Super Street Fighter IV/M. Bison

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Super Street Fighter IVSSFIVLogo.png



M. Bison

SSFIV-MBison Face.jpg

As the leader of the organization known as Shadaloo, M. Bison has had a hand in just about illegal industry the world has ever known. M. Bison's strength comes from his mastery of "Psycho Power" and that has allowed him to become one of the deadliest warriors on the planet. Not only that, but he is nearly immortal, being able to transfer his soul to new bodies. He has thus far managed to escape death twice: once, after defeat at the hands of Rose, and again when defeated by Ryu and Ken. M. Bison is now using the S.I.N. corporation to fund his "Living Incubator" program that will ensure he will never be without a suitable host ever again.


In a nutshell

Bison attacks with unbridled offense. Thanks to his very powerful kicks, Standing Roundhouse and Standing Forward in particular, Bison's footsie game is unparalleled in its effectiveness and its simplicity. And thanks to his Scissor Kick pressure, he rarely has to worry about opponents turtling comfortably against him. However, even though his offense is so strong, his damage output ranges on the lower side, so don't expect huge comebacks from one combo. However, veteran Bison players know that patience and wearing an opponent down is as effective as any miracle comeback.


Moves

Unique Attacks

Name
Command
Notes
Hell Attack
(during angled jump) Mp.png ---.png Mp.png
High.png

Throws

Name
Command
Notes
Deadly Throw
F.png or N.png + Lp.png + Lk.png
Throw.png
Death Tower
B.png + Lp.png + Lk.png
Throw.png

Special Moves

Name
Command
Notes
Psycho Crusher
B.png (charge) F.png + P.png
Ex.png Armorbreak.png
Double Knee Press
B.png (charge) F.png + K.png
Ex.png
Head Press
D.png (charge) U.png + P.png
After Head Press connects, use F.png or B.png to change flight in air; High.png Ex.png
   Somersault Skull Diver
P.png
Perform after Head Press; High.png Ex.png
Devil Reverse
D.png (charge) U.png + P.png ---.png P.png
High.png Ex.png
Bison Warp
Dp.png or Rdp.png + 3p.png or 3k.png
Dp.png + 3p.png will appear next to opponent in back. Dp.png + 3k.png will appear next to opponent in front. At midscreen, Rdp.png versions are identical and will go backwards as far as the screen allows. If opponent is in corner, Rdp.png + 3k.png goes back full-screen and Rdp.png + 3p.png goes back half-screen.;

Super Combo

Name
Command
Notes
Knee Press Nightmare
B.png (charge) F.png B.png F.png + K.png

Ultra Combos

Name
Command
Notes
Nightmare Booster
B.png (charge) F.png B.png F.png + 3k.png
Psycho Punisher
Qcf.png Qcf.png + 3k.png
Hold F.png or B.png to guide after performing; Armorbreak.png


Frame Data

Move Values Frame Count Frame Advantage
Move Name Block (HL) Damage Stun Super Meter Gain Cancel Ability Startup Active Recovery On Guard On Hit Block Stun Hit Stun Notes
Standing Close Attacks
Jab.gif HL 30 50 20 ch/sp/su 6 2 5 +4 +7 - -
Strong.gif HL 90 100 40 sp/su 7 3 12 -1 +2 - -
Fierce.gif HL 100 200 60 sp/su 8 3 16 -1 +4 - - Forces stand
Short.gif HL 30 50 20 sp/su 4 2 6 +3 +6 - -
Forward.gif HL 90 100 40 su 7 3 9 +2 +5 - -
Roundhouse.gif HL 100 200 60 - 6 3 16 -1 +3 - -
Standing Far Attacks
Jab.gif HL 20 50 20 ch/sp/su 5 2 7 +2 +5 - -
Strong.gif HL 90 100 40 su 8 3 11 0 +3 - -
Fierce.gif HL 120 200 60 - 11 2 19 -3 +1 - -
Short.gif HL 30 50 20 sp/su 4 2 6 +3 +6 - -
Forward.gif HL 70 100 40 - 6 3 14 -3 0 - -
Roundhouse.gif HL 100 200 60 - 6 3 16 -1 +3 - -
Crouching Attacks
Jab.gif HL 30 50 20 ch/sp/su 4 2 7 +2 +5 - -
Strong.gif HL 80 100 40 sp/su 7 2 9 +3 +6 - -
Fierce.gif HL 110 200 60 su 12 4 21 -7 -2 - - Forces stand
Short.gif L 20 50 20 sp/su 3 2 8 +1 +4 - -
Forward.gif L 65 100 40 sp/su 5 4 11 -1 +2 - -
Roundhouse.gif L 100 200 60 su 15 12 16 -10 D - - Untechable knockdown
Straight Up Jump Attacks
Jab.gif H 50 50 20 - 6 6 - - - - -
Strong.gif H 90 100 40 - 7 7 - - - - -
Fierce.gif H 110 200 60 - 6 8 - - - - -
Short.gif H 40 50 20 - 6 12 - - - - -
Forward.gif H 80 100 40 - 7 10 - - - - -
Roundhouse.gif H 100 200 60 - 6 10 - - - - -
Angled Jump Attacks
Jab.gif H 50 50 20 - 6 7 - - - - -
Strong.gif H 50 50 40 - 7 3 - - - - - Floats opponent
Fierce.gif H 110 200 60 - 8 8 - - - - -
Short.gif H 40 50 20 - 5 7 - - - - -
Forward.gif H 70 100 40 - 6 14 - - - - -
Roundhouse.gif H 100 200 60 - 7 6 - - - - -
Unique Attacks
Jump Strong.gif (during Jump Strong.gif) H 30 50 20 - 6 4 - - - - - Pursuit property
Focus Attacks
Focus Attack LVL 1 HL 60 100 20 - 22 2 34 -20 -20 - -
Focus attack LVL 2 HL 90 150 40 - 17+13 2 34 -14 D - -
Focus attack LVL 3 - 150 200 60 - 66 2 34 D D - -
Throws
Forward Throw 0.9 140 130 40 - 3 2 20 - D - - Untechable knockdown
Back throw 0.9 140 150 40 - 3 2 20 - D - - Untechable knockdown
Special Moves
Psycho Crusher Jab.gif HL 120*100 100 30/40 su 14 12*11 12+6 -8 D - - 37~48f cannot be thrown, Armor break, charge 55f
Psycho Crusher Strong.gif HL 130*100 150 30/40 su 14 12*15 12+10 -14 D - - 41~52f cannot be thrown, Armor break, charge 55f
Psycho Crusher Fierce.gif HL 140*100 200 30/40 su 14 12*21 12+10 -17 D - - 47~58f cannot be thrown, Armor break, charge 55f
Psycho Crusher EX.gif HL 75*75 100*100 -250/0 su 14 23 12+6 -16 D - - 1~13f invincible, 37~48 cannot be thrown, Behaves as a projectile, Pursuit property, Armor break, charge 55f
Scissor Kick Short.gif HL 60*30 100*50 20/16*16 su 10 2(1)4 17 0 D - - 1st hit cancellable, charge 55f
Scissor Kick Forward.gif HL 60*50 100*50 20/16*16 su 13 2(1)4 22 -5 D - - 1st hit cancellable, charge 55f
Scissor Kick Roundhouse.gif HL 70*60 100*50 20/16*16 su 16 2(1)4 25 -8 D - - 1st hit cancellable, charge 55f
Scissor Kick EX.gif HL 70*70 100*50 -250/0 su 13 2(1)4 25 -8 D - - 1~12f invincible, Pursuit property, charge 55f
Headstomp HL 120 100 20/30 - 22 Until ground 16 - - - - Flies toward opponent, charge 55f
Headstomp EX.gif HL 180 200 -250/0 - 22 Until ground 16 - D - - Invincible until end of startup, [Ground hit] Untechable knockdown, Flies toward opponent, charge 55f
Headstomp Bounce - - - 0/0 - - - 4 - - - -
Headstomp Punch.gif followup HL 120 100 20/30 - 35+7 3 13 +10 +13 - -
Headstomp Punch.gif followup EX.gif HL 80*80 100*100 -250/0 - 35+7 3 13 +10 +13 - - Pursuit property
Empty Devil Reverse HL - - 0/0 - - - 48 - - - - EX Version 1~13f invincible, Flies toward opponent, 14~38f can cancel into attack
Devil Reverse HL 110 150 20/30 - 13+34 Until ground 16 - - - - charge 55f
Devil Reverse EX.gif HL 80*80 100*100 -250/0 - 13+34 Until ground 16 - - - - Pursuit property, charge 55f
Teleport - - - 0/0 - - - 42 - - - - 1~29f invincible
Super Combo
Super Combo Short.gif HLx4*L 60x4*100 0 -1000/0 - 1+6 2(1)2(11)2*2(8)18 30 -27 D - - 1~7f invincible, [5th hit] Untechable knockdown, Pursuit property, charge 55f
Super Combo Forward.gif HLx4*L 60x4*100 0 -1000/0 - 1+11 2(1)2(11)2*2(8)18 30 -27 D - - 1~10f invincible, [5th hit] Untechable knockdown, Pursuit property, charge 55f
Super Combo Roundhouse.gif HLx4*L 60x4*100 0 -1000/0 - 1+16 2(1)2(11)2*2(8)18 30 -27 D - - 1~12f invincible, [5th hit] Untechable knockdown, Pursuit property, charge 55f
Ultra Combos
Ultra Combo 1 HL 48x4*60*240 0 0/0 - 1+11 4*2(12)2*2(16)12x3 30+18 -35 D - - 1~16f invincible, Untechable knockdown
Ultra Combo 2 H 90*330 0 0/0 - 1+21 2 35 -16 - - - 1~3f invincible, Untechable knockdown
Move Name Block (HL) Damage Stun Super Meter Gain Cancel Ability Startup Active Recovery On Guard On Hit Block Stun Hit Stun Notes
Move Values Frame Count Frame Advantage

Move Analysis

Normal Moves

N/A


Unique Attacks

N/A


Normal Throws

N/A


Focus Attack

N/A


Special Moves

N/A


Super Combos

N/A


Ultra Combos

N/A


The Basics

N/A


Advanced Strategy

N/A


Combos

Bread and Butters

  • c.LKx3 xx LK/MK Scissor Kick (can combo up to 4 c.LK depending on character and spacing)
  • c.LP cls.LP s.LK, c.MK xx Scissor Kick / Psycho Crusher

Hit Confirm Combos

  • N/A

Dizzy / Focus Crumple Combos

  • N/A

FADC Combos

  • Any Scissor Kick can, on hit, be FADC'd into c.LKx3 xx LK/MK Scissor. Note that this is not the most efficient use of meter as the damage is strongly scaled. It is more useful in situations where position is critical, i.e. you are trying to push your opponent into the corner.

Advanced Combos

  • cls.HP, c.LK xx LK/MK Scissor Kick
  • cls.HP, s.LK, s.MK/s.RH
  • c.LK, s.LK, c.MK xx Scissor Kick / Psycho Crusher
  • c.MP, c.MK xx Scissor Kick / Psycho Crusher

Combos Into Supers

  • Any combo into Scissor Kick can be canceled into Super.

Combos Into Ultras

  • N/A


Matchups

  • Vs. Abel

To Be Written (TBW)


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TBW


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TBW


  • Vs. Makoto

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  • Vs. Zangief

TBW