Ultra Street Fighter IV/M. Bison/Omega

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Ultra Street Fighter IV/OmegaOmegaSF4 Header.png

M. Bison

SSFIV-MBison Face.jpg


In a nutshell


M. Bison has had some significant changes in Omega that generally improve his offense while nerfing his defense. His charge times on every special except Scissor Kick has been reduced by 5f, while EX Scissor Kick has been increased to a massive 75f. Super and both Ultras have had their charge times increased 15f, making it harder to combo into them or use them defensively. He is also a little easier to hit while crouching, as his wide leg hurtbox now applies at all times.

Many of Bison's normals are faster, including all close punches, 2LP, and 2MP. Most of these are also have 1f worse advantage, so his frame trap situation didn't change much. Another notable change is ever-important 2LK, which was increased to 4f startup and can no longer combo into itself. His anti-air and air-to-air game is a bit better with 2HP and both versions of j.HP causing an air knockdown. The Dictator sports two new command normals: Psycho Break (3HP) is essentially Ryu's Solar Plexus that can cancel on the first hit, and Deadly Middle Kick (3HK) gives him a super-powered version of his 5MK poke.

The most important new special move is Psycho Sever, an axe kick that reflects projectiles, gives powerful combo extensions, or hits overhead for a knockdown depending on which version is used. MK Sever in particular opens the door for huge meterless damage, particularly when cancelled from cl.5HP. Psycho Drain is a new command grab that drains 50 HP and about 40% of a bar of meter from the opponent; the meterless version also builds a ton of meter for Bison, while the EX version can combo when cancelled from a normal. EX Scissor Kick has been massively reworked; as mentioned before, it has much longer charge time, but it is also 0 on block and +6 on hit, allowing it to extend combos for a significant damage boost. In exchange, it lost its projectile invincibility, removing one of the most reliable anti-fireball tools from is USF4 version. Psycho Crusher has been buffed in damage and speed, becoming the most reliable combo ender. The EX version is now Psycho Crusher Omega, a 2-bar EX Crusher that transitions into a followup animation on hit for massive damage.

Head Press and Devils Reverse have been reworked as well. Both moves lost their startup invincibility on the EX version; combined with the change to EX Psycho Crusher, he now has a much harder time defending against wakeup pressure. EX Head Press acts completely different, now teleporting above the opponent and stomping downward rather than bouncing off. Devil's Reverse has been changed to Death Flutter and no longer tracks the opponent, instead having a different trajectory for each strength. From this, he can also perform a new followup called Evil Stomp, which is essentially the same as EX Head Press.

Almost every aspect of Bison's game has received significant changes in Omega. He has always been a more straightforward character, but the addition of more overhead options and a command grab combined with massive combo damage buffs makes him one of the scariest characters to fight at close range. While his defense is worse, the Omega meta is not centered around knockdown vortexes, so this isn't as big of a drawback as one might expect. He has likely shifted a bit higher in the tier list compared to his USF4 version, able to compete in most matchups while only struggling with a handful of counterpicks.


Click for USF4 version


Notable Changes from USF4 to Omega

  • General/Movement Changes:
    • Forward Dash: 3f faster (17f > 14f), shorter distance
    • Back Dash: 1f faster (25f > 24f)
    • Hurtbox: wider while crouching (extended hurtbox on front leg)
    • Throw: slightly shorter range
    • Charge Time: Super/Ultras charge 15f slower (55f), EX Scissor Kick charges 20f slower (75f)
      • All other specials except Scissor Kick charge 5f faster (50f)


  • Normal Move Changes:
    • cl.5LP is 1f faster (5f), useful for its lower pushback and unique combo possibilities
    • cl.5MP is 1f faster (6f), but 1f worse on hit and block (+1/-2)
    • cl.5HP is 2f faster (6f) and 1f worse on hit/block (+3/-2); now a very important combo button
    • cl.5MK is technically unchanged, but the Omega input buffer is bugged on this normal, allowing 6f normals to combo from a +5 hit (into 2MP or 3HK)
    • far.5MP is 1f faster (5f) but 4f worse on hit/block (-1/-4)
      • One of Bison's most important combo normals, but has problems comboing on some crouching characters

    • 2LP is 1f faster (3f), now Bison's only 3f normal; very short range which makes it limited in combo routes
    • 2MP 1f faster (6f), 1f worse on hit/block (+5/+2)
    • 2HP is 2f slower (12f), 2f more active (6f), and has 8f less recovery (13f); this makes it 6f better on hit/block (+4/-1)
      • Gives limited juggle knockdown vs. airborne, but hard to followup in most practical scenarios
    • 2LK is 1f slower (4f) and 1f worse on hit/block (+3/0); can only combo into 2LP now and much weaker for pressure

    • Psycho Break (3HP) is a new command normal; 2 hits and moves forward, similar to Ryu's Solar Plexus; +6 on hit, -2 on block
      • First hit is cancellable and has juggle potential, making 3HP xx LK Psycho Sever a common juggle ender
      • Has projectile hitbox that can clash with up to 2 hits of an incoming fireball (impractical to use on reaction); the clash can also be special cancelled
    • Deadly Middle Kick (3HK) is a new command normal, used as a powerful neutral poke
      • Nearly identical animation to Far 5MK, but has more damage, stun, recovery, and a tiny bit more range
    • j.HP (angled/neutral) puts airborne opponent into limited juggle state on hit, allowing a followup on the ground
      • It's technically possible to combo Ultra off this, but incredibly unlikely in a real match (use LK Sever or 3HP xx LK Sever)
    • Hell Attack (j.MP~MP) no longer gives free juggle state on airborne hit (the initial j.MP still does, however)


  • Special Move Changes:
    • Psycho Crusher ([4]6P) - MP is 4f faster (10f), HP is 7f faster (7f), charges 5f faster (50f); now the preferred combo ender
      • All versions slightly safer on block and do 30 more damage; LP and MP stun increased to 200
    • Psycho Crusher Omega ([4]6PP) - New 2-bar version of EX Psycho Crusher; invincible and does 320 damage, 250 stun, all stun occurs on final hit
      • Faster than the old EX Crusher (7f startup); has a projectile hitbox that can clash with one hit of a fireball
      • At mid/far range it can drop out of the animation, becoming punishable on hit
      • From fullscreen or when hitting as a crossup, does 100 damage and pops opponent up into a limited juggle state
      • First hit can FADC for safety, but since it costs 4 bars it's better to just use Super as a reversal instead
    • Scissor Kick ([4]6K) - LK version is 0 on block like the pre-USF4 version (but changes to 2LK weakened followup pressure)
      • Meterless versions all do 10 less damage; HK version still has some use as an FADC combo starter
      • EX version is completely different; 50 less damage and requires 25f more charge (75f), making it hard to combo into without Psycho Sever links
      • EX is no longer projectile invincible, and is +6/0 (from KD/-8) allowing for combo extensions or safe block pressure
    • Head Press ([2]8K) - no longer airborne immediately, making it worse defensively; Skull Diver followup is worse on block but easier to time properly
      • EX Version is no longer strike invincible and cannot hit airborne opponents; teleports above opponent, drops straight down (-2 on block) and doesn't bounce off for a followup
    • Death Flutter ([2]8P) - Similar to empty Devil's Reverse, but each strength has its own unique trajectory; EX is no longer startup invincible
      • If no followup is input, meterless versions now have 16f landing recovery
      • + Devil Reverse (P) - Faster startup and more damage, but worse on block; invincible immediately after activation
      • + Evil Stomp (K) - New followup, drops straight down similar to EX Head Press; cannot hit crossup, safe on block
    • Bison Warp (623/421 + PPP/KKK) - all versions now recover 5f faster (42f) and kept its crouching DP input shortcut
    • Psycho Sever (214K) - new Axe Kick with many uses; safe on block (-1/-2/+2/0 for LK/MK/HK/EX)
      • Reflects meterless projectiles (including Air Fireballs or multi-hit Red Fireball); can FADC the reflect to gain momentum
      • Main juggle ender; LK version is most consistent, but all can work if there is enough time
      • HK and EX versions hit overhead; can FADC the first hit of EX Sever for a 3-bar overhead combo
      • MK version combos from cl.5HP and links to 2MK or far.5MP, while LK version combos from mediums and can link to 2LP at close range
      • LK and MK versions can give powerful combos on counterhit, so cancelling pokes into them can be useful even when they don't normally combo


  • Super/Ultra Changes:
    • Super ([4]646+K) - 15f longer charge time (55f); all 3 strengths are now identical, with a good mix of startup and range
      • Safe on block at -1; 90 more damage; goes into a followup animation on hit, but can lose ~100 damage if it connects from too far away
      • More invincibility, especially against projectiles (only the final recovery frame can be hit by projectiles)
    • Ultra 1 ([4]646+KKK) - 2f slower startup (12f), 15f longer charge time (55f) making it a worse reversal and harder to juggle into
    • Ultra 2 ([4]646+PPP) - 15f longer charge time (55f), making it harder to use as a juggle ender or an anti-fireball tool
      • Because the startup is so much slower than U1, it requires a very optimal air-to-air juggle to combo into this now


  • Moves with ending Input Buffer:
    • Close 5LP, 5LK, 5MK; Far 5LK; 2LP, 2MP, 2LK, 2MK, Psycho Break (3HP)
    • EX Scissor Kick ([4]6KK), Psycho Sever (214K), Focus Attack + Forward Dash

Character Specific Data

M. Bison

VITALS
Health: 1000 Stun: 950
WALKING
Forward Walk Speed: 0.055 Back Walk Speed: 0.040
JUMPING
Jump Total Frames: 4+40+4 Jump Distance: 2.34 Forward, 2.145 Back
DASHING
Forward Dash Frames: 14 Forward Dash Distance: 1.2 [1.32]
Back Dash Frames: 24 Back Dash Distance: 1.00
FA + Forward Dash Frames: 16 FA + Back Dash Frames: 17
Back Dash Invincibility: 1-8 FA + Back Dash Invincibility: 0
Back Dash Airborne: 9-17 FA + Back Dash Airborne: 5-13
FOCUS ATTACK DATA
Lv1 FA + Forward Dash (Block): -1 Lv1 FA + Back Dash (Block): -2
Lv2 FA + Forward Dash (Block): +5 Lv2 FA + Back Dash (Block): +4

*[Refers to dash distance when holding a direction or inputting a button at the end of the animation]

Frame Data

Move Name Input Startup Active Recovery On Block On Hit Damage Stun Hit Lv Cancel Notes
5LP (Close) cl. Lp.png 5 2 5 4 7 30 50 M Ch Sp Su Important for combos into cl.5HP
5MP (Close) cl. Mp.png 6 3 13 -2 1 90 100 M Sp Su -
5HP (Close) cl. Hp.png 6 4 16 -2 3 100 200 M Sp Su Forces Stand
5LK (Close) cl. Lk.png 4 2 6 3 6 30 50 M Sp Su -
5MK (Close) cl. Mk.png 7 3 9 2 5 80 100 M Sp Su Followup normals are buffered 1f early, allowing links into 6f normals (2MP, 3HK)
5HK (Close) cl. Hk.png 6 3 16 -1 3 100 200 M - Close downward hitbox is slightly better than Far version; otherwise identical
Move Name Input Startup Active Recovery On Block On Hit Damage Stun Hit Lv Cancel Notes
5LP (Far) far. Lp.png 5 2 7 2 5 20 50 M Ch Sp Su -
5MP (Far) far. Mp.png 5 3 15 -4 -1 70 100 M Sp Su Used in many combos, but can drop against specific crouching characters
5HP (Far) far. Hp.png 11 2 19 -3 1 120 200 M - -
5LK (Far) far. Lk.png 4 2 6 3 6 30 50 M Sp Su Identical to cl.5LK except for a slightly extended hurtbox on kicking leg
5MK (Far) far. Mk.png 6 3 14 -3 0 70 100 M - -
5HK (Far) far. Hk.png 6 3 16 -1 3 100 200 M - -
Move Name Input Startup Active Recovery On Block On Hit Damage Stun Hit Lv Cancel Notes
2LP Down.gifLp.png 3 2 7 2 5 30 50 M Ch Sp Su -
2MP Down.gifMp.png 6 2 10 2 5 70 100 M Sp Su -
2HP Down.gifHp.png 12 6 13 -1 4 110 200 M Su Forces Stand; KD vs. airborne opponents (very difficult to juggle anything afterward)
2LK Down.gifLk.png 4 2 9 0 3 20 50 L Sp Su -
2MK Down.gifMk.png 5 4 11 -1 2 65 100 L Sp Su Used in many combos, particularly against crouching characters
2HK Down.gifHk.png 15 12 16 -10(1) KD 120 200 L Su Will not juggle to Super if cancelled on hit; safe if well-spaced; KD Adv: +14~25
Move Name Input Startup Active Recovery On Block On Hit Damage Stun Hit Lv Cancel Notes
Psycho Break Downright.gifHp.png 17 2*1 17 -2 6 60*40 100*50 M Sp Su / - 2 hits, only 1st is cancellable; has projectile hitbox that can destroy up to 2 hits of fireball; 1st hit has juggle potential and puts airborne opponents into limited juggle state; can juggle into LK Sever
Deadly Middle Kick Downright.gifHk.png 6 4 19 -5 -1 130 200 M - Almost identical to far.5MK, slightly longer range
Move Name Input Startup Active Recovery On Block On Hit Damage Stun Hit Lv Cancel Notes
j.LP (angled) Upright.gifLp.png 6 7 - - - 50 50 H - -
j.MP (angled) Upright.gifMp.png 7 3 - - - 50 50 H TC Puts airborne opponents into free juggle state; can chain into Hell Attack on hit, block, or whiff with a huge cancel window
+ Hell Attack + Mp.png 6 4 - - - *30 *50 H - Puts airborne opponents into limited juggle state; on grounded opponents, 2nd j.MP whiffs on many crouchers
j.HP (angled) Upright.gifHp.png 8 8 - - - 110 200 H - Crossup; puts airborne opponents into limited juggle state
j.LK (angled) Upright.gifLk.png 5 7 - - - 40 50 H - -
j.MK (angled) Upright.gifMk.png 6 14 - - - 70 100 H - Crossup
j.HK (angled) Upright.gifHk.png 7 6 - - - 100 200 H - Crossup
j.LP (neutral) Up.gifLp.png 6 6 - - - 50 50 H - -
j.MP (neutral) Up.gifMp.png 7 7 - - - 90 100 H - -
j.HP (neutral) Up.gifHp.png 6 8 - - - 110 200 H - Puts airborne opponents into limited juggle state
j.LK (neutral) Up.gifLk.png 6 12 - - - 40 50 H - -
j.MK (neutral) Up.gifMk.png 7 10 - - - 80 100 H - -
j.HK (neutral) Up.gifHk.png 6 10 - - - 100 200 H - -
Move Name Input Startup Active Recovery On Block On Hit Damage Stun Hit Lv Cancel Notes
Focus Attack Lv. 1 Mp.pngMk.png 10+12 2 34 -20 KD 100 150 M Dash KD Adv: +12; +31 after Forward Dash, +30 after Back Dash
Focus Attack Lv. 2 Mp.pngMk.png 18+12 2 34 -14 crumple 90 150 M Dash -
Focus Attack Lv. 3 Mp.pngMk.png 66 2 34 crumple crumple 150 200 - Dash Unblockable
Move Name Input Startup Active Recovery On Block On Hit Damage Stun Hit Lv Cancel Notes
Deadly Throw
(Forward Throw)
Lp.pngLk.png 3 2 24 - KD 180 200 T - KD Adv: +10
Death Tower
(Back Throw)
Left.gif+Lp.pngLk.png 3 2 24 - KD 180 200 T - KD Adv: +23
Move Name Input Startup Active Recovery On Block On Hit Damage Stun Hit Lv Cancel Notes
LP Psycho Crusher Cb.png,F.pngLp.png
[4]6+LP
14 12*11 12+4
land
-6(4) KD 150
(100)
200
(100)
M Su 15-48f airborne; Armor Break; charge time 50f; (refers to backwards hitbox); active frames end upon reaching corner, minimum 2 active; KD Adv: +20~42
MP Psycho Crusher Cb.png,F.pngMp.png
[4]6+MP
10 13*11 12+6
land
-8(2) KD 160
(100)
200
(150)
M Su 11-45f airborne; Armor Break; charge time 50f; can pass through short crouching characters on block; (refers to backwards hitbox); active frames end upon reaching corner, minimum 2 active; KD Adv: +17~40
HP Psycho Crusher Cb.png,F.pngHp.png
[4]6+HP
7 17*9 12+10
land
-10(-2) KD 170
(100)
200
(200)
M Su 9-44f airborne; Armor Break; charge time 50f; can pass through opponents on block; (refers to backwards hitbox); active frames end upon reaching corner, minimum 2 active; Bison will switch sides on corner hit; KD Adv: +11~36
Ex.pngEx.png Psycho Crusher Omega Cb.png,F.png2p.png
[4]6+PP
7 6*12*6 14+12
land
-13(-8) KD 320
(100)
0*250
(0)
M FA 1-12f full invuln, 6-44f airborne; Armor Break, costs 2 bars; has projectile hitbox, can clash with 1 fireball hit; only 1st hit can FA cancel; charge time 50f; can pass through opponent on block at close ranges; active frames end upon reaching the corner, minimum 1 active; at fullscreen, does single hit for 100 damage that puts opponent into limited juggle state; full damage distribution: 20x2*30*250; KD Adv: +20~53
LK Double Knee Press
(Scissor Kick)
Cb.png,F.pngLk.png
[4]6+LK
10 2(1)4 17 0 KD 60*30 100*50 M Su 5-15f throw invuln, 12-16f airborne; charge time 55f; KD Adv: +38
MK Double Knee Press
(Scissor Kick)
Cb.png,F.pngMk.png
[4]6+MK
13 2(1)4 22 -5 KD 60*50 100*50 M Su 7-17f throw invuln, 15-19f airborne; charge time 55f; KD Adv: +33
HK Double Knee Press
(Scissor Kick)
Cb.png,F.pngHk.png
[4]6+HK
16 2(1)4 25 -8 KD 70*60 100*50 M Su 9-20f throw invuln, 18-22f airborne; charge time 55f; KD Adv: +30
Ex.png Double Knee Press
(Scissor Kick)
Cb.png,F.png2k.png
[4]6+KK
13 2(1)4 15 0 6 70*30 100*50 M FA 1-19f throw/lower body strike invuln, 15-19f airborne; charge time 75f; meterless version will come out if attempted too early, no longer usable against projectiles
LK Psycho Sever
(Axe Kick)
Qcb.pngLk.png
214+LK
16 1*2 16 -1 3 80 100 M Su Reflects meterless projectiles; 1 hit, later active frames hit near the ground; has juggle potential; -3/+1 after FADC, can also FADC after reflect
MK Psycho Sever
(Axe Kick)
Qcb.pngMk.png
214+MK
22 1*2 17 -2(-1) 5(6) 90 150 M Su Reflects meterless projectiles; 1 hit, 1st active frame whiffs on short crouching opponents for better frame advantage; has juggle potential; -3/+4 after FADC, can also FADC after reflect; KD Adv: +25
HK Psycho Sever
(Axe Kick)
Qcb.pngHk.png
214+HK
29 1*2 16 2 KD 120 200 H Su Reflects meterless projectiles; 1 hit, later active frames hit near the ground; has juggle potential; cannot juggle to Super on hit; 0/KD after FADC, can also FADC after reflect; KD Adv: +25
Ex.png Psycho Sever
(Axe Kick)
Qcb.png2k.png
214+KK
20 1*2 15 0 KD 100*50 100*50 H*H FA Reflects meterless projectiles; 2 hits, both have juggle potential; 0/+6 after 1st hit FADC, can also FADC after reflect; KD Adv: +24
Move Name Input Startup Active Recovery On Block On Hit Damage Stun Hit Lv Cancel Notes
Psycho Drain Hcb.pngP.png
63214+P
8 2 43 - KD 120 100 T - Absorbs 50 HP, drains ~40% of bar from opponent (builds ~49% of bar for Bison); KD Adv: +12
Ex.png Psycho Drain Hcb.png2p.png
63214+PP
5 2 43 - KD 160 150 T - Absorbs 50 HP, drains ~40% of bar from opponent; has strike hitbox when cancelled into that can combo; KD Adv: +23
Head Press
(Headstomp)
Cd.png,U.pngK.png
[2]8+K
22+ until land 16 land -32
(-23)
-27
(-19)
120 100 H - Airborne 4f~; tracks opponent's location; active frames only start at close proximity to opponent; after hit/block, can steer left/right and follow up with Skull Diver; charge time 50f
+ Somersault Skull Diver + P.png 7 8 9 land -1(4) 10(15) 100 100 H - Use after bouncing off the opponent on hit/block
Ex.png Head Press
(Headstomp)
Cd.png,U.png2k.png
[2]8+KK
33~34 11(land)*3 15 -2 KD 40x2*100 50x2*100 H - 1-18f projectile/throw invuln; 3 hits, cannot hit airborne opponents; tracks opponent's location; active frames are 11(1)3 vs. grounded, longer gap if opponent is in the air; charge time 50f; KD Adv: +13
LP Death Flutter
(Command Jump)
Cd.png,U.pngLp.png
[2]8+LP
- - 38+16
land
- - - - - - 5-38f airborne; lowest/shortest trajectory, max height 1.20; charge time 50f
MP Death Flutter
(Command Jump)
Cd.png,U.pngMp.png
[2]8+MP
- - 42+16
land
- - - - - - 5-42f airborne; medium trajectory, max height 1.53; charge time 50f
HP Death Flutter
(Command Jump)
Cd.png,U.pngHp.png
[2]8+HP
- - 43+16
land
- - - - - - 5-43f airborne; highest/farthest trajectory, max height 1.71; charge time 50f
+ Devil Reverse + P.png 29 until land 16 land -13(-7) KD 140 200 H - 1-15f full invuln; moves backwards during startup, making it harder to crossup; KD Adv: +20~28
+ Evil Stomp + K.png 18 until land 16 land -4(0) 1(3) 80 150 H - Drops straight down when activated; cannot hit crossup
Ex.png Death Flutter
(Command Jump)
Cd.png,U.png2p.png
[2]8+PP
- - 44+4
land
- - - - - - 6-44f airborne; charge time 50f
+ Ex.png Devil Reverse + P.png 18 until land 16 land -10(-5) KD 170 250 H - 1-18f full invuln; moves backward during startup, making it harder to crossup; KD Adv: +23~31
+ Ex.png Evil Stomp + K.png 18 until land
(1)4
11 -1 6 60x2 100x2 H - 2 hits; cannot hit crossup; initial hitbox lasts 4-7 active frames depending on activation height; final 4 active frames occur after landing
Bison Warp
(Teleport)
Dp.png or Rdp.png +
3p.png / 3k.png
623 or 421 +
3P or 3K
- - 42 - - - - - - 1-29f full invuln; crouching DP shortcut still works; Bison reappears on frame 12; forward+P switches sides, forward+K stays same side point blank; back+P moves back 2.0 units, back+K moves back up to 4.0 units but is limited by the screen edge when midscreen (moves farther back if opponent is cornered)
Move Name Input Startup Active Recovery On Block On Hit Damage Stun Hit Lv Cancel Notes
Knee Press Nightmare
(Super)
Cb.pngF.pngBf.pngK.png
[4]646+K
1+10 2(1)2(11)
2*2
20 -1 KD 50x6*130 - M - 1-15f full invuln, 1-49f projectile invuln; not airborne; has juggle potential; charge time 55f; KD Adv: +60
Nightmare Booster
(Ultra 1)
Cb.pngF.pngBf.png3k.png
[4]646+KKK
0+12 4*2(12)
2*2(16)
12*12*12
30+18
land
-35 KD 48x4*60
*240
- M - 1-15f full invuln, 48-115f airborne; forces stand, restands airborne opponents; has juggle potential; charge time 55f; KD Adv: +22
Psycho Punisher
(Ultra 2)
Cb.pngF.pngBf.png3p.png
[4]646+PPP
0+22 2 42 land -23 KD 90*105
*255
- H - 1-2f full invuln, 3-23f projectile invuln, 1-21f airborne; Bison jumps to top of screen during Ultra freeze; steer left/right to control trajectory; has juggle potential; can crossup; charge time 55f; KD Adv: +22
Move Name Input Startup Active Recovery On Block On Hit Damage Stun Hit Lv Cancel Notes

Combos

Confirms:

  • 225/330, 0 bar -- 2LK, 2LP, 5LK, 2MP xx HP Crusher
  • 286/430, 1 bar -- 2LK, 2LP, 5LK, 2MP xx EX Scissor, 2MP xx HP Crusher
    • This is the most consistent light hitconfirm route. Other strings like 2LK, 2LP x2, far.5MP can be character-specific.


  • 330/525, 0 bar -- 2LP, cl.5LP, cl.5HP xx MK Sever, far.5MP xx HP Crusher
  • 374/600, 1 bar -- 2LP, cl.5LP, cl.5HP xx MK Sever, far.5MP xx EX Scissor, 2MP xx HP Crusher
    • The link to cl.5HP does not work vs. Hugo or crouching Blanka, Hakan, Rufus, Sagat; no other button links to cl.5HP


  • 286/360, 0 bar -- cl.5MK, 2MP xx HP Crusher
    • Link to 2MK vs. crouching El Fuerte
    • Can add an extra far.5MP vs. standing Sagat


  • 276/360, 0 bar -- 2MP, far.5MP xx HP Crusher
  • 271/360, 0 bar -- 2MP, 2MK xx HP Crusher
    • These routes are are character and stand/crouch specific; see Notes section for details


  • 305/420, 0 bar -- 3HP, cl.5LP, far.5MP xx HP Crusher
  • 373/545, 1 bar -- 3HP, cl.5LP, far.5MP xx EX Scissor, 2MP xx HP Crusher
    • At farther ranges of 3HP, skip the cl.5LP and combo directly to far.5MP or 2MK


  • 285/380, 0 bar -- LK Sever, 2LP x2, far.5MP xx HP Crusher
  • 346/480, 1 bar -- LK Sever, 2LP x2, far.5MP xx EX Scissor, 2MP xx HP Crusher
    • If LK Sever is spaced out slightly, can omit one 2LP (must be at range where far.5MP comes out)


Punishes:

  • 441/750, 0 bar -- cl.5HP xx MK Sever, cl.5LP, cl.5HP xx MK Sever, far.5MP xx HP Crusher
    • Incredible meterless damage/stun; adding meter does not improve this combo very much
    • This route will not work if you start with a counterhit Sever into cl.5HP due to pushback
    • Only works on: Adon, Cody, Dan, Dee Jay, Dudley, El Fuerte, Elena, Evil Ryu, Fei Long, Gouken, Ken, Ibuki, M. Bison, Makoto, Poison, Ryu, Seth, Yang, Yun
      • vs. Yang/Yun, doesn't work if the cl.5HP hits them crouching to force stand


  • 361/570, 0 bar -- cl.5HP xx MK Sever, 2MK xx HP Crusher
  • 426/680, 1 bar -- cl.5HP xx MK Sever, cl.5LP, 2MP xx EX Scissor, 2MP xx HP Crusher
    • Easier, more consistent versions of above combo; works from any range that cl.5HP connects
    • Can also use this route after a counterhit LK/MK Sever, which is common when cancelled from a blocked normal


  • 419/660, 0 bar -- cl.5HP xx MK Sever, 2MK xx LK Sever, 2LP, far.5MP xx HP Crusher
    • 2LP whiffs vs. Blanka (if hit crouching), C. Viper, Cody, Dan, Decapre, Evil Ryu, Gen, Hakan, Ibuki, Juri, Ken, Poison, Rolento, Ryu, Sakura, Seth


-- Ranged Punishes --

  • 320/250, 2 bar -- Psycho Crusher Omega
    • Can drop out if too far away
  • 240/300, 0 bar -- 2MP xx HP Crusher
  • 345/470, 1 bar -- 2MP xx EX Scissor, 2MP xx HP Crusher
    • Requires a long charge time, making this somewhat impractical as a punish
  • 389/600, 2 bar -- 2MP xx HK Scissor xx FADC, cl.5LP, cl.5HP xx MK Sever, 2MK xx HP Crusher


Counterhit Confirms:

  • CH LK/MK Sever, link cl.5HP - somewhat likely after cancelling normals into Sever
  • CH 2LP, cl.5HP
  • CH 2MP, 2MP - useful in situations where 2MK or far.5MP drop
    • e.g. blocked 2MP, CH 2MP, 2MP
  • CH 2HP, 2MP - possibly character-specific
  • CH 2MK, 2MK or far.5MP
  • CH cl.5HP, 2MK or far.5MP
  • CH 5HK, far.5MP - must be fairly close, likely character-specific


Ultra Setups:

  • Focus Crumple - works for U1/U2, but stricter timing due to longer charge requirement
  • j.MP ~ Hell Attack - air-to-air, land into either U1/U2; not always possible depending on how it connects
    • j.HP can also juggle airborne opponent, but it's very difficult to actually get enough charge time
  • Fullscreen Psycho Crusher Omega, juggle Ultra 1 - meme combo, there's no reason for this to ever work

Useful Info

Reversals:

  • Psycho Crusher Omega (Cb.png,F.png2p.png / [4]6PP) - Invincible, costly at 2 bars; unsafe on block
  • Super (Cb.png,F.pngBf.pngK.png / [4]646+K) - invincible, safe on block
  • Ultra 1 (Cb.png,F.pngBf.png3k.png / [4]646+KKK) - slow startup, invincible
  • Ultra 2 (Cb.png,F.pngBf.png3p.png / [4]646+PPP) - even slower startup, invincible
    • During Ultra freeze, can react to opponent's decision and choose to attack or fly far away
  • Teleport (Dp.png or Rdp.png + 3p.png/3k.png / 623 or 421 + PPP/KKK) - faster recovery, can escape if opponent doesn't predict it

Note: EX Head Press and EX Devil's Reverse no longer have startup invincibility


Anti-Airs:

  • 2HP - slower, but opponent is now knocked down on hit; has long active frames and a good hitbox from close range
  • cl.5HP - tall hitbox, but requires close proximity
  • 5HK - likely to trade, but can work at farther ranges
  • j.MP - decent air-to-air, gives free juggle state (or limited juggle state after Hell Attack followup)
  • nj.HP - good for close range jumps, gives air knockdown into limited juggle state

Note: EX Head Press no longer works as an air-to-air


Anti-Focus:

  • Psycho Crusher (Cb.png,F.pngP.png / [4]6P) - Armor Break
  • 3HP - 2 hits, advances forward
  • Scissor Kick (Cb.png,F.pngK.png / [4]6K) - 2 hits, advances forward
  • Psycho Drain (Hcb.pngP.png / 63214P) - command grab, can cancel into it on reaction to armor absorption
  • Super / Ultra 1 / Ultra 2 - invincible, armor break


Anti-Projectile:

  • Psycho Sever (Qcb.pngK.png / 214K) - reflects meterless projectiles (even air fireballs or multi-hit like Red Fireball)
  • 3HP - both hits clash with projectiles; can even destroy EX fireballs
  • Ultra 2 (Cb.pngF.pngBf.png3p.png / [4]646+PPP) - good on reaction, but harder to use due to longer charge time
  • Super (Cb.pngF.pngBf.pngK.png / [4]646+K) - Works from around 2/3 screen, may lose ~100 damage at farther ranges
  • Psycho Crusher Omega (Cb.pngF.png2p.png / [4]6PP) - can clash with 1 hit of a fireball; expensive and not very consistent

Note: EX Scissor Kick is no longer projectile invincible


Juggles:

  • 2HP - puts airborne opponents into limited juggle state after AA
    • Usually very difficult or impossible to juggle afterward; Super cancel rarely works unless it hits a backdash out of its airborne frames
  • j.MP - free juggle state vs. airborne opponents; Hell Attack followup is limited juggle state
    • followup with Psycho Sever, or U1/U2 if you have enough charge time
  • j.HP/nj.HP - limited juggle state starter vs. airborne opponents
    • nj.HP works well vs. close range jumps, angled j.HP has a bad air-to-air hitbox
  • Psycho Sever - main juggle ender after j.HP, nj.HP, or Hell Attack
    • LK version is most consistent, but MK or HK can work for more damage if you have enough time
  • 3HP - 1st hit has juggle potential, and can cancel into LK Sever for a little extra damage
  • Psycho Crusher Omega - if late active frames connect (e.g. starting from max range), pops opponent up for a juggle
    • Very expensive and impractical to use this way, but Ultra 1 or Psycho Sever is possible after fullscreen EX Crusher


Psycho Sever Blockstring Gaps

In general, a 3-6 frame gap is likely to score a counterhit, but mediums into LK Sever usually have too much pushback. Blockstrings into HK Sever were not listed since the gap is generally very large, and it knocks down anyway; EX version also knocks down, but can FADC to keep the combo going.

Starter xx LK Sever xx MK Sever xx EX Sever
cl.5HP no gap 5f 3f
2MP/2MK/cl.5MP 3f 9f 7f
3HP 1st hit 5f 11f 9f
2LK/2LP 6f 12f 10f


MK Sever can hit on its 2nd active frame against short crouching characters, which allows a link into cl.5HP xx MK Sever even without a counterhit. You can visually confirm this hit, as the hitstop will occur when Bison's foot is near the ground instead of sticking up at an angle. This can occur against:

  • Adon, Balrog, Blanka, C. Viper, Cammy, Chun-Li, Cody, Decapre, Dhalsim, E. Honda, El Fuerte, Elena, Gen, Guile, Guy, Ibuki, Juri, M. Bison, Makoto, Poison, Rolento, Rufus, Sakura, Vega, Yang, Yun


Character-Specific Info:

2MP, far.5MP xx Special - this is generally the preferred route after 2MP

  • Always works: Abel, Akuma, Balrog, Dee Jay, Dhalsim, E. Honda, El Fuerte, Fei Long, Guile, Hakan, Hugo, M. Bison, Makoto, Oni, Poison, Rufus, Seth, T.Hawk, Vega, Zangief
  • Stand only: Adon, C. Viper, Cammy, Chun, Cody, Dan, Decapre, Dudley, Elena, Evil Ryu, Gen, Gouken, Guy, Ibuki, Juri, Ken, Rolento, Rose, Ryu, Sagat, Yang, Yun
  • Crouch only: Blanka
  • Doesn't work: Sakura (inconsistent, can occasionally work vs. stand)

2MP, 2MK xx Special - This is a backup route; does not include any character in the "Always Works" category above

  • Always works: Blanka, C. Viper, Cammy, Chun-Li, Cody, Dudley, Gouken, Ibuki, Juri, Sakura, Yang, Yun
  • Crouch only: Adon, Dan, Elena, Evil Ryu, Gen, Guy, Ken, Rolento, Rose, Ryu
  • Stand only: Decapre
  • Doesn't work: Sagat

The easiest approach is to always use far.5MP or 2MK for characters in the respective "Always Works" category. The bolded characters require players to hitconfirm far.5MP vs. standing or 2MK vs. crouching. This can be difficult, so it might be better to choose different combo routes on these characters. Decapre and Sagat simply cannot be hit crouching after 2MP, there is no reason to ever try 2MK against them.


3HP, 2MP, far.5MP xx Special

  • Stand/Crouch: Hugo, T. Hawk, Zangief
  • Stand only: Abel, Dhalsim, Dudley, Rufus, Sagat, Seth
  • Crouch only: Balrog, E. Honda, Vega

3HP, 2MP, 2MK xx Special

  • Stand/Crouch: E. Honda
  • Crouch only: Akuma, C. Viper, Chun-Li, Dan, Evil Ryu, Fei Long, Gouken, Ibuki, Ken, M. Bison, Oni, Rufus, Ryu, Zangief


Miscellaneous:

  • HP Psycho Crusher puts Bison into the corner, so MP is often better depending on screen position
  • Psycho Crusher active frames end immediately upon reaching the corner
    • Most apparent on whiff, but can also make it slightly safer on block deep in the corner
    • e.g. vs. crouch blocking Cammy, Psycho Crusher was -4/-6/-3 for LP/MP/HP versions
  • Back Throw into the corner gives a meaty MK Sever that can link to cl.5HP for a powerful combo
    • Must be slightly delayed vs. Blanka, Cammy, Decapre, Sagat


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Abel
Adon
Akuma
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E. Honda
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Gen
Gouken
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Makoto
Oni
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Rose
Rufus
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Seth
T. Hawk
Vega
Yang
Yun
Zangief