Street Fighter 6/M.Bison/Frame data

From SuperCombo Wiki


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
SF6 Mbison Portrait.png 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 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 -

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



SF6 Navigation

General
FAQ
HUD
Characters
A.K.I.
Akuma
Blanka
Cammy
Chun-Li
Dee Jay
Dhalsim
Ed
E. Honda
Guile
Jamie
JP
Juri
Ken
Kimberly
Lily
Luke
M. Bison
Mai
Manon
Marisa
Rashid
Ryu
Terry
Zangief
Data
Akuma
Cammy
Ed
Guile
Jamie
JP
Juri
Ken
Lily
Luke
Mai
Manon
Ryu
Terry