
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.
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
(Removed from Ultra SFIV Arcade Japan)
Stand MP: On hit now +2 from +3; on block now -1 from 0
Character Specific Data
VITALS | |||||
---|---|---|---|---|---|
Health: | 1000 | Stun: | 950 | W-Ultra Scaling: | 75% |
WALKING | DASHING | ||||
Forward Walk Speed: | 0.055 | Forward Dash Distance: | 1.20 | ||
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.
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. Bison's second fastest move 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 throw with as well. | ||||
File:No image.png |
Close MK |
Close Forward | Close mk | supercancel |
~~ Uses and Strategies ~~ Weird looking low kick. Bad priority. | ||||
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 ~~ 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. Bison's second fastest move 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 throw with as well. | ||||
File:No image.png |
Far MK |
Far Forward | mk | |
~~ Uses and Strategies ~~ Bison's main poking tool. 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). 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 sweep that's really unsafe unless done from close to max distance or meaty. Can be canceled into a focus attack or Knee Press Nightmare to save your skin if you do do this unsafely. Easy way to get back in if you send someone out of your range while keeping charge (i.e: after a throw) |
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 / uf + lp | |
~~ Uses and Strategies ~~ (No uses/strategies) | ||||
File:No image.png |
Diagonal Jump MP |
Diagonal Jump Strong | ub / uf + mp | |
~~ Uses and Strategies ~~ A downward punch that on an air-to-air hit, puts the opponent in a free juggle state in which pretty much anything can hit them. Preferably after landing a mixup afterwards. You can also followup after with another MP for his Hell Attack which limits his juggle options.
| ||||
File:No image.png |
Diagonal Jump HP |
Diagonal Jump Fierce | ub / uf + hp | |
~~ Uses and Strategies ~~ High damage jump in with a good downward angle. | ||||
File:No image.png |
Diagonal Jump LK |
Diagonal Jump Short | ub / uf + lk | |
~~ Uses and Strategies ~~ (No uses/strategies) | ||||
File:No image.png |
Diagonal Jump MK |
Diagonal Jump Forward | ub / uf + mk | |
~~ Uses and Strategies ~~ Crosses up. | ||||
File:No image.png |
Diagonal Jump HK |
Diagonal Jump Roundhouse | ub / uf + hk | |
~~ Uses and Strategies ~~ (No uses/strategies) |
Unique Attacks
Name | Nickname | Command | Notes | |
File:No image.png |
Hell Attack |
Hell Attack | (during Diagonal Jump) mp --- mp | |
~~ 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 n + lp + lk | |
~~ Uses and Strategies ~~ (No uses/strategies) | ||||
File:No image.png |
Death Tower |
Back Throw | b + lp + lk | |
~~ Uses and Strategies ~~ (No uses/strategies) |
Special Moves
Name | Nickname | Command | Notes | |
File:No image.png |
Psycho Crusher |
Torpedo | b (charge) f + p ex armorbreak | |
~~ 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). Regular Psycho Crushers are good combo enders if you're going for damage.
| ||||
File:No image.png |
Double Knee Press |
Scissor Kick | b (charge) f + k ex | |
~~ 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 don't punish (unless they have a throw or rekka or something). All the other variants are unsafe on block as well. The EX version is invincible for a time on startup (fully from 1-12f, projectile from 13-19f, and throw from 13-17f), so you can hit someone trying to keep you away with fireballs. | ||||
File:No image.png |
Head Press |
Head Stomp | d (charge) u + k ex | 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) u + p ex | |
~~ 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) p ex | |
~~ Uses and Strategies ~~ (See Empty Devil Reverse) | ||||
File:No image.png |
Bison Warp |
Teleport | dp or rdp + 3p or 3k | 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) f b f + k | |
~~ Uses and Strategies ~~ (No uses/strategies) |
Ultra Combos
Name | Nickname | Command | Notes | |
File:No image.png |
Nightmare Booster |
Ultra Combo I | b (charge) f b f + 3k | |
~~ Uses and Strategies ~~ (No uses/strategies) | ||||
File:No image.png |
Psycho Punisher |
Ultra Combo II | b (charge) f b f + 3p armorbreak | Hold b or f to guide in air after performing |
~~ Uses and Strategies ~~ (No uses/strategies) |
The Basics
Combos
Bread and Butter
- j.HP s.HP xx HP Psycho Crusher - (??? damage, ??? stun)
- c.LK x3 xx MK Double Knee Press - (??? damage, ??? stun)
- c.LP x2 c.MK xx MK Double Knee Press - (??? damage, ??? stun)
- c.LP s.LP s.LK s.HK - (??? damage, ??? stun)
- c.LP s.LP s.MP xx MK Double Knee Press - (??? damage, ??? stun)
- (air-to-air) j.MP x2 (after landing) HP Psycho Crusher - (??? damage, ??? stun)
Strategy
Ground Game/Footsies
- s.LK - Ticking, safe harassment, hit confirming.
- far s.MK - Basic poke.
- s.HK - Punishing, combo ender, footsies.
- c.LK - Frame traps, combo starter.
- c.MP - Long range, special cancelable.
- c.MK - Combo starter, also can be used meaty
- c.HK - Sweep with a long range as Bison slides on the ground.
- air MP - His best air-to-air, puts the opponent in a juggle state.
Matchups
General
Zoners
Offensive
Grapplers
Defensive
Character Specific
vs. Abel
(No strategies)
vs. Adon
(No strategies)
vs. Akuma/Gouki
(No strategies)
vs. Balrog/Boxer
(No strategies)
vs. Blanka
(No strategies)
vs. C. Viper
(No strategies)
vs. Cammy
(No strategies)
vs. Chun-Li
(No strategies)
vs. Cody
(No strategies)
vs. Dan
(No strategies)
vs. Decapre
(No strategies)
vs. Dee Jay
(No strategies)
vs. Dhalsim
(No strategies)
vs. Dudley
(No strategies)
vs. E. Honda
(No strategies)
vs. El Fuerte
(No strategies)
vs. Elena
(No strategies)
vs. Evil Ryu
(No strategies)
vs. Fei Long
(No strategies)
vs. Gen
(No strategies)
vs. Gouken
(No strategies)
vs. Guile
(No strategies)
vs. Guy
(No strategies)
vs. Hakan
(No strategies)
vs. Hugo
(No strategies)
vs. Ibuki
(No strategies)
vs. Juri
(No strategies)
vs. Ken
(No strategies)
vs. M.Bison/Dictator (self)
(No strategies)
vs. Makoto
(No strategies)
vs. Oni
(No strategies)
vs. Poison
(No strategies)
vs. Rolento
(No strategies)
vs. Rose
(No strategies)
vs. Rufus
(No strategies)
vs. Ryu
(No strategies)
vs. Sagat
(No strategies)
vs. Sakura
(No strategies)
vs. Seth
(No strategies)
vs. T.Hawk
(No strategies)
vs. Vega/Claw
(No strategies)
vs. Yang
(No strategies)
vs. Yun
(No strategies)
vs. Zangief
(No strategies)
Frame Data