O. M. Bison (ST)

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The Characters

Old M. Bison's portrait in Super Turbo

Contents

Introduction

Picking Old M.Bison

To select O.M.Bison, choose M.Bison and then press ↓ ↑ ↑ ↓ Jab or Fierce, pressing Short simultaneously with the punch button for the alternate color.

Normal Secondary
File:Mbison-old1.gif File:Mbison-old2.gif

--Born2SPD

Moves Analysis

Normal Moves

Note: If I don't mention what the move does, I'm not generally using it that much. My style may differ quite a bit from your Bison style, so if you find something that works, put it up here.

Ground Normals

  • Close/Far Standing Jab:
Damage 4 File:OMBison_stcljab1&3_stfarjab1&3.png File:OMBison_stcljab2_stfarjab2.png File:OMBison_stcljab1&3_stfarjab1&3.png
Stun 0~5
Stun Timer 40
Chain Cancel Yes
Special Cancel Yes
Frame Advantage  ?
Frame Count 3 4 4

Bison does a quick standing jab, can be rapid fired to stop Honda's Torpedos and Blanka's Ball though it's not entirely reliable, useful in some anti-air situations.

  • Crouching Jab:
Damage 4 File:OMBison_crjab1&3.png File:OMBison_crjab2.png File:OMBison_crjab1&3.png
Stun 0~5
Stun Timer 40
Chain Cancel Yes
Special Cancel Yes
Frame Advantage  ?
Frame Count 3 4 4

This is a rapid-fire move that is used in combos and ticks. The priority is hideous, so it has mostly no use anywhere else.

  • Close Standing Strong:
Damage 19 File:OMBison_stclstrng1&4_stfarstrng1&4_stclfrc1&4_stfarfrc1&4.png File:OMBison_stclstrng2.png File:OMBison_stclstrng3_stfarstrng3_stclfrc3.png File:OMBison_stclstrng1&4_stfarstrng1&4_stclfrc1&4_stfarfrc1&4.png
Stun 5~11
Stun Timer 60
Chain Cancel No
Special Cancel Yes/No
Frame Advantage  ?
Frame Count 2 4 4 8
Simplified 2 8 8

Bison does a body shot that can be used in ticks, also doubles as a throw command, can favorably trade with Dhalsim.

  • Far Standing Strong:
Damage 19 File:OMBison_stclstrng1&4_stfarstrng1&4_stclfrc1&4_stfarfrc1&4.png File:OMBison_stfarstrng2_stclfrc2_stfarfrc2.png File:OMBison_stclstrng3_stfarstrng3_stclfrc3.png File:OMBison_stclstrng1&4_stfarstrng1&4_stclfrc1&4_stfarfrc1&4.png
Stun 5~11
Stun Timer 60
Chain Cancel No
Special Cancel No
Frame Advantage  ?
Frame Count 2 4 4 8
Simplified 6 4 8


  • Crouching Strong:
Damage 19 File:OMBison_crstrng1&4_crfrc1&4.png File:OMBison_crstrng2_crfrc2.png File:OMBison_crstrng3.png File:OMBison_crstrng1&4_crfrc1&4.png
Stun 5~11
Stun Timer 60
Chain Cancel No
Special Cancel Yes*
Frame Advantage  ?
Frame Count 2 2 4 8
Simplified 4 4 8


  • Close Standing Fierce:
Damage 24 File:OMBison_stclstrng1&4_stfarstrng1&4_stclfrc1&4_stfarfrc1&4.png File:OMBison_stfarstrng2_stclfrc2_stfarfrc2.png File:OMBison_stclstrng3_stfarstrng3_stclfrc3.png File:OMBison_stclstrng1&4_stfarstrng1&4_stclfrc1&4_stfarfrc1&4.png
Stun 10~16
Stun Timer 80
Chain Cancel No
Special Cancel No
Frame Advantage  ?
Frame Count 4 4 6 19
Simplified 8 6 19


  • Far Standing Fierce:
Damage 24 File:OMBison_stclstrng1&4_stfarstrng1&4_stclfrc1&4_stfarfrc1&4.png File:OMBison_stfarstrng2_stclfrc2_stfarfrc2.png File:OMBison_stfarfrc3.png File:OMBison_stclstrng1&4_stfarstrng1&4_stclfrc1&4_stfarfrc1&4.png
Stun 10~16
Stun Timer 80
Chain Cancel No
Special Cancel No
Frame Advantage  ?
Frame Count 4 4 6 19
Simplified 8 6 19

Bison's main ground to air defense in lieu of a Knee Press Nightmare, also doubles as a throw command, can favorably trade with Dhalsim.

  • Crouching Fierce:
Damage 24 File:OMBison_crstrng1&4_crfrc1&4.png File:OMBison_crstrng2_crfrc2.png File:OMBison_crfrc3.png File:OMBison_crstrng1&4_crfrc1&4.png
Stun 10~16
Stun Timer 80
Chain Cancel No
Special Cancel No
Frame Advantage  ?
Frame Count 4 4 6 19
Simplified 8 6 19

Bison does a slow punch while crouching, with correct timing it can be used to beat T.Hawk's splash, as well as other moves when used as an anti-air.

  • Close Standing Short:
Damage 12 File:OMBison_stclshrt1_stfarshrt1_stclfrwrd1&5_stfarfrwrd1&5_stclrh1&5_stfarrh1&5.png File:OMBison_stclshrt2.png File:OMBison_stclshrt3.png
Stun 0~5
Stun Timer 40
Chain Cancel No
Special Cancel Yes
Frame Advantage  ?
Frame Count 2 2 1

Bison does a quick knee that is used mainly in combos and ticking.

  • Far Standing Short:
Damage 12 File:OMBison_stclshrt1_stfarshrt1_stclfrwrd1&5_stfarfrwrd1&5_stclrh1&5_stfarrh1&5.png File:OMBison_stfarshrt2&4_stclfrwrd2&4_stfarfrwrd2&4_stclrh2&4_stfarrh2&4.png File:OMBison_stfarshrt3.png File:OMBison_stfarshrt2&4_stclfrwrd2&4_stfarfrwrd2&4_stclrh2&4_stfarrh2&4.png
Stun 0~5
Stun Timer 40
Chain Cancel No
Special Cancel Yes
Frame Advantage  ?
Frame Count 2 2 4 3
Simplified 4 4 3


  • Crouching Short:
Damage 12 File:OMBison_crshrt1&3_crfrwrd1&3_crrh3.png File:OMBison_crshrt2.png File:OMBison_crshrt1&3_crfrwrd1&3_crrh3.png
Stun 0~5
Stun Timer 40
Chain Cancel No
Special Cancel Yes
Frame Advantage  ?
Frame Count 4 4 5


  • Close Standing Forward:
Damage 19 File:OMBison_stclshrt1_stfarshrt1_stclfrwrd1&5_stfarfrwrd1&5_stclrh1&5_stfarrh1&5.png File:OMBison_stfarshrt2&4_stclfrwrd2&4_stfarfrwrd2&4_stclrh2&4_stfarrh2&4.png File:OMBison_stclfrwrd3.png File:OMBison_stfarshrt2&4_stclfrwrd2&4_stfarfrwrd2&4_stclrh2&4_stfarrh2&4.png File:OMBison_stclshrt1_stfarshrt1_stclfrwrd1&5_stfarfrwrd1&5_stclrh1&5_stfarrh1&5.png
Stun 5~11
Stun Timer 60
Chain Cancel No
Special Cancel No
Frame Advantage  ?
Frame Count 3 3 5 8 1
Simplified 6 5 9


  • Far Standing Forward:
Damage 21 File:OMBison_stclshrt1_stfarshrt1_stclfrwrd1&5_stfarfrwrd1&5_stclrh1&5_stfarrh1&5.png File:OMBison_stfarshrt2&4_stclfrwrd2&4_stfarfrwrd2&4_stclrh2&4_stfarrh2&4.png File:OMBison_stfarfrwrd3.png File:OMBison_stfarshrt2&4_stclfrwrd2&4_stfarfrwrd2&4_stclrh2&4_stfarrh2&4.png File:OMBison_stclshrt1_stfarshrt1_stclfrwrd1&5_stfarfrwrd1&5_stclrh1&5_stfarrh1&5.png
Stun 5~11
Stun Timer 60
Chain Cancel No
Special Cancel No
Frame Advantage  ?
Frame Count 3 3 5 8 1
Simplified 6 5 9

Bison's main "harassment" move. It is safe, beats fireballs, controls a large amount of space, and can be whiffed while charging to start a pindown.

  • Crouching Forward:
Damage 21 File:OMBison_crshrt1&3_crfrwrd1&3_crrh3.png File:OMBison_crfrwrd2.png File:OMBison_crshrt1&3_crfrwrd1&3_crrh3.png
Stun 5~11
Stun Timer 60
Chain Cancel No
Special Cancel Yes*
Frame Advantage  ?
Frame Count 4 8 5

This move is great as a meaty on wakeup because it can stuff even Shoryus with proper timing. Bufferable, on block can safely be used to setup an lk Scissor Kick for a pindown.

  • Close Standing Roundhouse:
Damage 26 File:OMBison_stclshrt1_stfarshrt1_stclfrwrd1&5_stfarfrwrd1&5_stclrh1&5_stfarrh1&5.png File:OMBison_stfarshrt2&4_stclfrwrd2&4_stfarfrwrd2&4_stclrh2&4_stfarrh2&4.png File:OMBison_stclrh3.png File:OMBison_stfarshrt2&4_stclfrwrd2&4_stfarfrwrd2&4_stclrh2&4_stfarrh2&4.png File:OMBison_stclshrt1_stfarshrt1_stclfrwrd1&5_stfarfrwrd1&5_stclrh1&5_stfarrh1&5.png
Stun 10~16
Stun Timer 80
Chain Cancel No
Special Cancel No
Frame Advantage  ?
Frame Count 3 3 6 17 1
Simplified 6 6 18


  • Far Standing Roundhouse:
Damage 26 File:OMBison_stclshrt1_stfarshrt1_stclfrwrd1&5_stfarfrwrd1&5_stclrh1&5_stfarrh1&5.png File:OMBison_stfarshrt2&4_stclfrwrd2&4_stfarfrwrd2&4_stclrh2&4_stfarrh2&4.png File:OMBison_stfarrh3.png File:OMBison_stfarshrt2&4_stclfrwrd2&4_stfarfrwrd2&4_stclrh2&4_stfarrh2&4.png File:OMBison_stclshrt1_stfarshrt1_stclfrwrd1&5_stfarfrwrd1&5_stclrh1&5_stfarrh1&5.png
Stun 10~16
Stun Timer 80
Chain Cancel No
Special Cancel No
Frame Advantage  ?
Frame Count 3 3 6 17 1
Simplified 6 6 18

A slower version of MK. Deals really solid damage and stun and has some of the same uses as MK. It is great as a whiff punisher for things such as OG Ken Jab Shoryuken.

  • Crouching Roundhouse:
Damage 26 File:OMBison_crrh1.png File:OMBison_crrh2.png File:OMBison_crshrt1&3_crfrwrd1&3_crrh3.png
Stun 5~11
Stun Timer 130
Chain Cancel No
Special Cancel No
Frame Advantage  ?
Frame Count 6 29 17

Slide trip. It is useful if opponent techs your tick throw, and also great for positioning with a knockdown. This is quite unsafe on block, from most distances. It also does not work as anti-air.

Aerial Normals

  • Neutral Jumping Jab:
Damage 11 File:OMBison_njjab1_njstrng1.png File:OMBison_njjab2_njstrng2.png
Stun 1~7
Stun Timer 40
Frame Count 3


  • Diagonal Jumping Jab:
Damage 11 File:OMBison_djjab1&3_djstrng1&3.png File:OMBison_djjab2.png File:OMBison_djjab1&3_djstrng1&3.png File:OMBison_djjab4_njstrng3_djstrng4_njfrc5_djfrc5_njshrt4_djshrt4_njfrwrd4_djfrwrd4_njrh4_djrh4.png
Stun 1~7
Stun Timer 40
Frame Count 2 40 6
Simplified 2 40

Can be used as a crossup.

  • Neutral Jumping Strong:
Damage 19 File:OMBison_njjab1_njstrng1.png File:OMBison_njjab2_njstrng2.png File:OMBison_djjab4_njstrng3_djstrng4_njfrc5_djfrc5_njshrt4_djshrt4_njfrwrd4_djfrwrd4_njrh4_djrh4.png
Stun 5~11
Stun Timer 50
Frame Count 3 20


  • Diagonal Jumping Strong:
Damage 19 File:OMBison_djjab1&3_djstrng1&3.png File:OMBison_djstrng2.png File:OMBison_djjab1&3_djstrng1&3.png File:OMBison_djjab4_njstrng3_djstrng4_njfrc5_djfrc5_njshrt4_djshrt4_njfrwrd4_djfrwrd4_njrh4_djrh4.png
Stun 5~11
Stun Timer 50
Frame Count 3 20 6
Simplified 3 20


  • Neutral Jumping Fierce:
Damage 24 File:OMBison_njfrc1.png File:OMBison_njfrc2&4.png File:OMBison_njfrc3.png File:OMBison_njfrc2&4.png File:OMBison_djjab4_njstrng3_djstrng4_njfrc5_djfrc5_njshrt4_djshrt4_njfrwrd4_djfrwrd4_njrh4_djrh4.png
Stun 11~17
Stun Timer 60
Frame Count 2 4 10 6
Simplified 6 10


  • Diagonal Jumping Fierce:
Damage 24 File:OMBison_djfrc1.png File:OMBison_djfrc2&4.png File:OMBison_djfrc3.png File:OMBison_djfrc2&4.png File:OMBison_djjab4_njstrng3_djstrng4_njfrc5_djfrc5_njshrt4_djshrt4_njfrwrd4_djfrwrd4_njrh4_djrh4.png
Stun 11~17
Stun Timer 60
Frame Count 3 6 12 5
Simplified 9 12


  • Neutral Jumping Short:
Damage 11 File:OMBison_njshrt1&3.png File:OMBison_njshrt2.png File:OMBison_njshrt1&3.png File:OMBison_djjab4_njstrng3_djstrng4_njfrc5_djfrc5_njshrt4_djshrt4_njfrwrd4_djfrwrd4_njrh4_djrh4.png
Stun 1~7
Stun Timer 40
Frame Count 2 40 3
Simplified 2 40

Great priority, stays out for a really long time, low damage but it does beat a lot air to air.

  • Diagonal Jumping Short:
Damage 11 File:OMBison_djshrt1&3.png File:OMBison_djshrt2.png File:OMBison_djshrt1&3.png File:OMBison_djjab4_njstrng3_djstrng4_njfrc5_djfrc5_njshrt4_djshrt4_njfrwrd4_djfrwrd4_njrh4_djrh4.png
Stun 1~7
Stun Timer 40
Frame Count 2 40 3
Simplified 2 40


  • Neutral Jumping Forward:
Damage 21 File:OMBison_njfrwrd1_njrh1.png File:OMBison_njfrwrd2_njrh2.png File:OMBison_njfrwrd3.png File:OMBison_djjab4_njstrng3_djstrng4_njfrc5_djfrc5_njshrt4_djshrt4_njfrwrd4_djfrwrd4_njrh4_djrh4.png
Stun 5~11
Stun Timer 50
Frame Count 1 2 20
Simplified 3 20

Stay out a decent amount of time, horizontal kick can stuff problem jump ins like Shoto j.hk quite well.

  • Diagonal Jumping Forward:
Damage 21 File:OMBison_djfrwrd1.png File:OMBison_djfrwrd2.png File:OMBison_djfrwrd3.png File:OMBison_djjab4_njstrng3_djstrng4_njfrc5_djfrc5_njshrt4_djshrt4_njfrwrd4_djfrwrd4_njrh4_djrh4.png
Stun 5~11
Stun Timer 50
Frame Count 3 20 5
Simplified 3 20

Great when used as an instant overhead, excellent cross-up, can stuff Blanka's Up Ball which comes into play very often.

  • Neutral Jumping Roundhouse:
Damage 26 File:OMBison_njfrwrd1_njrh1.png File:OMBison_njfrwrd2_njrh2.png File:OMBison_njrh3.png File:OMBison_djjab4_njstrng3_djstrng4_njfrc5_djfrc5_njshrt4_djshrt4_njfrwrd4_djfrwrd4_njrh4_djrh4.png
Stun 11~17
Stun Timer 60
Frame Count 3 2 8
Simplified 5 8

Like the neutral jumping forward but with more range and priority but less attacking frames.

  • Diagonal Jumping Roundhouse:
Damage 26 File:OMBison_djrh1&3.png File:OMBison_djrh2.png File:OMBison_djrh1&3.png File:OMBison_djjab4_njstrng3_djstrng4_njfrc5_djfrc5_njshrt4_djshrt4_njfrwrd4_djfrwrd4_njrh4_djrh4.png
Stun 11~17
Stun Timer 60
Frame Count 5 8 5
Simplified 5 8

Great crossup, big damage, easier to use than j.Fowd on slimmer characters. Decent priority air to air.

Throws

O.M.Bison can only throw with Strong and Fierce. He has no kick throws, but Bison can still tech throws with any medium or higher punch or kick even if Bison has no kick throws. This rule applies to all characters.

  • Deadly Throw: (←/→ + Strong/Fierce)
Damage 32(+2) File:OMBison_throwb.png File:OMBison_throw.png File:OMBison_throwf.png
Stun 7~13
Stun Timer 100
Range (from axis) 52
(from throwable box) 24

Special Moves

All motions are listed under the assumption that O.M.Bison is facing right.

  • Psycho Crusher a.k.a. Torpedo: (Charge ←, →, P)
Damage (Jab) 22 File:OMBison_pc1.png File:OMBison_pc2.png File:OMBison_pc3.png File:OMBison_pc4&6.png File:OMBison_pc5anm.png
Damage (Strong) 24
Damage (Fierce) 26
Stun 9~15
Stun Timer 100
Frame Count (Jab) 3 4 4 7 32
Simplified (Jab) 18 32
Frame Count (Strong) 2 3 3 7 36
Simplified (Strong) 15 36
Frame Count (Fierce) 1 1 2 7 62
Simplified (Fierce) 11 62
File:OMBison_pc4&6.png File:OMBison_pc7.png File:OMBison_pc8.png
Frame Count 4 5 7
Simplified 16

Bison flies across the screen in flames. It can do a maximum of 3 blocked hits. The distance and the speed at which it travels depends on the strength of the punch. It has been severely weakened since Super SFII, no longer has great priority besides the Jab version. Can be used to escape corners at times and can also hit opponents from behind/underneath with ridiculous timing and a lot of balls. Generally, stick with the scissor kick. If you make a mistake you can easily corner yourself. Normals beat this far too easily.

  • Double Knee Press a.k.a. Scissor Kick: (Charge ←, →, K)
Damage (Short) 19+11 File:OMBison_kp1&7.png File:OMBison_kp2.png File:OMBison_kp3.png File:OMBison_kp4.png File:OMBison_kp5.png File:OMBison_kp6.png File:OMBison_kp1&7.png
Damage (Forward) 21+11
Damage (Rh) 22+11
Stun 9~15/1~7
Stun Timer 100/50
Frame Count (Short) 3 1 1 3 8 10 10
Simplified (Short) 8 8 10 10
Frame Count (Forward) 3 1 1 3 8 10 11
Simplified (Forward) 8 8 10 11
Frame Count (Rh) 3 1 1 3 8 10 12
Simplified (Rh) 8 8 10 12

Bison kicks the opponent twice in a forward motion. The distance and speed at which it travels depends on the strength of the kick. When properly spaced to do only one hit, they can be quite safe and useful in pindown strategies. They also are quite useful for scoring knockdowns if opponent tries to counter standing kicks or do low attacks. Can be used as a ghetto anti air, unlike the Psycho Crusher which gets stuffed a lot.

  • Head Stomp: (Charge ↓, ↑, K)
Damage (Short) 17 File:OMBison_hs1_hsb8.png File:OMBison_hs2_hsb7.png File:OMBison_hs3.png File:OMBison_hs4.png Short Forward & Rh
Damage (Forward) 19 File:OMBison_hs5shrt.png File:OMBison_hs5.png
Damage (Rh) 21
Stun 9~15
Stun Timer 100
Frame Count 2 12 8 8 20/27/?
Simplified 30  ?
  • Bounce/Recovery:
File:OMBison_hsb1&3.png File:OMBison_hsb2.png File:OMBison_hsb1&3.png File:OMBison_hsb4.png File:OMBison_hsb5.png File:OMBison_hsb6.png File:OMBison_hs2_hsb7.png File:OMBison_hs1_hsb8.png
Frame Count 7 (IF) 7 (IF) + 1 6 6 6 6 6
Simplified 6

Bison flies towards the opponent and stomps their head with his boots. You can move very flexibly after the head stomp makes contact with a grounded opponent, but when the head stomp hits an airborne opponent, the control over mobility is not as flexible. Works well to get over fireballs.

  • Somersault Skull Diver: (P, during the Bounce/Recovery animation of Head Stomp)
Damage (Jab) 22 File:OMBison_sd1&3.png Jab Strong Fierce Strong & Fierce Only File:OMBison_sd5.png
Damage (Strong) 24 File:OMBison_sd2jab.png File:OMBison_sd2strng.png File:OMBison_sd2frc.png File:OMBison_sd1&3.png File:OMBison_sd4.png
Damage (Fierce) 26
Stun 9~15
Stun Timer 100
Frame Count (Jab) 3 X X 6
Simplified (Jab) 3 X 6
Frame Count (Strong) 4 20 6 6
Simplified (Strong) 4 20 6
Frame Count (Fierce) 6 8 6 6
Simplified (Fierce 6 8 6

This is the punch that hits the opponent's head after head stomp. You can move left or right using the joystick while performing this move. The active hitting duration of the move depends on the strength of the punch. This can combo in really weird situations.

  • Devil Reverse: (Charge ↓, ↑, P)
Damage (Jab) 24 File:OMBison_dr1.png File:OMBison_dr2.png File:OMBison_dr3.png File:OMBison_dr4.png File:OMBison_dr5.png File:OMBison_dr6.png File:OMBison_dr7.png
Damage (Strong) 26
Damage (Fierce) 27
Stun 9~15
Stun Timer 100
Frame Count (Jab) 6 4 4 4 29 6 12
Simplified (Jab) 53 12
Frame Count (Strong) 6 4 4 4 29 6 13
Simplified (Strong) 53 13
Frame Count (Fierce) 6 4 4 4 29 6 14
Simplified (Fierce) 53 14
File:OMBison_dr8.png File:OMBison_dr9.png File:OMBison_dr10.png File:OMBison_dr11.png
Frame Count (Jab) 2 2 2 6
Simplified (Jab) 4 8
Frame Count (Strong) 2 2 1 8
Simplified (Strong) 4 9
Frame Count (Fierce) 2 2 1 10
Simplified (Fierce) 4 11


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