick knee that is used mainly in combos and ticking.
- Far Standing Short:
Damage | 12 | ![]() |
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Stun | 0~5 | ||||
Stun Timer | 40 | ||||
Chain Cancel | No | ||||
Special Cancel | Yes* | ||||
Frame Advantage | ? | ||||
Frame Count | 2 | 2 | 4 | 3 | |
Simplified | 1 + 4 | 4 | 3 |
- Crouching Short:
Damage | 12 | ![]() |
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Stun | 0~5 | |||
Stun Timer | 40 | |||
Chain Cancel | No | |||
Special Cancel | Yes* | |||
Frame Advantage | ? | |||
Frame Count | 4 | 4 | 5 | |
Simplified | 1 + 4 | 4 | 5 |
- Close Standing Forward:
Damage | 19 | ![]() |
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Stun | 5~11 | |||||
Stun Timer | 60 | |||||
Chain Cancel | No | |||||
Special Cancel | No | |||||
Frame Advantage | ? | |||||
Frame Count | 3 | 3 | 5 | 8 | 1 | |
Simplified | 1 + 6 | 5 | 9 |
- Far Standing Forward:
Damage | 21 | ![]() |
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Stun | 5~11 | |||||
Stun Timer | 60 | |||||
Chain Cancel | No | |||||
Special Cancel | No | |||||
Frame Advantage | ? | |||||
Frame Count | 3 | 3 | 5 | 8 | 1 | |
Simplified | 1 + 6 | 5 | 9 |
Bison's main "harassment" move. It is safe, beats fireballs, controls a large amount of space, and can be whiffed while charging to start a pindown.
- Crouching Forward:
Damage | 21 | ![]() |
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Stun | 5~11 | |||
Stun Timer | 60 | |||
Chain Cancel | No | |||
Special Cancel | Yes* | |||
Frame Advantage | ? | |||
Frame Count | 4 | 8 | 5 | |
Simplified | 1 + 4 | 8 | 5 |
This move is great as a meaty on wakeup because it can stuff even Shoryus with proper timing. Bufferable, on block can safely be used to setup an lk Scissor Kick for a pindown.
- Close Standing Roundhouse:
Damage | 26 | ![]() |
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Stun | 10~16 | |||||
Stun Timer | 80 | |||||
Chain Cancel | No | |||||
Special Cancel | No | |||||
Frame Advantage | ? | |||||
Frame Count | 3 | 3 | 6 | 17 | 1 | |
Simplified | 1 + 6 | 6 | 18 |
- Far Standing Roundhouse:
Damage | 26 | ![]() |
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Stun | 10~16 | |||||
Stun Timer | 80 | |||||
Chain Cancel | No | |||||
Special Cancel | No | |||||
Frame Advantage | ? | |||||
Frame Count | 3 | 3 | 6 | 17 | 1 | |
Simplified | 1 + 6 | 6 | 18 |
A slower version of MK. Deals really solid damage and stun and has some of the same uses as MK. It is great as a whiff punisher for things such as OG Ken Jab Shoryuken.
- Crouching Roundhouse:
Damage | 26 | ![]() |
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Stun | 5~11 | |||
Stun Timer | 130 | |||
Chain Cancel | No | |||
Special Cancel | No | |||
Frame Advantage | ? | |||
Frame Count | 6 | 29 | 17 | |
Simplified | 1 + 6 | 29 | 17 |
Slide trip. It is useful if opponent techs your tick throw, and also great for positioning with a knockdown. This is quite unsafe on block, from most distances. It also does not work as anti-air.
Aerial Normals
- Neutral Jumping Jab:
Damage | 11 | ![]() |
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Stun | 1~7 | ||
Stun Timer | 40 | ||
Frame Count | 3 | ∞ |
- Diagonal Jumping Jab:
Damage | 11 | ![]() |
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Stun | 1~7 | ||||
Stun Timer | 40 | ||||
Frame Count | 2 | 40 | 6 | ∞ | |
Simplified | 2 | 40 | ∞ |
Can be used as a crossup.
- Neutral Jumping Strong:
Damage | 19 | ![]() |
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Stun | 5~11 | |||
Stun Timer | 50 | |||
Frame Count | 3 | 20 | ∞ |
- Diagonal Jumping Strong:
Damage | 19 | ![]() |
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Stun | 5~11 | ||||
Stun Timer | 50 | ||||
Frame Count | 3 | 20 | 6 | ∞ | |
Simplified | 3 | 20 | ∞ |
- Neutral Jumping Fierce:
Damage | 24 | ![]() |
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Stun | 11~17 | |||||
Stun Timer | 60 | |||||
Frame Count | 2 | 4 | 10 | 6 | ∞ | |
Simplified | 6 | 10 | ∞ |
- Diagonal Jumping Fierce:
Damage | 24 | ![]() |
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Stun | 11~17 | |||||
Stun Timer | 60 | |||||
Frame Count | 3 | 6 | 12 | 5 | ∞ | |
Simplified | 9 | 12 | ∞ |
- Neutral Jumping Short:
Damage | 11 | ![]() |
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Stun | 1~7 | ||||
Stun Timer | 40 | ||||
Frame Count | 2 | 40 | 3 | ∞ | |
Simplified | 2 | 40 | ∞ |
Great priority, stays out for a really long time, low damage but it does beat a lot air to air.
- Diagonal Jumping Short:
Damage | 11 | ![]() |
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Stun | 1~7 | ||||
Stun Timer | 40 | ||||
Frame Count | 2 | 40 | 3 | ∞ | |
Simplified | 2 | 40 | ∞ |
- Neutral Jumping Forward:
Damage | 21 | ![]() |
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Stun | 5~11 | ||||
Stun Timer | 50 | ||||
Frame Count | 1 | 2 | 20 | ∞ | |
Simplified | 3 | 20 | ∞ |
Stay out a decent amount of time, horizontal kick can stuff problem jump ins like Shoto j.hk quite well.
- Diagonal Jumping Forward:
Damage | 21 | ![]() |
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Stun | 5~11 | ||||
Stun Timer | 50 | ||||
Frame Count | 3 | 20 | 5 | ∞ | |
Simplified | 3 | 20 | ∞ |
Great when used as an instant overhead, excellent cross-up, can stuff Blanka's Up Ball which comes into play very often.
- Neutral Jumping Roundhouse:
Damage | 26 | ![]() |
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Stun | 11~17 | ||||
Stun Timer | 60 | ||||
Frame Count | 3 | 2 | 8 | ∞ | |
Simplified | 5 | 8 | ∞ |
Like the neutral jumping forward but with more range and priority but less attacking frames.
- Diagonal Jumping Roundhouse:
Damage | 26 | ![]() |
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Stun | 11~17 | ||||
Stun Timer | 60 | ||||
Frame Count | 5 | 8 | 5 | ∞ | |
Simplified | 5 | 8 | ∞ |
Great crossup, big damage, easier to use than j.Fowd on slimmer characters. Decent priority air to air.
Throws
O.M.Bison can only throw with Strong and Fierce. He has no kick throws, but Bison can still tech throws with any medium or higher punch or kick even if Bison has no kick throws. This rule applies to all characters.
- Deadly Throw: (←/→ + Strong/Fierce)
Damage | 32 | ![]() |
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Stun | 7~13 | |||
Stun Timer | 100 | |||
Range (from axis) | 52 | |||
(from throwable box) | 24 |
Special Moves
All motions are listed under the assumption that O.M.Bison is facing right.
- Psycho Crusher a.k.a. Torpedo: (Charge ←, →, P)
Detailed Input: (Charge ← for at least 60f, [0~7f] → [0~11/9/7f] Jab/Strong/Fierce. It is needed to wait at least 1 frame after leaving the charge direction to enter with the P button)
Damage (Jab) | 22 | ![]() |
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File:OMBison pc4&6.png | File:OMBison pc5anm.png |
Damage (Strong) | 24 | |||||
Damage (Fierce) | 26 | |||||
Stun | 9~15 | |||||
Stun Timer | 100 | |||||
Frame Count (Jab) | 3 | 4 | 4 | 7 | 32 | |
Simplified (Jab) | 18 | 32 | ||||
Frame Count (Strong) | 2 | 3 | 3 | 7 | 36 | |
Simplified (Strong) | 15 | 36 | ||||
Frame Count (Fierce) | 1 | 1 | 2 | 7 | 62 | |
Simplified (Fierce) | 11 | 62 |
File:OMBison pc4&6.png | File:OMBison pc7.png | ![]() | |
Frame Count | 4 | 5 | 7 |
Simplified | 16 |
Bison flies across the screen in flames. It can do a maximum of 3 blocked hits. The distance and the speed at which it travels depends on the strength of the punch. It has been severely weakened since Super SFII, no longer has great priority besides the Jab version. Can be used to escape corners at times and can also hit opponents from behind/underneath with ridiculous timing and a lot of balls. Generally, stick with the scissor kick. If you make a mistake you can easily corner yourself. Normals beat this far too easily.
- Double Knee Press a.k.a. Scissor Kick: (Charge ←, →, K)
Detailed Input: (Charge ← for at least 78f, [0~7f] → [0~11/9/7f] Short/Forward/Roundhouse. It is needed to wait at least 1 frame after leaving the charge direction to enter with the K button)
Bison kicks the opponent twice in a forward motion. The distance and speed at which it travels depends on the strength of the kick. When properly spaced to do only one hit, they can be quite safe and useful in pindown strategies. They also are quite useful for scoring knockdowns if opponent tries to counter standing kicks or do low attacks. Can be used as a ghetto anti air, unlike the Psycho Crusher which gets stuffed a lot.
- Head Stomp: (Charge ↓, ↑, K)
Detailed Input: (Charge ↓ for at least 60f, [0~7f] ↑ [0~11/9/7/1f] Short/Forward/Roundhouse/any K if you are at a jumpable state. It is needed to wait at least 1 frame after leaving the charge direction to enter with the K button)
Damage (Short) | 17 | ![]() |
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Short | Forward & Rh |
Damage (Forward) | 19 | ![]() |
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Damage (Rh) | 21 | ||||||
Stun | 9~15 | ||||||
Stun Timer | 100 | ||||||
Frame Count | 2 | 12 | 8 | 8 | 20/27/? | ||
Simplified | 30 | ? |
- Bounce/Recovery:
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Frame Count | 7 (IF) | 7 (IF) + 1 | 6 | 6 | 6 | 6 | ∞ | 6 |
Simplified | ∞ | 6 |
Bison flies towards the opponent and stomps their head with his boots. You can move very flexibly after the head stomp makes contact with a grounded opponent, but when the head stomp hits an airborne opponent, the control over mobility is not as flexible. Works well to get over fireballs.
- Somersault Skull Diver: (P, during the Bounce/Recovery animation of Head Stomp)
This is the punch that hits the opponent's head after head stomp. You can move left or right using the joystick while performing this move. The active hitting duration of the move depends on the strength of the punch. This can combo in really weird situations.
- Devil Reverse: (Charge ↓, ↑, P)
Detailed Input: (Charge ↓ for at least 61f, [0~7f] ↑ [0~11/9/7/1f] Jab/Strong/Fierce/any P if you are at a jumpable state. It is needed to wait at least 1 frame after leaving the charge direction to enter with the P button)
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Frame Count (Jab) | 2 | 2 | 2 | 6 |
Simplified (Jab) | 4 | 8 | ||
Frame Count (Strong) | 2 | 2 | 1 | 8 |
Simplified (Strong) | 4 | 9 | ||
Frame Count (Fierce) | 2 | 2 | 1 | 10 |
Simplified (Fierce) | 4 | 11 |