input | Damage | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Guard | Cancel | Hitconfirm |
---|---|---|---|---|---|---|---|---|---|---|
input | Damage | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Guard | Cancel | Hitconfirm |
5LP | 300 | 5 | 3 | 9 | 16 | +4 | -2 | LH | Chn Sp SA | 13 |
5MP | 600 | 8 | 3 | 15 | 25 | +6 | 0 | LH | Sp SA TC | 15 |
5HP | 1000 | 19 | 3 | 17 | 38 | +4(+6) | +1(+3) | LH | SA | 17 SA (PC: 29) |
5LK | 300 | 4 | 2 | 10 | 15 | +3 | -1 | LH | Sp SA | 12 |
5MK | 700 | 10 | 4 | 16 | 29 | +2 | -3 | LH | - | |
5HK | 900 | 13 | 4 | 19 | 35 | +6 | -2 | LH | - | |
2LP | 300 | 4 | 2 | 10 | 15 | +4 | -2 | LH | Chn Sp SA | 12 |
2MP | 600 | 6 | 3 | 14(17) | 22(25) | +5 | -1 | LH | Sp SA | 15 |
2HP | 900 | 10 | 6 | 21 | 36 | 0 | -9 | LH | Sp SA | 16 |
2LK | 200 | 5 | 2 | 10 | 16 | +4 | -2 | L | Chn | |
2MK | 500 | 8 | 3 | 19 | 29 | -2 | -6 | L | Sp SA | 13 |
2HK | 900 | 11 | 3 | 26 | 39 | HKD +29 | -12 | L | - | |
j.LP | 300 | 5 | 4 | 3 land | +8(+9) | +4(+5) | H | - | ||
j.MP | 700 | 8 | 4 | 3 land | +9(+11) | +5(+7) | H | TC | ||
j.HP | 800 | 9 | 6 | 3 land | +7(+15) | +3(+11) | H | - | ||
j.LK | 300 | 5 | 7 | 3 land | +5(+10) | +1(+6) | H | - | ||
j.MK | 500 | 7 | 7 | 3 land | +8(+13) | +4(+9) | H | - | ||
j.HK | 800 | 10 | 6 | 3 land | +11(+15) | +7(+11) | H | - | ||
6HP | 800 | 22 | 3 | 20 | 44 | +3 | -3 | H | - | |
4HK | 800 | 10 | 4 | 17 | 30 | +4 | +1 | LH | Sp SA | 18 |
3HK | 900 | 15 | 10 | 23 | 47 | KD +25(+34) | -15(-6) | L | - | |
5MP~6HP | 800 | 22 | 3 | 20 | 44 | +3 | -3 | H | - | |
5MP~2HK | 700 | 16 | 4 | 20 | 39 | +3 | -3 | L | - | |
j.MP~j.MP | 700 | 7 | 4 | 3 land | - | - | LH | - |
< Street Fighter 6 | M.Bison
Frame Data Tables
Character Data
M.Bison | HP | Throw Range |
Fwd Walk Speed |
Back Walk Speed |
Fwd Dash Speed |
Back Dash Speed |
Fwd Dash Distance |
Back Dash Distance |
Jump Speed |
Fwd Jump Distance |
Back Jump Distance |
Jump Apex |
---|---|---|---|---|---|---|---|---|---|---|---|---|
![]() |
10000 | 0.8 | 0.048 | 0.0312 | 19 | 23 | 1.54 | 0.754 | 4+38+3 | 1.90 | 1.52 | 2.115 |
Normals and Target Combos
input | Dmg Scaling | Punish Adv | PerfParry Adv | DR Cancel onHit | DR Cancel onBlock | After DR onHit | After DR onBlock | Hitstun | Blockstun | Hitstop |
---|---|---|---|---|---|---|---|---|---|---|
input | Dmg Scaling | Punish Adv | PerfParry Adv | DR Cancel onHit | DR Cancel onBlock | After DR onHit | After DR onBlock | Hitstun | Blockstun | Hitstop |
5LP | 20% Starter | +8 | -10 | +5 | -1 | +8 | +2 | 16 | 10 | 9 |
5MP | +10 | -16 | +14 | +8 | +10 | +4 | 24 | 18 | 11 | |
5HP | 20% Starter | +17(+19) | -18(-16) | +8(+10) | +5(+7) | 24 | 21 | 13 | ||
5LK | 20% Starter | +7 | -10 | +5 | +1 | +7 | +3 | 15 | 11 | 9 |
5MK | +6 | -18 | +6 | +1 | 22 | 17 | 11 | |||
5HK | KD +73 Crumple | -21 | +10 | +2 | 29 | 21 | 13 | |||
2LP | 20% Starter | +8 | -10 | +5 | -1 | +8 | +2 | 16 | 10 | 9 |
2MP | +9 | -15 | +12 | +6 | +9 | +3 | 22 | 16 | 11 | |
2HP | +4 | -25 | +17 | +8 | +4 | -5 | 27 | 18 | 13 | |
2LK | 20% Starter | +8 | -10 | +8 | +2 | 16 | 10 | 9 | ||
2MK | 20% Starter | +2 | -20 | +8 | +4 | +2 | -2 | 20 | 16 | 9 |
2HK | HKD +45 | -27 | HKD +29 | -8 | 17 | 13 | ||||
j.LP | +12(+13) | -3(-2) | 13 | 9 | 9 | |||||
j.MP | +13(+15) | -4(-2) | 15 | 11 | 11 | |||||
j.HP | +11(+19) | -10(-2) | 19 | 15 | 13 | |||||
j.LK | +9(+14) | -7(-2) | 14 | 10 | 9 | |||||
j.MK | +12(+17) | -7(-2) | 17 | 13 | 11 | |||||
j.HK | +15(+19) | -6(-2) | 19 | 15 | 13 | |||||
6HP | +7 | -21 | +7 | +1 | 26 | 20 | 13 | |||
4HK | +8 | -19 | +15 | +12 | +8 | +5 | 25 | 22 | 13 | |
3HK | HKD +41(+50) | -31(-22) | KD +25(+34) | -11(-2) | 18 | 13 | ||||
5MP~6HP | +7 | -21 | 26 | 20 | 13 | |||||
5MP~2HK | +7 | -22 | 27 | 21 | 13 | |||||
j.MP~j.MP | 11 |
input | DriveDmg Block | DriveDmg Hit[PC] | Drive Gain | SuperGain Hit | SuperGain Block |
---|---|---|---|---|---|
input | DriveDmg Block | DriveDmg Hit[PC] | Drive Gain | SuperGain Hit | SuperGain Block |
5LP | 500 | [2000] | 250 | 300 (210) | 150 (75) |
5MP | 3000 | [4000] | 1500 | 500 (350) | 250 (125) |
5HP | 5000 | [10000] | 2000 | 1000 (700) | 500 (250) |
5LK | 500 | [2000] | 250 | 300 (210) | 150 (75) |
5MK | 4000 | [6000] | 2000 | 700 (490) | 350 (175) |
5HK | 5000 | [10000] | 3000 | 1000 (700) | 500 (250) |
2LP | 500 | [2000] | 250 | 300 (210) | 150 (75) |
2MP | 3000 | [4000] | 1500 | 500 (350) | 250 (125) |
2HP | 5000 | [8000] | 2000 | 1000 (700) | 500 (250) |
2LK | 500 | [2000] | 250 | 300 (210) | 150 (75) |
2MK | 2000 | [4000] | 1000 | 500 (350) | 250 (125) |
2HK | 4000 | [10000] | 3000 | 1000 (700) | 500 (250) |
j.LP | 1500 | [2000] | 500 | 300 (210) | 150 (75) |
j.MP | 3000 | [4000] | 1000 | 500 (350) | 250 (125) |
j.HP | 4000 | [5000] | 2000 | 1000 (700) | 500 (250) |
j.LK | 1500 | [2000] | 500 | 300 (210) | 150 (75) |
j.MK | 2500 | [4000] | 1000 | 500 (350) | 250 (125) |
j.HK | 4000 | [5000] | 2000 | 1000 (700) | 500 (250) |
6HP | 5000 | [7000] | 2000 | 1000 (700) | 500 (250) |
4HK | 3000 | [8000] | 3000 | 1000 (700) | 500 (250) |
3HK | 4000 | [10000] | 3000 | 1000 (700) | 500 (250) |
5MP~6HP | 5000 | [7000] | 2000 | 500 (350) | 250 (125) |
5MP~2HK | 3000 | [4000] | 3000 | 600 (420) | 300 (150) |
j.MP~j.MP | 1000 | 500 (350) |
input | Invuln | Armor | Airborne | Range | Juggle Start | Juggle Increase | Juggle Limit |
---|---|---|---|---|---|---|---|
input | Invuln | Armor | Airborne | Range | Juggle Start | Juggle Increase | Juggle Limit |
5LP | 1.26 | 1 | 1 | 0 | |||
5MP | 1.288 | 1 | 1 | 0 | |||
5HP | 2.071 (1.822) | 1 | 1 | 10 | |||
5LK | 1.097 | 1 | 1 | 0 | |||
5MK | 1.729 | 1 | 1 | 0 | |||
5HK | 1.59 | 1 | 1 | 1 | |||
2LP | 1.06 | 1 | 1 | 0 | |||
2MP | 1.30 | 1 | 1 | 0 | |||
2HP | 0.80 | 1 | 1 | 0 | |||
2LK | 1.05 | 1 | 1 | 0 | |||
2MK | 1.482 | 1 | 1 | 0 | |||
2HK | 1.991 | 1 | 1 | 5 | |||
j.LP | 1.12 | 1 | 1 | 0 | |||
j.MP | 1.16 | 1 | 1 | 1 | |||
j.HP | 0.92 | 1 | 0 | 0 | |||
j.LK | 1.21 | 1 | 1 | 0 | |||
j.MK | 0.63 | 1 | 1 | 0 | |||
j.HK | 1.34 | 1 | 0 | 0 | |||
6HP | 1.507 | 1 | 1 | 10 | |||
4HK | 1.075 | 1 | 1 | 0 | |||
3HK | 3.47 (1.753) | 1 | 1 | 5 | |||
5MP~6HP | 1 | 1 | 10 | ||||
5MP~2HK | 1 | 1 | 0 | ||||
j.MP~j.MP | 2 | 2 |
input | Notes |
---|---|
input | Notes |
5LP | Chains into 5LP/2LP/2LK; good range for a 5f jab; DR cancel is delayed until after 2nd active frame; when 5LP is chained into, a follow-up chain occurs 1f earlier than usual (e.g. 5LP~5LP has 2f blockstring gap, but 5LP~5LP~5LP has 1f gap between the 2nd/3rd hits) |
5MP | Counter-hit required to combo into 6HP Target Combo; combo and pressure starter |
5HP | Slow advancing poke with good hitbox priority; can be spaced for better frame advantage; can be hitconfirmed into Super; slams airborne opponents down into limited juggle OTG state (higher bounce on Punish Counter allows more juggle follow-ups); extends a hurtbox 1f before active that is vulnerable to projectiles |
5LK | Good light string ender that moves Bison forward (keeps him closer after a cancel, allowing more consistent combos like 2LK, 2LP, 5LK > 214LP); rare light normal that is plus after DR Cancel on block |
5MK | Poke with great range and hitbox priority |
5HK | Punish Counter crumple is +7 before opponent goes airborne; extended foot hurtbox is anti-air invuln while active on frames 13-16; whiffs on crouching opponents at longer ranges; puts airborne opponents into limited juggle state (much higher launch on Punish Counter); extends a hurtbox 1f before active that is vulnerable to projectiles |
2LP | Chains into 5LP/2LP/2LK; DR cancel is delayed until after active frames; topmost hurtbox on frames 1-5 is vulnerable only to aerial attacks, preventing its use as an anti-air |
2MP | 3f extra recovery on whiff; great range for a 6f medium (great for buffers and combos); topmost hurtbox on frames 1-8 is vulnerable only to aerial attacks, preventing its use as an anti-air |
2HP | Forces stand; puts airborne opponents into limited juggle state on Counter-hit/Punish Counter; slow anti-air with good vertical hitbox priority on frames 12-15 but cannot hit cross-up; only first 2 active frames are cancelable |
2LK | Chains into 5LP/2LP/2LK; links naturally into 4f lights without chaining and can link to 2MP on counter-hit (rare for a 2LK); 4f blockstring gap when chained into 5LP/2LK |
2MK | Solid cancelable low poke; DR cancel is delayed until after active frames; extends a wide hurtbox through the first 9 recovery frames before starting to recede; Range: 1.482 |
2HK | Sweep with good range and hitbox priority; has juggle potential (not a Hard Knockdown when juggled into); puts airborne opponents into a limited juggle state (can combo with well-timed Psycho Mine detonation); can be difficult for some characters to punish when well spaced |
j.LP | Decent air-to-air |
j.MP | Great air-to-air with a long cancel window into Hell Attack; puts airborne opponents into limited juggle state; shifts M. Bison's hurtbox upward during startup |
j.HP | Good vertical hitbox for close jumps; spike knockdown vs. airborne opponents on Counter-hit/Punish Counter |
j.LK | Cross-up; decent air-to-air |
j.MK | Cross-up; shifts M. Bison's hurtbox upward during startup |
j.HK | Longest horizontal range of Bison's air normals |
6HP | Safe overhead with follow-up combos out of Drive Rush; slams airborne opponents down into limited juggle OTG state |
4HK | Forces stand; good combo/pressure/oki tool but short horizontal range; low pushback on hit/block |
3HK | Full-screen slide that can be spaced (but always punishable except vs. Burnout); has juggle potential (not a Hard Knockdown when juggled into); crouching state for entire duration |
5MP~6HP | Puts airborne opponents into limited juggle OTG bounce state; combos from 5MP only on CH/PC/DR or with meaty timing; safe on block, but has an interruptible 7f gap on block |
5MP~2HK | Safe low ender from 5MP with only a 1f gap on block; can link into light normals when landing as a counter-hit |
j.MP~j.MP | Keeps airborne opponents in a limited juggle state after j.MP; can be delayed significantly, giving Bison better advantage to juggle after landing |
Drive and Throw
input | Damage | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Guard |
---|---|---|---|---|---|---|---|---|
input | Damage | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Guard |
LPLK | 1200 (2040) | 5 | 3 | 23 | 30 | KD +21 | - | T |
4LPLK | 1200 (2040) | 5 | 3 | 23 | 30 | KD +18 | - | T |
HPHK | 800 | 26 | 2 | 35 | 62 | KD +35 / Wall Splat KD +65 | -3 / Wall Splat HKD +72 | LH |
6HPHK | 500 recoverable | 20 | 3 | 26(31) | 48(53) | KD +23 | -6 | LH |
6HPHK | 500 recoverable | 18 | 3 | 26(31) | 46(51) | KD +23 | -6 | LH |
MPMK | - | 1 | 12 or until released | 33(1)(11) | 45(3) | - | - | - |
MPMK~66 | - | 3+8 | - | 15(37) | 26(48) | - | - | - |
MPMK or 66 | - | 9 | - | 15(37) | 24(46) | - | - | - |
input | Chip | Dmg Scaling | Punish Adv | PerfParry Adv | Blockstun | Hitstop |
---|---|---|---|---|---|---|
input | Chip | Dmg Scaling | Punish Adv | PerfParry Adv | Blockstun | Hitstop |
LPLK | 20% Immediate | HKD +21 | ||||
4LPLK | 20% Immediate | HKD +18 | ||||
HPHK | 200 | 20% Starter (Hit) 20% Multiplier (Block) | Crumple (Standing +21, Juggle +46, HKD +104) | -35 | 34 | 25 |
6HPHK | 125 recoverable | KD +23 | -27 | 23 | 20 | |
6HPHK | 125 recoverable | KD +23 | -27 | 23 | 20 | |
MPMK | 50% Multiplier (Perfect) | |||||
MPMK~66 | 15% Multiplier (Mid-Combo) | |||||
MPMK or 66 | 15% Multiplier (Mid-Combo) |
input | DriveDmg Block | DriveDmg Hit[PC] | Drive Gain | SuperGain Hit |
---|---|---|---|---|
input | DriveDmg Block | DriveDmg Hit[PC] | Drive Gain | SuperGain Hit |
LPLK | [10000] | 2000 | 2000(1400) [4000(2800)] | |
4LPLK | [10000] | 2000 | 2000(1400) [4000(2800)] | |
HPHK | 5000 | 10000 [15000] | -10000 | [3000(2100)] |
6HPHK | -20000 | |||
6HPHK | -20000 | |||
MPMK | -5000,250~ | |||
MPMK~66 | -10000 | |||
MPMK or 66 | -30000 |
input | Invuln | Armor | Range | Juggle Start | Juggle Increase | Juggle Limit |
---|---|---|---|---|---|---|
input | Invuln | Armor | Range | Juggle Start | Juggle Increase | Juggle Limit |
LPLK | 0.80 | |||||
4LPLK | 0.80 | |||||
HPHK | 1-27 | 2.537 | 0 | 1 | 0 | |
6HPHK | 1-22 Full | Break | 1.657 | 200 | 100 | 1 |
6HPHK | 1-20 Full | Break | 1.657 | 200 | 100 | 1 |
MPMK | 6 Full (after Perfect Parry) | |||||
MPMK~66 | ||||||
MPMK or 66 |
input | Notes |
---|---|
input | Notes |
LPLK | Can dash for auto-timed +2 corner throw loop, or walk for manual timing (better for baiting throw tech) |
4LPLK | Side switches; can Drive Rush for oki after throwing opponent into corner (DR~5MP is auto-timed for tick throw or combo), or pressure with ranged normals (no real midscreen oki) |
HPHK | See Drive Impact. Airborne connect gives spinning juggle state on Punish Counter or corner Wall Splat with variable height. |
6HPHK | Performed by inputting 6HPHK during blockstun; 5f extra recovery on hit; freezes the screen for 4f during startup; see Drive Reversal. |
6HPHK | Performed by holding 6HPHK on wakeup; 5f extra recovery on hit; does not have any screen freeze; see Drive Reversal. |
MPMK | See Drive Parry. Perfect Parrying has only 1F of recovery and disables the opponent from canceling their attack. Perfect Parrying projectiles puts you into fixed 11 frames of recovery. After a Perfect Parry, all Super Gauge gain is reduced by 20% and Drive Gauge gain/damage is reduced by 50% for the entire punish combo. |
MPMK~66 | See Drive Rush; 1-bar version performed out of a Parry; startup refers to minimum time before an attack can cancel the Drive Rush animation (if performed immediately after a successful Parry, only 1+8 startup); 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; Distance: 0.593 (min/throw), 2.650 (min/block), 4.425 (max/final DR frame) |
MPMK or 66 | See Drive Rush; 3-bar version performed on hit/block from a cancelable normal; can also be performed on whiff from cancelable light normals; 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 |
Specials
input | Damage | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Guard | Cancel | Hitconfirm |
---|---|---|---|---|---|---|---|---|---|---|
input | Damage | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Guard | Cancel | Hitconfirm |
- | 500 | 300 | 1 | - | KD | - | LH | - | ||
[4]6LP | 1200 | 16 | 16 | 24 | 55 | KD +20(+35) | -20(-5) | LH | SA3 | 17 SA |
[4]6MP | 1400 | 20 | 16 | 24 | 59 | KD +20(+35) | -20(-5) | LH | SA3 | 15 SA |
[4]6HP | 1600 | 24 | 26 | 24 | 73 | KD +14(+39) | -23(+2) | LH | SA3 | 15 SA |
[4]6PP | 400x2,500 (1300) | 16 | 7,6,3 | 20 | 51 | KD +35(+37) | -3(-1) | LH | SA2* SA3 | 47/35/24 SA |
[4]6LP | 1200,500 (1700) | 16 | 16,1 | 23 | 55 | KD +39(+42) | +6 | LH | SA3 | 17 SA |
[4]6MP | 1400,500 (1900) | 20 | 16,1 | 23 | 59 | KD +39(+42) | +6 | LH | SA3 | 15 SA |
[4]6HP | 1600,500 (2100) | 24 | 26,1 | 23 | 73 | KD +46(+51) | +5 | LH | SA3 | 15 SA |
[4]6PP | 400x4 (1600) | 16 | 7,6,3(1)1 | 18 | 51 | KD +82(+83) | +10 | LH | - | |
236LK | 300,500 (800) | 13 | 2(1)2 | 20(25) | 37(42) | +2(+3) | -5(-4) | LH | SA3 (1st) | 16 SA |
236MK | 300,600 (900) | 17 | 2(1)2 | 20(25) | 41(46) | +3(+4) | -5(-4) | LH | SA3 (1st) | 16 SA |
236HK | 500,700 (1200) | 22 | 2(1)2 | 20(25) | 46(51) | +3(+4) | -4(-3) | LH | SA3 (1st) | 16 SA |
236KK | 250x2,300 (800) | 17 | 2(1)2(17)3 | 28 | 69 | KD +55 | -15 | LH | SA2 SA3 (2nd) | 31 SA |
214LP | 300,400 (700) | 13 | 2(10)5 | 25 | 54 | KD +24 | -14 | LH | SA3 (2nd) | 49 SA |
214MP | 300,500 (800) | 17 | 2(10)5 | 26 | 59 | KD +23 | -15 | LH | SA3 (2nd) | 49 SA |
214HP | 300,600 (900) | 22 | 3(10)5 | 26 | 65 | KD +31 | -15 | LH | SA3 (2nd) | 50 SA |
214PP | 400x3 (1200) | 14 | 2(19)3(23)3 | 44 | 107 | KD +24 | -25 | LH | SA2 SA3 (3rd) | 86 SA |
214LP | 300,500x2 (1300) | 13 | 2(10)5,1 | 24 | 54 | KD +42 | +6 | LH | SA3 (2nd) | 51 SA |
214MP | 300,600,500 (1400) | 17 | 2(10)5,1 | 25 | 59 | KD +42 | +6 | LH | SA3 (2nd) | 51 SA |
214HP | 300,700,500 (1500) | 22 | 3(10)5,1 | 25 | 65 | KD +49 | +6 | LH | SA3 (2nd) | 52 SA |
214PP | 400,500,400x2 (1700) | 14 | 2(19)1(26)1,1 | 44 | 107 | KD +48 | -3 | LH | SA2 SA3 (4th) | 103 SA |
[2]8K | - | 18~46 | - | 4/9/13 land | 53/58/63 | - | - | - | - | |
[2]8KK | - | 16~42 | - | 5 land | 55 | - | - | - | - | |
[2]8K~P | 800 | 18+16 | until land | 10 land | KD +35(+43) | +1(+9) | H | - | ||
[2]8KK~P or [2]8K~PP | 700x2 (1400) | 16+21 | until land | 5(10) land | KD +35(+43) | +4(+10) | H | - | ||
[2]8K~P | 800,700,500 (2000) | 18+16 | until land | 8 land | KD +52(+58) | +21(+27) | H | - | ||
[2]8KK~P or [2]8K~PP | 700x3,500 (2600) | 16+21 | until land | 8 land | KD +54(+59) | +23(+28) | H | - | ||
[2]8K~K | 800 | 18+15 | until land | 26 land | - | -29(-23) | -39(-38) | H | - | |
[2]8KK~K or [2]8K~KK | 2000(1200) | 16+15 | until land | 12 land | HKD +27 | +4(+7) | H | - | ||
[2]8K~K~P | 800 | 12 | 10 | 10 land | +8(+14) | +3(+9) | H | - | ||
6 or 4 + PPP/KKK | - | - | - | 43 | 43 | - | - | - | - | |
623PP | 1200 | 15 | 4 | 47 | 65 | KD +17 | -28 | LH | - |
input | Chip | Dmg Scaling | Punish Adv | PerfParry Adv | Blockstun | Hitstop |
---|---|---|---|---|---|---|
input | Chip | Dmg Scaling | Punish Adv | PerfParry Adv | Blockstun | Hitstop |
- | 125 | KD | 30 | 5 | ||
[4]6LP | 300 | 30% Starter | KD +20(+35) | -38(-23) | 20 | 10 |
[4]6MP | 350 | 30% Starter | KD +20(+35) | -38(-23) | 20 | 8 |
[4]6HP | 400 | 30% Starter | KD +14(+39) | -48(-23) | 27 | 8 |
[4]6PP | 100x2,125 (325) | 30% Starter | KD +35(+37) | -25(-19) | 33/25/20 total | 5,5,15 |
[4]6LP | 300,125 (425) | 30% Starter | KD +39(+42) | -38(-23) | 46 total | 16,15,8 |
[4]6MP | 350,125 (475) | 30% Starter | KD +39(+42) | -38(-23) | 46 total | 16,15,8 |
[4]6HP | 400,125 (525) | 30% Starter | KD +46(+51) | -48(-23) | 55 total | 16,15,9 |
[4]6PP | 100x3,125 (425) | 30% Starter (OTG - see Notes) | KD +82(+83) | -25(-19) | 31~46 total | 5,5,12,9 |
236LK | 75,125 (200) | 30% Starter | +6(+7) | -28(-19) | 20(17) | 12,12 |
236MK | 75,150 (225) | 20% Starter | +7(+8) | -28(-19) | 20(17) | 12,12 |
236HK | 125,175 (300) | +7(+8) | -28(-19) | 21(18) | 12,12 | |
236KK | 62x2,75 (199) | Combo (2-hit) | KD +55 | -51(-29) | 38/35/16 total | 12,12,13 |
214LP | 75,100 (175) | KD +24 | -40(-28) | 28(16) | 16,15 | |
214MP | 75,125 (200) | KD +23 | -41(-29) | 28(16) | 16,15 | |
214HP | 75,150 (225) | KD +31 | -42(-29) | 29(16) | 16,15 | |
214PP | 100x3 (300) | KD +24 | -92(-71)(-45) | 69/48/22 total | 10,15,8(5) | |
214LP | 75,125x2 (325) | KD +42 | -6(-12) | 48(36) | 16,15,8 | |
214MP | 75,150,125 (350) | KD +42 | -6(-13) | 49(37) | 16,15,8 | |
214HP | 75,175,125 (375) | KD +49 | -6(-13) | 50(37) | 16,15,9 | |
214PP | 100,125,100x2 (425) | KD +48 | -6(-29) | 91/70/44 total | 10,15,5,15 | |
[2]8K | ||||||
[2]8KK | ||||||
[2]8K~P | 200 | KD +35(+43) | -17(-9) | 20 | 13 | |
[2]8KK~P or [2]8K~PP | 175x2 (350) | KD +35(+43) | -13(-8) | 35 total | 3,15 | |
[2]8K~P | 200,175,125 (500) | KD +52(+58) | -17(-9) | 80 total | 13,14,10 | |
[2]8KK~P or [2]8K~PP | 175x3,125 (650) | KD +54(+59) | -13(-8) | 92 total | 3,5,16,12 | |
[2]8K~K | 200 | HKD +13(+15) | -30(-25) | 22 | 3 | |
[2]8KK~K or [2]8K~KK | 100 | HKD +27 | -16(-11) | 22 | 8 | |
[2]8K~K~P | 200 | +12(+17) | -14(-9) | 20 | 13 | |
6 or 4 + PPP/KKK | ||||||
623PP | 300 | KD +17 | -49 | 23 | 0(8) |
input | DriveDmg Block | DriveDmg Hit[PC] | Drive Gain | SuperGain Hit | SuperGain Block |
---|---|---|---|---|---|
input | DriveDmg Block | DriveDmg Hit[PC] | Drive Gain | SuperGain Hit | SuperGain Block |
- | 3000 | [5000] | 2000 | 500 (350) | 250 (125) |
[4]6LP | 6000 | [10000] | 2000 | 1200 (840) | 600 (300) |
[4]6MP | 7000 | [10000] | 3500 | 1300 (910) | 650 (325) |
[4]6HP | 8000 | [10000] | 5000 | 1500 (1050) | 750 (375) |
[4]6PP | 1500x2,2000 (5000) | [7000] | -20000 | 400x3 (280x3) | 200x3 (100x3) |
[4]6LP | 6000,3000 (9000) | [10000] | 2000x2 (4000) | 1200,500 (840,350) | 600,250 (425,125) |
[4]6MP | 7000,3000 (10000) | [10000] | 3500,2000 (5500) | 1300,500 (910,350) | 650,250 (325,125) |
[4]6HP | 8000,3000 (11000) | [10000] | 5000,2000 (7000) | 1500,500 (1050,350) | 750,250 (375,125) |
[4]6PP | 1500x2,2000,3000 (8000) | [7000] | -20000 | 400x3,1600 (280x3,1120) | 200x3,250 (100x3,125) |
236LK | 2000,3000 (5000) | [2000,3000] | 750x2 (1500) | 400x2 (280x2) | 200x2 (100x2) |
236MK | 2000,3000 (5000) | [2000,3000] | 1000x2 (2000) | 500x2 (350x2) | 250x2 (125x2) |
236HK | 2000,3000 (5000) | [2000,3000] | 1250x2 (2500) | 600x2 (420x2) | 300x2 (150x2) |
236KK | 1000x3 (3000) | [1500x2,2000] | -20000 | 200x2,600 (140x2,420) | 100x2,300 (50x2,150) |
214LP | 3000x2 (6000) | [2500x2] | 1000x2 (2000) | 400x2 (280x2) | 200x2 (100x2) |
214MP | 3000x2 (6000) | [2500x2] | 1250x2 (2500) | 600x2 (420x2) | 300x2 (150x2) |
214HP | 3000x2 (6000) | [2500x2] | 1250x2 (2500) | 500[600],500 (350[420],350) | 250x2 (125x2) |
214PP | 3000x3 (9000) | [2000x2,3000] | -20000 | 300x2,400 (210x2,280) | 150x2,200 (75x2,100) |
214LP | 3000x3 (9000) | [2500x2,3000] | 1000x2,2000 (4000) | 400x2,500 (280x2,350) | 200x2,250 (100x2,125) |
214MP | 3000x3 (9000) | [2500x2,3000] | 1250x2,2000 (4500) | 600x2,500 (420x2,350) | 300x2,250 (150x2,125) |
214HP | 3000x3 (9000) | [2500x2,3000] | 1250x2,2000 (4500) | 500[600],500x2 (350[420],350x2) | 250x3 (125x3) |
214PP | 3000x4 (12000) | [2000x2,3000x2] | -20000 | 300x2,400,500 (210x2,280,350) | 150x2,200,250 (75x2,100,125) |
[2]8K | |||||
[2]8KK | -20000 | ||||
[2]8K~P | 6000 | [5000] | 2500 | 1200 (840) | 600 (300) |
[2]8KK~P or [2]8K~PP | 4000x2 (8000) | [3500x2] | -20000 | 800x2 (560x2) | 400x2 (200x2) |
[2]8K~P | 6000,3000x2 (12000) | [5000,2500,3000] | 2500,1250,2000 (5750) | 2300 (1610) | 1150 (575) |
[2]8KK~P or [2]8K~PP | 4000,3000x3 (13000) | [3500x2,3000x2] | -20000 | 2100 (1470) | 1050 (525) |
[2]8K~K | 6000 | [5000] | 2500 | 1200 (840) | 600 (300) |
[2]8KK~K or [2]8K~KK | 6000 | [10000] | -20000 | 1800 (1260) | 400 (200) |
[2]8K~K~P | 6000 | [5000] | 2500 | 1200 (840) | 600 (300) |
6 or 4 + PPP/KKK | |||||
623PP | 6000 | [5000] | 2000 | 1200 (840) | 600 (300) |
input | Invuln | Armor | Airborne | Range | Juggle Start | Juggle Increase | Juggle Limit |
---|---|---|---|---|---|---|---|
input | Invuln | Armor | Airborne | Range | Juggle Start | Juggle Increase | Juggle Limit |
- | 1 | 0 | 99 | ||||
[4]6LP | 6-17 Air, 17-31 Projectile (Head/Arm) | 22-31 (FKD) | 3.917 (1.343) | 1 | 1 | 10 | |
[4]6MP | 6-21 Air, 21-35 Projectile (Head/Arm) | 26-35 (FKD) | 4.15 (1.328) | 1 | 1 | 10 | |
[4]6HP | 6-25 Air, 23-49 Projectile (Head/Arm) | 30-49 (FKD) | 5.609 (1.353) | 1 | 1 | 10 | |
[4]6PP | 6-17 Air, 13-31 Projectile | 20-31 (FKD) | 4.869 (1.60) | 1x4 | 1x4 | 10 | |
[4]6LP | 6-17 Air, 17-31 Projectile (Head/Arm) | 22-31 (FKD) | 3.917 (1.343) | 1,1 | 1,1 | 10 | |
[4]6MP | 6-21 Air, 21-35 Projectile (Head/Arm) | 26-35 (FKD) | 4.15 (1.328) | 1,1 | 1,1 | 10 | |
[4]6HP | 6-25 Air, 23-49 Projectile (Head/Arm) | 30-49 (FKD) | 5.609 (1.353) | 1,1 | 1,1 | 10 | |
[4]6PP | 6-17 Air, 13-31 Projectile | 20-31 (FKD) | 4.869 (1.60) | 3 (Forced) | 3 (Forced) | 10 | |
236LK | 2.362 (2.01) | 1,1 | 0,1 | 10 | |||
236MK | 2.89 (2.538) | 1,1 | 0,1 | 10 | |||
236HK | 3.286 (2.802) | 1,1 | 0,1 | 10 | |||
236KK | 4.097 (2.785) | 1,1,3 | 0,0,2 | 2 | |||
214LP | 1.64 (1.239) | 1 (1,1 Air) | 0,1 | 10 | |||
214MP | 2.205 (1.705) | 1 (1,1 Air) | 0,1 | 10 | |||
214HP | 3.088 (2.363) | 1 (1,1 Air) | 0,1 | 10 | |||
214PP | 3.523 (1.745) | 1 | 0,0,0 | 10 | |||
214LP | 1.64 (1.239) | 2 (3 Air) | 0,1,1 | 10x3 | |||
214MP | 2.205 (1.705) | 2 (3 Air) | 0,1,1 | 10x3 | |||
214HP | 3.088 (2.363) | 2 (3 Air) | 0,1,1 | 10x3 | |||
214PP | 3.523 (1.745) | 2 | 0x3,1 | 10x4 | |||
[2]8K | 9-49 (FKD) | ||||||
[2]8KK | 1-8 Throw | 9-50 (FKD) | |||||
[2]8K~P | Until Land (FKD) | 1.27 | 1 | 1 | 15 | ||
[2]8KK~P or [2]8K~PP | Until Land (FKD) | 1.30 | 1,1 | 1,1 | 15 | ||
[2]8K~P | Until Land (FKD) | 1.27 | 4 | 1,2,1 | 15 | ||
[2]8KK~P or [2]8K~PP | Until Land (FKD) | 1.30 | 4 | 1,1,1,1 | 15 | ||
[2]8K~K | Until Land (FKD) | 0.49 | 2 | 2 | 15 | ||
[2]8KK~K or [2]8K~KK | Until Land (FKD) | 0.49 | 1 | 1 | 15 | ||
[2]8K~K~P | Until Land (FKD) | 1.18 | 1 | 1 | 15 | ||
6 or 4 + PPP/KKK | 1-16 Full | ||||||
623PP | 1-18 Full | 0.93 | 1 | 1 | 10 |
input | Notes |
---|---|
input | Notes |
- | Projectile hitbox (can be avoided with projectile invuln moves, including some with upper-body invuln); Mine dissipates if Bison is hit; explosion happens automatically 300f after a mine has been planted by the 2nd hit of Backfist Combo; also triggered by Psycho Crusher, Backfist Combo, and Devil Reverse on hit/block (only Backfist Combo triggers the detonation on Perfect Parry); explosion puts opponent into free juggle state or maintains existing juggle state; performing Forward Taunt causes Bison to start a countdown to trigger the explosion; explosion only counts as a hit for damage scaling when the timer expires (not when automatically activated from a special move) |
[4]6LP | 45f charge time (charge lasts 8f after releasing back direction, and must be holding forward when LP is input); 1-hit projectile clash hitbox on frames 16-31 |
[4]6MP | 45f charge time (charge lasts 8f after releasing back direction, and must be holding forward when MP is input); 1-hit projectile clash hitbox on frames 20-35 |
[4]6HP | 45f charge time (charge lasts 8f after releasing back direction, and must be holding forward when HP is input); 1-hit projectile clash hitbox on frames 24-49 |
[4]6PP | 45f charge time (charge lasts 8f after releasing back direction, and must be holding forward when PP is input); cancel into SA2 does not combo |
[4]6LP | 45f charge time (charge lasts 8f after releasing back direction, and must be holding forward when LP is input); strike hitbox surrounded by a 1-hit projectile clash hitbox on frames 16-31; detonates Psycho Mine on hit/block (does not trigger on Perfect Parry); puts opponent into limited juggle state (cancel into SA3 connects before Psycho Mine explodes); KD advantage depends on spacing (+41 close range, +42 most mid ranges, +39 on last active frame); useful pressure tool after Backfist Combo due to its block advantage, but is susceptible to Perfect Parry; when Perfect Parried, Bison will usually be airborne as the opponent punishes |
[4]6MP | 45f charge time (charge lasts 8f after releasing back direction, and must be holding forward when MP is input); strike hitbox surrounded by a 1-hit projectile clash hitbox on frames 20-35; detonates Psycho Mine on hit/block (does not trigger on Perfect Parry); puts opponent into limited juggle state (cancel into SA3 connects before Psycho Mine explodes); KD advantage depends on spacing (+41 close range, +42 most mid ranges, +39 on last active frame); useful pressure tool after Backfist Combo due to its block advantage, but is susceptible to Perfect Parry; when Perfect Parried, Bison will usually be airborne as the opponent punishes |
[4]6HP | 45f charge time (charge lasts 8f after releasing back direction, and must be holding forward when HP is input); strike hitbox surrounded by a 1-hit projectile clash hitbox on frames 24-49; detonates Psycho Mine on hit/block (does not trigger on Perfect Parry); puts opponent into limited juggle state, allowing a follow-up juggle (SA1 midscreen, 214LP/SA3 corner); KD advantage depends on spacing (+46 close range, +51 most mid/far ranges); useful pressure tool after Backfist Combo due to its block advantage, but is susceptible to Perfect Parry; when Perfect Parried, Bison will usually be airborne as the opponent punishes |
[4]6PP | 45f charge time (charge lasts 8f after releasing back direction, and must be holding forward when PP is input); strike hitbox (no projectile clash since Bison has full projectile invuln); detonates Psycho Mine on hit/block (does not trigger on Perfect Parry); launches opponent high into a limited juggle state, followed by an OTG bounce; when juggling late on these OTG bounce frames, an extra 10% Immediate Scaling is applied to the follow-ups (but an earlier juggle has no extra scaling); useful pressure tool after Backfist Combo due to its block advantage, but is susceptible to Perfect Parry; when Perfect Parried, Bison will usually be airborne as the opponent punishes; POSSIBLE BUG: on a high airborne connect, the automatic follow-up will not trigger, but explosion still occurs; however, the opponent is still considered to have a Psycho Mine on their body which can be detonated again |
236LK | 5f extra recovery on whiff; Low Crush 7-15f (not airborne); Counter-hit/Punish Counter bonus advantage carries through both hits; strong pressure tool that gives strike/throw mixup on hit while easily spaced safely on block |
236MK | 5f extra recovery on whiff; Low Crush 11-19f (not airborne); Counter-hit/Punish Counter bonus advantage carries through both hits; strong pressure tool that gives strike/throw mixup on hit while easily spaced safely on block |
236HK | 5f extra recovery on whiff; Low Crush 14-24f (not airborne); Counter-hit/Punish Counter bonus advantage carries through both hits; extremely powerful punish starter due to high damage, frame advantage, and lack of damage scaling; strong pressure tool that gives strike/throw mixup on hit while easily spaced safely on block |
236KK | Low Crush 12-19f (not airborne); puts opponent into limited juggle state; cancel is only useful if the first 2 hits are absorbed by Drive Impact (stronger juggle routes always possible); 3rd hit comes out even on whiff |
214LP | Plants Psycho Mine onto opponent on 2nd hit (detonates after 300f or when another Backfist Combo, Psycho Crusher, or Devil Reverse connects); useful ender for many juggles (higher KD advantage in high-connect juggles) |
214MP | Plants Psycho Mine onto opponent on 2nd hit (detonates after 300f or when another Backfist Combo, Psycho Crusher, or Devil Reverse connects); useful ender for some juggles (higher KD advantage in high-connect juggles); +23 KD Advantage sets up a dash into strike/throw mixup, or a perfectly meaty 6HP (+5 oH / -1 oB) |
214HP | Plants Psycho Mine onto opponent on 2nd hit (detonates after 300f or when another Backfist Combo, Psycho Crusher, or Devil Reverse connects); useful ender for some juggles (higher KD advantage in high-connect juggles); Potential Bug: builds more Super gauge on hit when comboed into (denoted with [] in data) |
214PP | Plants Psycho Mine onto opponent on 2nd hit (detonates after 300f or when another Backfist Combo, Psycho Crusher, or Devil Reverse connects); puts opponent into limited juggle OTG state on hit; useful ender for some juggles (higher KD advantage in high-connect juggles) |
214LP | Detonates Psycho Mine on hit/block; Mine detonation does not count as a hit for damage scaling; puts opponent into limited juggle state; sets up auto-timed safe jump vs. grounded or low-height opponents; 2nd hit triggers Mine detonation even on Perfect Parry (punishable 5f gap before explosion hits); lets Bison maintain pressure on block; can be timed to plant another Psycho Mine if the previous one detonates during this attack's hitstun |
214MP | Detonates Psycho Mine on hit/block; Mine detonation does not count as a hit for damage scaling; puts opponent into limited juggle state; sets up auto-timed safe jump vs. grounded or low-height opponents; 2nd hit triggers Mine detonation even on Perfect Parry (punishable 5f gap before explosion hits); lets Bison maintain pressure on block; can be timed to plant another Psycho Mine if the previous one detonates during this attack's hitstun |
214HP | Detonates Psycho Mine on hit/block; Mine detonation does not count as a hit for damage scaling; puts opponent into limited juggle state that allows follow-up juggles (but loses the safe jump from the LP/MP version); 2nd hit triggers Mine detonation even on Perfect Parry (punishable 5f gap before explosion hits); lets Bison maintain pressure on block; can be timed to plant another Psycho Mine if the previous one detonates during this attack's hitstun; POSSIBLE BUG: builds more Super gauge when comboed into compared to raw connect |
214PP | Detonates Psycho Mine on hit/block; Mine detonation does not count as a hit for damage scaling; launches opponent into a limited juggle state that allows follow-up juggles; 3rd hit triggers Mine detonation even on Perfect Parry (punishable 5f gap before explosion hits); does not let Bison maintain block pressure like the meterless versions; can be timed to plant another Psycho Mine if the previous one detonates during this attack's hitstun |
[2]8K | 40f charge time (charge lasts 10f after releasing down direction); button strength determines trajectory (LK close, MK mid, HK far); landing recovery and total frame refers to LK/MK/HK version respectively; Bison is in a crouching state on the final landing recovery frame; can use the OD versions of follow-ups by pressing PP or KK; foot hurtbox is projectile invincible |
[2]8KK | 40f charge time (charge lasts 10f after releasing down direction); automatically tracks opponent's location; follow-ups will become their respective OD versions without spending additional Drive gauge; Bison is in a crouching state on the final landing recovery frame |
[2]8K~P | Can be steered left/right; cannot hit cross-up (but will turn around if Punch is input behind the opponent); puts opponent into limited juggle state; gives good advantage on block; final landing recovery frame is in a crouching state; extends a wide full-body hurtbox forward on frame 9~ and a forward/downward hurtbox on the arms while active (easy to anti-air) |
[2]8KK~P or [2]8K~PP | 2 hits; can be steered left/right; cannot hit cross-up (but will turn around if Punch is input behind the opponent); 5f extra landing recovery on whiff; puts opponent into limited juggle state; gives good advantage on block; on whiff, final landing recovery frame is in a crouching state; on hit/block, all landing recovery frames are in a crouching state; does not extend a wide hurtbox like the meterless version, making it better for approaching |
[2]8K~P | Detonates Psycho Mine on hit/block (does not trigger on Perfect Parry); can be steered left/right; cannot hit cross-up (but will turn around if Punch is input behind the opponent); gives great advantage on block or a juggle on hit (follow-ups possible in the corner); Bison is in a crouching state during landing recovery; extends a wide full-body hurtbox forward on frame 9~ and a forward/downward hurtbox on the arms while active (easy to anti-air) |
[2]8KK~P or [2]8K~PP | Detonates Psycho Mine on hit/block (does not trigger on Perfect Parry); can be steered left/right; cannot hit cross-up (but will turn around if Punch is input behind the opponent); gives great advantage on block or a juggle on hit (follow-ups possible in the corner); Bison is in a crouching state during landing recovery; does not extend a wide hurtbox like the meterless version, making it better for approaching |
[2]8K~K | Bounces off opponent's head on hit/block/armor (can steer left/right after bounce); can hit cross-up; Hard Knockdown on Punish Counter; puts airborne opponents into limited juggle OTG state; Bison can auto-correct to face the opponent before descending; good hitbox and delayed descent makes it tricky to anti-air; drops straight to the ground on Perfect Parry (no follow-up possible) |
[2]8KK~K or [2]8K~KK | Can also be input after meterless Shadow Rise; transitions to cinematic follow-up on grounded hit (causing Psycho Mine to disappear); lands near opponent on block (does not bounce like meterless version); puts airborne opponents into limited juggle OTG state, dealing 800 less damage |
[2]8K~K~P | Can only be performed after meterless Head Press after bouncing on hit/block/armor; lower body hurtbox shifts upward 1-21f (startup + active) as Bison tucks his knees in; puts airborne opponents into limited juggle state; cannot be performed after Perfect Parry or after connecting on a counter like JP's Amnesia or Marisa's charged SA1 |
6 or 4 + PPP/KKK | Shin Bison only (requires detonating Psycho Mine with Forward Taunt); 6PPP appears behind opponent unless fully cornered, and 4PPP appears directly in front of the opponent (close enough to throw or confirm 2 light normals); 4PPP teleports backward 1.50 units; 4KKK teleports backward 2.50 units; can be canceled into from normals, allowing it to dodge Drive Reversal or Drive Impact and potentially punish (-5 on immediate Teleport cancel vs. immediate Drive Reversal; distance varies by opponent) |
623PP | Shin Bison only (requires detonating Psycho Mine with Forward Taunt); very slow but meterless reversal; cannot hit cross-up |
Supers
input | Damage | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Guard |
---|---|---|---|---|---|---|---|---|
input | Damage | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Guard |
236236K | 2000 (600~1200) | 10 | 2(1)3(31)2(1)2 | 62 | 113 | KD +11 (KD +2) | -41 | LH |
214214K | 3000 | 26 | 7 | 52 | 84 | HKD +23 | -34 | LH |
236236P | 4000 | 10(5) | 6 | 65 | 80 | HKD +15 | -46 | LH |
236236P | 4500 | 10(5) | 6 | 65 | 80 | HKD +15 | -46 | LH |
214214P | 3000 | 9(15) | 13 | 48+48 | 117 | KD 0(+6) | -94(-88) | LH |
input | Chip | Dmg Scaling | Punish Adv | PerfParry Adv | Blockstun | Hitstop |
---|---|---|---|---|---|---|
input | Chip | Dmg Scaling | Punish Adv | PerfParry Adv | Blockstun | Hitstop |
236236K | 100x3,200 (500) | 30% Minimum | KD +11 (KD +2) | -102(-65) | 63/26 total | 8,8,8,8 |
214214K | 750 | 40% Minimum | HKD +23 | -57 | 25 | 5 |
236236P | 1000 | 50% Minimum; 10% Immediate (Sp) | HKD +15 | -69 | 25 | 2 |
236236P | 1250 | 50% Minimum; 10% Immediate (Sp) | HKD +15 | -69 | 25 | 2 |
214214P | 750 | 40% Minimum | KD 0(+6) | -107(-101) | 15 | 12(15) |
input | DriveDmg Block | DriveDmg Hit[PC] | SuperGain Hit | SuperGain Block |
---|---|---|---|---|
input | DriveDmg Block | DriveDmg Hit[PC] | SuperGain Hit | SuperGain Block |
236236K | 600x3,700 (2500) | 500x6,2000 (5000) | -10000 | -10000 |
214214K | 5000 | 10000 | -20000 | -20000 |
236236P | 7500 | 15000 | -30000 | -30000 |
236236P | 10000 | 20000 | -30000 | -30000 |
214214P | 8000 | 10000 | -20000 | -20000 |
input | Invuln | Armor | Airborne | Range | Juggle Start | Juggle Increase | Juggle Limit |
---|---|---|---|---|---|---|---|
input | Invuln | Armor | Airborne | Range | Juggle Start | Juggle Increase | Juggle Limit |
236236K | 1-11 Strike/Throw | Break | 5.522 (2.539) | 99 | 99 | ||
214214K | 1-32 Full | Break | 4.763 (1.583) | 99 | |||
236236P | 1-15 Full | Break | 2.379 (1.875) | 99 | |||
236236P | 1-15 Full | Break | 2.379 (1.875) | 99 | |||
214214P | 1-69 Full | Break | 2-69 | 2.12 (1st) | 99 |
input | Notes |
---|---|
input | Notes |
236236K | First hit cause Bison to enter the full animation; connecting with the 2nd-4th hits leads to a weaker version with only 600-1200 damage and much worse KD advantage; causes planted Psycho Mine to disappear; opponents can jump out after Super freeze to escape chip damage (except Dhalsim/Lily/Zangief) |
214214K | Can steer left/right during startup; can hit cross-up; causes planted Psycho Mine to disappear; can be used as a fullscreen punish against projectiles or install moves that would normally be safe due to distance; cannot be beaten by air-invuln moves because Bison is technically never considered airborne |
236236P | Travels slightly under 1/2 screen making it a viable projectile counter; opponent cannot jump out after Super freeze to escape chip damage; cinematic time regenerates ~2 Drive bars for M. Bison; causes planted Psycho Mine to disappear; only 5f startup when canceled from special moves |
236236P | Travels slightly under 1/2 screen making it a viable projectile counter; available at 25% HP or below; opponent cannot jump out after Super freeze to escape chip damage; cinematic time regenerates ~2.2 Drive bars for M. Bison; causes planted Psycho Mine to disappear; only 5f startup when canceled from special moves |
214214P | Shin Bison only (requires detonating Psycho Mine with Forward Taunt); cannot hit cross-up; 1st active frame only connects when Bison is cornered (usually connects on 7th active frame midscreen, making it functionally 15f startup); fullscreen anti-air and anti-projectile Super; during recovery, flies off-screen then reappears on the opposite side of opponent (does not switch sides vs. cornered opponents on HIT |