Ultra Street Fighter IV/M. Bison

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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's playstyle focuses on one simple facet - space control. The Dictator is an absolute monster when it comes to limiting his opponents' movements, thanks to his excellent pokes and footsies such as Crouching Short/Forward and all of his standing kicks, his surprising pressure with his Scissor Kicks which are easy to hit-confirm off of the aforementioned Crouching kicks, and his overall element of surprise with his Head Stomp-Devil's Reverse mind games. With this much offensive potential, however, Bison has little in terms of defense. His only reliable reversals are relatively unsafe, especially when predicted, and once he gets knocked down and crossed up he loses his charge, which is absolutely necessary for him. Your goal with Bison will be to bully your adversaries with pokes and pressure, and whittle away at them slowly but steadily, breaking their mental guard through frustration and conditioning.


Players to Watch

Gagapa (France)
Kim1234 (USA)


Ultra SFIV Changes

(From Ultra SFIV Arcade Japan)

  • Stand MP: Startup reduced to 6 frames from 8 frames; recovery increased to 12 frames from 11 frames
  • Stand MP: Can now be canceled by Special Moves, Super, or EX Focus Attack
  • Crouch HP: Startup reduced to 10 frames from 12 frames
  • Hell Attack (Diagonal Jump MP --> MP): Now gives Bison a Free Juggle; Juggle Potential increased to 2 from 0
  • Bison Warp: Total frames increased to 47 frames from 42 frames
  • Psycho Crusher: Light, Medium, and Hard versions given a Juggle Potential of 3 from 0
  • EX Psycho Crusher: Damage reduced to 135 (75 + 60) from 150 (75 + 75)
  • Double Knee Press: Light version on block now -1 from 0; damage increased to 100 (60 + 40) from 90 (60 + 30)
  • Double Knee Press: Medium version damage increased to 120 (60 + 60) from 110 (60 + 50)
  • Double Knee Press: Hard version damage increased to 140 (70 + 70) from 130 (70 + 60)
  • EX Double Knee Press: Damage increased to 150 (70 + 80) from 140 (70 + 70); now Projectile Invincibile for the first 19 frames from the first 12 frames
  • Head Press: Startup reduced to 20 frames from 22 frames
  • EX Devil Reverse: Movement speed slightly increased
  • Psycho Punisher (UC2): Damage reduced to 420 from 450; charge time reduced to 40 frames from 55 frames

(New to Ultra SFIV Console Digital Release)

  • Stand MP: Damage reduced to 70 from 90
  • Nightmare Booster (UC1): Startup reduced to 10 frames from 12 frames

(Unlisted Changes)

  • Knee Press Nightmare: Charge time reduced
  • Nightmare Booster: Charge time reduced

(Removed from Ultra SFIV Arcade Japan)

  • Stand MP: On hit now +2 from +3; on block now -1 from 0

(New to 1.04 Update)

  • Forward Throw/Back Throw: Fixed bug where his throws had 1 frame longer tech window
  • Double Knee Press: Medium version first hit pushback on hit reduced

Character Specific Data

VITALS
Health: 1000 Stun: 950 W-Ultra Scaling: 75%
WALKING DASHING
Forward Walk Speed: 0.055 Forward Dash Distance: 1.20 [1.59]
Back Walk Speed: 0.04 Forward Dash Total Frames: 17
JUMPING Back Dash Distance: 1.00
Jump Height Apex: 2.01 Back Dash Total Frames: 25
Jump Total Frames: 44 (4+40) Back Dash Invincibility: 8
Forward Jump Distance: 2.34 Back Dash Airborne: 9
Back Jump Distance 2.14 Back Dash Recovery: 8
THROWS WAKE-UP TIMING
Forward Throw Range: 0.95 Face Up Total Frames: 31
Back Throw Range: 0.95 Face Down Total Frames: 21
NOTABLE MOVE CLASSES
High Attacks: Hell Attack, Head Press, EX Head Press, Somersault Skull Diver, EX Somersault Skull Diver, Devil Reverse, EX Devil Reverse, Psycho Punisher Hard Knockdowns: Crouch HK, EX Head Press (vs. Ground)
Low Attacks: Crouch LK, Crouch MK, Crouch HK, Knee Press Nightmare (5th Hit) Armor Breakers: Psycho Crusher, EX Psycho Crusher, Psycho Punisher
FOCUS ATTACK DATA
Level 1 Focus Startup Frames: 22 L1 EX Red Focus Attack Combo Lead-Ins: Close HP, Crouch HP, Scissor Kick (1st Hit)
Level 2 Focus Startup Frames: 30
Level 3 Focus Startup Frames: 66
L1 Focus Attack Forward Dash: -1 L2 FA Forward Dash (On Block): +5
L1 Focus Attack Back Dash: -9 L2 FA Back Dash (On Block): -3

Frame Data (At A Glance)

More detailed Frame Data Table at bottom of page.

Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Adv On
Guard
Adv
On Hit
Close LP Close Jab.gif 30 50 20 HL ch/sp/su 6 2 5 4 7
Close MP Close Strong.gif 90 100 40 HL sp/su 7 3 12 -1 2
Close HP Close Fierce.gif 100 200 60 HL sp/su 8 3 16 -1 4
Close LK Close Short.gif 30 50 20 HL sp/su 4 2 6 3 6
Close MK Close Forward.gif 90 100 40 HL su 7 3 9 2 5
Close HK Close Roundhouse.gif 110 200 60 HL - 6 3 16 -1 3
Far LP Far Jab.gif 20 50 20 HL ch/sp/su 5 2 7 2 5
Far MP Far Strong.gif 70 100 40 HL sp/su 6 3 12 0 3
Far HP Far Fierce.gif 120 200 60 HL - 11 2 19 -3 1
Far LK Far Short.gif 30 50 20 HL sp/su 4 2 6 3 6
Far MK Far Forward.gif 70 100 40 HL - 6 3 14 -3 0
Far HK Far Roundhouse.gif 110 200 60 HL - 6 3 16 -1 3
Crouch LP Crouch Jab.gif 30 50 20 HL ch/sp/su 4 2 7 2 5
Crouch MP Crouch Strong.gif 80 100 40 HL sp/su 7 2 9 3 6
Crouch HP Crouch Fierce.gif 110 200 60 HL su 10 4 21 -7 -2
Crouch LK Crouch Short.gif 20 50 20 L sp/su 3 2 8 1 4
Crouch MK Crouch Forward.gif 65 100 40 L sp/su 5 4 11 -1 2
Crouch HK Crouch Roundhouse.gif 100 200 60 L su 15 12 16 -10 -
Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Adv On
Guard
Adv
On Hit
Neutral Jump LP Neutral Jump Jab.gif 50 50 20 H - 6 6 - - -
Neutral Jump MP Neutral Jump Strong.gif 90 100 40 H - 7 7 - - -
Neutral Jump HP Neutral Jump Fierce.gif 110 200 60 H - 6 8 - - -
Neutral Jump LK Neutral Jump Short.gif 40 50 20 H - 6 12 - - -
Neutral Jump MK Neutral Jump Forward.gif 80 100 40 H - 7 10 - - -
Neutral Jump HK Neutral Jump Roundhouse.gif 100 200 60 H - 6 10 - - -
Angled Jump LP Angled Jump Jab.gif 50 50 20 H - 6 7 - - -
Angled Jump MP Angled Jump Strong.gif 50 50 40 H - 7 3 - - -
Angled Jump HP Angled Jump Fierce.gif 110 200 60 H - 8 8 - - -
Angled Jump LK Angled Jump Short.gif 40 50 20 H - 5 7 - - -
Angled Jump MK Angled Jump Forward.gif 70 100 40 H - 6 14 - - -
Angled Jump HK Angled Jump Roundhouse.gif 100 200 60 H - 7 6 - - -
Hell Attack Air Strong.gif > Strong.gif 30 50 20 H - 6 4 - - -
Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Adv On
Guard
Adv
On Hit
Focus Attack (Level 1) Level 1 Focus 60 100 20 HL - 10+12 2 34 -20 -20
Focus Attack (Level 2) Level 2 Focus 90 150 40 HL - 18+12 2 34 -14 -
Focus Attack (Level 3) Level 3 Focus 150 200 60 - - 66 2 34 - -
Red Focus Attack (Level 1) Level 1 Red Focus 90 100 20 HL - 10+12 2 34 -20 -20
Red Focus Attack (Level 2) Level 2 Red Focus 120 150 40 HL - 18+12 2 34 -14 -
Red Focus Attack (Level 3) Level 3 Red Focus 225 200 60 - - 66 2 34 - -
EX Red Focus Attack (Level 1) Level 1 EX Red Focus 90 100 20 HL - 10+12 2 34 -14 -
Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Adv On
Guard
Adv
On Hit
Deadly Throw Forward Throw 140 130 40 0.95 - 3 2 20 - -
Death Tower Back Throw 140 150 40 0.95 - 3 2 20 - -
Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Adv On
Guard
Adv
On Hit
Psycho Crusher Psycho Crusher Jab.gif 120*100 100 30/40 HL su 14 12*11 12+6 -8 -
Psycho Crusher Strong.gif 130*100 150 30/40 HL su 14 12*15 12+10 -14 -
Psycho Crusher Fierce.gif 140*100 200 30/40 HL su 14 12*21 12+10 -17 -
EX Psycho Crusher Psycho Crusher EX.gif 75*60 100*100 -250/0 HL su 14 23 12+6 -16 -
Double Knee Press Scissor Kick Short.gif 60*40 100*50 20/16*17 HL su*- 10 2(1)4 17 -1 -
Scissor Kick Forward.gif 60*60 100*50 20/16*17 HL su*- 13 2(1)4 22 -5 -
Scissor Kick Roundhouse.gif 70*70 100*50 20/16*16 HL su*- 16 2(1)4 25 -8 -
EX Double Knee Press Scissor Kick EX.gif 70*80 100*50 -250/0 HL su*- 13 2(1)4 25 -8 -
Head Press Head Stomp 120 100 20/30 H - 20 Until ground After landing 16 -24 -29
EX Head Press Head Stomp EX.gif 180 200 -250/0 H - 22 Until ground After landing 16 -18 -
Head Press Follow Up Head Stomp Followup - - 0/0 - - - - After landing 4 - -
Somersault Skull Diver Skull Diver 120 100 20/30 H - 35+7 3 After landing 13 10 13
EX Somersault Skull Diver Skull Diver EX.gif 80*80 100*100 -250/0 H - 35+7 3 After landing 13 10 13
Empty Devil Reverse Empty Devil Reverse - - - - - - - Total 48 -3 -
EX Empty Devil Reverse EX Empty Devil Reverse - - - - - - - Total 48 -3 -
Devil Reverse Devil Reverse 110 150 20/30 H - 13+34 Until ground After landing 16 - -
EX Devil Reverse Devil Reverse EX.gif 80*80 100*100 -250/0 H - 13+34 Until ground After landing 16 - -
Bison Warp Teleport - - 0/0 - - - - Total 47 - -
Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Adv On
Guard
Adv
On Hit
Knee Press Nightmare Super Combo Short.gif 60x4*100 0 -1000/0 HLx4*L - 1+6 2(1)2(11)2*2(8)18 30 -27 -
Super Combo Forward.gif 60x4*100 0 -1000/0 HLx4*L - 1+11 2(1)2(11)2*2(8)18 30 -27 -
Super Combo Roundhouse.gif 60x4*100 0 -1000/0 HLx4*L - 1+15 2(1)2(11)2*2(8)18 30 -27 -
Nightmare Booster Ultra Combo 1 48x4*60*240 0 0/0 HL - 0+10 4*2(12)2*2(16)12x3 30+18 -35 -
Psycho Punisher Ultra Combo 2 90*330 0 0/0 H - 0+22 2 After landing 42 -23 -
Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Adv On
Guard
Adv
On Hit


Moves

Standing Close Normals

  Name Nickname Command Notes
File:Example.png

Close LP

Close Jab Close Lp.png Speccancel.png Supercancel.png

~~ Uses and Strategies ~~

Mainly used in tick throwing or as a combo filler. Good priority when a bit away from the opponent.

File:Example.png

Close MP

Close Strong Close Mp.png Speccancel.png Supercancel.png

~~ Uses and Strategies ~~

Punch to the gut. Not really used much because of its recovery, but almost does as much damage as cl.HP.

File:Example.png

Close HP

Close Fierce Close Hp.png Speccancel.png Supercancel.png

~~ Uses and Strategies ~~

An uppercut to the jaw with a fist surrounded by psycho energy. Your go-to move if you are punishing something with a combo. Also can be used in a few frame traps.

File:Example.png

Close LK

Close Short Close Lk.png Speccancel.png Supercancel.png

~~ Uses and Strategies ~~

A quick knee to the mid area. There is no difference the close or far variants. One of Bison's second fastest moves with a startup of 4F. Not chain cancelable, but combos into itself and a few other moves making it useful in combos. Good to tick throw with as well.

File:Example.png

Close MK

Close Forward Close Mk.png Supercancel.png

~~ Uses and Strategies ~~

Weird looking low kick. Bad priority.

File:Example.png

Close HK

Close Roundhouse Close Hk.png

~~ Uses and Strategies ~~

One of Bison's best buttons. Fast, damaging, good anti-air, and your go-to no charge combo ender. Has 2 different hitboxes, one on his thigh (for the max 110 damage) and the other on his leg (for reduced damage). If you don't think you can punish something with a combo, just press standing roundhouse.

Standing Far Normals

  Name Nickname Command Notes
File:Example.png

Far LP

Far Jab Lp.png Speccancel.png Supercancel.png

~~ Uses and Strategies ~~

Side chop. Has a good hitbox, but is mostly useless.

File:Example.png

Far MP

Far Strong Mp.png Speccancel.png Supercancel.png

~~ Uses and Strategies ~~

High straight punch. Good range, mostly used in combos and frame traps.

File:Example.png

Far HP

Far Fierce Hp.png

~~ Uses and Strategies ~~

(No uses/strategies)

File:Example.png

Far LK

Far Short Lk.png Speccancel.png Supercancel.png

~~ Uses and Strategies ~~

A quick knee to the mid area. There is no difference the close or far variants. One of Bison's second fastest moves with a startup of 4F. Not chain cancelable, but combos into itself and a few other moves making it useful in combos. Good to tick throw with as well.

File:Example.png

Far MK

Far Forward Mk.png

~~ Uses and Strategies ~~

Bison's main poking tool. Generally used to keep people in their place after a pressure string (ie: after a blocked LK Scissor Kick) Is negative on block, but is usually safe when spaced correctly. Its also easier to use as a combo ender than standing HK.

File:Example.png

Far HK

Far Roundhouse Hk.png

~~ Uses and Strategies ~~

One of Bison's best buttons. Fast, damaging, good anti-air, and your go-to no charge combo ender. Very good in footsies. Has 2 different hitboxes, one on his thigh (for the max 110 damage) and the other on his leg (for reduced damage). Tends to catch people trying to jump if you have them in the corner. If you don't think you can punish something with a combo, just press standing roundhouse.

Crouching Normals

  Name Nickname Command Notes
File:Example.png

Crouch LP

Crouch Jab D.png + Lp.png Speccancel.png Supercancel.png

~~ Uses and Strategies ~~

Regardless of the fact that it doesn't hit low, this is Bison's main hit confirm tool. Easy to set up tick throws.

File:Example.png

Crouch MP

Crouch Strong D.png + Mp.png Speccancel.png Supercancel.png

~~ Uses and Strategies ~~

Crouching straight. Combos into specials and good for some frame traps.

File:Example.png

Crouch HP

Crouch Fierce D.png + Hp.png Supercancel.png

~~ Uses and Strategies ~~

Can be used as an anti-air, but requires some timing. Otherwise useless except for comboing into Knee Press Nightmare.

File:Example.png

Crouch LK

Crouch Short D.png + Lk.png Speccancel.png Supercancel.png

~~ Uses and Strategies ~~

Short range, but the only 3F startup move Bison has outside of his throws. Combo starter; can link into itself (it may seem hard at first without plinking [D + LK + LP], but there is a timing to it).

File:Example.png

Crouch MK

Crouch Forward D.png + Mk.png Speccancel.png Supercancel.png

~~ Uses and Strategies ~~

Crouching side kick. Only a tiny bit more range than cr.LK. Used mostly for punishing, hit confirms, and frame traps.

File:Example.png

Crouch HK

Crouch Roundhouse D.png + Hk.png Supercancel.png

~~ Uses and Strategies ~~

Sliding sweep that's really unsafe unless done from close to max distance or meaty. Can be canceled into a focus attack or Knee Press Nightmare to save your skin if you do do this unsafely. Easy way to get back in if you send someone out of your range while keeping charge (i.e: after a throw)

Neutral Jumping Normals

  Name Nickname Command Notes
File:Example.png

Neutral Jump LP

Neutral Jump Jab U.png + Lp.png

~~ Uses and Strategies ~~

(No uses/strategies)

File:Example.png

Neutral Jump MP

Neutral Jump Strong U.png + Mp.png

~~ Uses and Strategies ~~

(No uses/strategies)

File:Example.png

Neutral Jump HP

Neutral Jump Fierce U.png + Hp.png

~~ Uses and Strategies ~~

(No uses/strategies)

File:Example.png

Neutral Jump LK

Neutral Jump Short U.png + Lk.png

~~ Uses and Strategies ~~

(No uses/strategies)

File:Example.png

Neutral Jump MK

Neutral Jump Forward U.png + Mk.png

~~ Uses and Strategies ~~

(No uses/strategies)

File:Example.png

Neutral Jump HK

Neutral Jump Roundhouse U.png + Hk.png

~~ Uses and Strategies ~~

(No uses/strategies)


Diagonal Jumping Normals

  Name Nickname Command Notes
File:Example.png

Diagonal Jump LP

Diagonal Jump Jab Ub.png / Uf.png + Lp.png

~~ Uses and Strategies ~~

(No uses/strategies)

File:Example.png

Diagonal Jump MP

Diagonal Jump Strong Ub.png / Uf.png + Mp.png

~~ Uses and Strategies ~~

A downward punch that on an air-to-air hit, puts the opponent in a free juggle state in which pretty much anything can hit them. Preferably after landing a mixup afterwards. You can also followup after with another MP for his Hell Attack which limits his juggle options.

  • j.MP close s.HP xx LP Psycho Crusher
File:Example.png

Diagonal Jump HP

Diagonal Jump Fierce Ub.png / Uf.png + Hp.png

~~ Uses and Strategies ~~

High damage jump in with a good downward angle.

File:Example.png

Diagonal Jump LK

Diagonal Jump Short Ub.png / Uf.png + Lk.png

~~ Uses and Strategies ~~

(No uses/strategies)

File:Example.png

Diagonal Jump MK

Diagonal Jump Forward Ub.png / Uf.png + Mk.png

~~ Uses and Strategies ~~

Crosses up.

File:Example.png

Diagonal Jump HK

Diagonal Jump Roundhouse Ub.png / Uf.png + Hk.png

~~ Uses and Strategies ~~

(No uses/strategies)

Unique Attacks

  Name Nickname Command Notes
File:Example.png

Hell Attack

Hell Attack (during Diagonal Jump) Mp.png ---.png Mp.png

~~ Uses and Strategies ~~

(No uses/strategies)


Focus Attacks

  Name Nickname Command Notes
File:Example.png Focus Attack (Level 1) Level 1 Focus Mp.png + Mk.png

~~ Uses and Strategies ~~

(No uses/strategies)

File:Example.png Focus Attack (Level 2) Level 2 Focus Mp.png + Mk.png

~~ Uses and Strategies ~~

(No uses/strategies)

File:Example.png Focus Attack (Level 3) Level 3 Focus Mp.png + Mk.png

~~ Uses and Strategies ~~

(No uses/strategies)


Throws

  Name Nickname Command Notes
File:Example.png

Deadly Throw

Forward Throw F.png or N.png + Lp.png + Lk.png

~~ Uses and Strategies ~~

(No uses/strategies)

File:Example.png

Death Tower

Back Throw B.png + Lp.png + Lk.png

~~ Uses and Strategies ~~

(No uses/strategies)


Special Moves

  Name Nickname Command Notes
File:Example.png

Psycho Crusher

Torpedo B.png (charge) F.png + P.png Ex.png Armorbreak.png

~~ Uses and Strategies ~~

Bison flies across the screen surrounded by purple energy. Punch button used determines damage and distance. EX version has invincibility frames on its startup, and almost always passes through the opponent, making it his best reversal (also a good anti-air). However, it CAN be punished even when you pass through, especially when you're in the corner.

  • LP Crusher mixup: After landing a LP Psycho Crusher from a bit away (you'll still be in front of the opponent), quickly charge back for another Psycho Crusher and perform it after the first Crusher recovers. If your opponent quick-rises, then they will have to change direction to block the 2nd crusher.
File:Example.png

Double Knee Press

Scissor Kick B.png (charge) F.png + K.png Ex.png

~~ Uses and Strategies ~~

Bison's signature move (other than the Psycho Crusher, but he has always had the knee press), kicking the opponent twice in a forward motion. The kick button used determines damage, range, and startup/recovery. The MK and HK versions are mainly used in bread and butter combos, but they have more uses outside of that. The LK, arguably the most important, is used for (sort of) safe pressuring. It used to be ~0 or +1 on block, but now its -1 on block, however, most people still cant't punish (unless they have a throw or rekka or something). All the other variants are unsafe on block as well. The EX version is invincible for a time on startup (fully from 1-12f, projectile from 13-19f, and throw from 13-17f), so you can hit someone trying to keep you away with fireballs.

File:Example.png

Head Press

Head Stomp D.png (charge) U.png + K.png Ex.png After Head Press connects, use b or f to change flight in air

~~ Uses and Strategies ~~

Bison jumps according to how far his enemy is from him and stomps on the opponent's head. It has a lot of priority as an air-to-air. Use it as an anti-fireball for some characters or to harass the opponent from a distance in the corner. Don't use it too often, as it can be easily dodged and punished. The EX version is faster, has more priority, causes a hard knockdown, and does good damage. However, this move is easily dodged and punished (literally just move anywhere), so use sparingly.

File:Example.png

Head Press Follow Up

Head Press Follow Up

~~ Uses and Strategies ~~

After landing a Head Press (hit or blocked) Bison will do a somersault that can be controlled, and if you press a punch button, he will do a followup attack (Skull Diver).

File:Example.png

Somersault Skull Diver

Skull Diver P.png Ex.png Perform after Head Press

~~ Uses and Strategies ~~

(No uses/strategies)

File:Example.png

Empty Devil Reverse

Empty Devil Reverse D.png (charge) U.png + P.png Ex.png

~~ Uses and Strategies ~~

A Head Press-like move that doesn't do damage when reaching the opponent, instead you can press a punch button in flight to flip and do a downwards punch. Used as a fake to bait a reaction for your opponent and punish, or you can use it to build meter when far away from your enemy.

File:Example.png

Devil Reverse

Devil Reverse (during Empty Devil Reverse) P.png Ex.png

~~ Uses and Strategies ~~

(See Empty Devil Reverse)

File:Example.png

Bison Warp

Teleport Dp.png or Rdp.png + 3p.png or 3k.png dp + 3p will appear next to opponent in back, dp + 3k will appear next to opponent in front, rdp versions are identical and will go backwards as far as the screen allows, if opponent is in corner, rdp + 3p goes back half-screen and rdp + 3k goes back full-screen

~~ Uses and Strategies ~~

Bison's teleport.

Super Combo

  Name Nickname Command Notes
File:Example.png

Knee Press Nightmare

Super Combo B.png (charge) F.png B.png F.png + K.png

~~ Uses and Strategies ~~

(No uses/strategies)


Ultra Combos

  Name Nickname Command Notes
File:Example.png

Nightmare Booster

Ultra Combo I B.png (charge) F.png B.png F.png + 3k.png

~~ Uses and Strategies ~~

(No uses/strategies)

File:Example.png

Psycho Punisher

Ultra Combo II B.png (charge) F.png B.png F.png + 3p.png Armorbreak.png Hold B.png or F.png to guide in air after performing

~~ Uses and Strategies ~~

(No uses/strategies)


The Basics

Combos

Strategy

Matchups

vs. Abel

SSFIV-Abel Face.jpg (No strategies)

vs. Adon

SSFIV-Adon Face.jpg (No strategies)

vs. Akuma/Gouki

SSFIV-Akuma Face.jpg (No strategies)

vs. Balrog/Boxer

SSFIV-Balrog Face.jpg (No strategies)

vs. Blanka

SSFIV-Blanka Face.jpg (No strategies)

vs. C. Viper

SSFIV-CViper Face.jpg (No strategies)

vs. Cammy

SSFIV-Cammy Face.jpg (No strategies)

vs. Chun-Li

SSFIV-ChunLi Face.jpg (No strategies)

vs. Cody

SSFIV-Cody Face.jpg (No strategies)

vs. Dan

SSFIV-Dan Face.jpg (No strategies)

vs. Decapre

SSFIV-Decapre Face.jpg (No strategies)

vs. Dee Jay

SSFIV-DeeJay Face.jpg (No strategies)

vs. Dhalsim

SSFIV-Dhalsim Face.jpg (No strategies)

vs. Dudley

SSFIV-Dudley Face.jpg (No strategies)

vs. E. Honda

SSFIV-EHonda Face.jpg (No strategies)

vs. El Fuerte

SSFIV-ElFuerte Face.jpg (No strategies)

vs. Elena

SSFIV-Elena Face.jpg (No strategies)

vs. Evil Ryu

SSFIV-Evil Ryu Face.jpg (No strategies)

vs. Fei Long

SSFIV-FeiLong Face.jpg (No strategies)

vs. Gen

SSFIV-Gen Face.jpg (No strategies)

vs. Gouken

SSFIV-Gouken Face.jpg (No strategies)

vs. Guile

SSFIV-Guile Face.jpg (No strategies)

vs. Guy

SSFIV-Guy Face.jpg (No strategies)

vs. Hakan

SSFIV-Hakan Face.jpg (No strategies)

vs. Hugo

SSFIV-Hugo Face.jpg (No strategies)

vs. Ibuki

SSFIV-Ibuki Face.jpg (No strategies)

vs. Juri

SSFIV-Juri Face.jpg (No strategies)

vs. Ken

SSFIV-Ken Face.jpg (No strategies)

vs. M.Bison/Dictator (self)

SSFIV-MBison Face.jpg (No strategies)

vs. Makoto

SSFIV-Makoto Face.jpg (No strategies)

vs. Oni

SSFIV-Oni Face.jpg (No strategies)

vs. Poison

SSFIV-Poison Face.jpg (No strategies)

vs. Rolento

SSFIV-Rolento Face.jpg (No strategies)

vs. Rose

SSFIV-Rose Face.jpg (No strategies)

vs. Rufus

SSFIV-Rufus Face.jpg (No strategies)

vs. Ryu

SSFIV-Ryu Face.jpg (No strategies)

vs. Sagat

SSFIV-Sagat Face.jpg (No strategies)

vs. Sakura

SSFIV-Sakura Face.jpg (No strategies)

vs. Seth

SSFIV-Seth Face.jpg (No strategies)

vs. T.Hawk

SSFIV-THawk Face.jpg (No strategies)

vs. Vega/Claw

SSFIV-Vega Face.jpg (No strategies)

vs. Yang

SSFIV-Yang Face.jpg (No strategies)

vs. Yun

SSFIV-Yun Face.jpg (No strategies)

vs. Zangief

SSFIV-Zangief Face.jpg (No strategies)

Frame Data

Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Total
Frames
Adv On
Guard
Adv On
Hit
Block
Stun
Hit
Stun
Extra
Details
Armor
Break
Proj Throw On Hit
Ground
Counter
Hit Ground
On Hit Air Counter
Hit Air
Armor Full
Invincible
Strike
Invincible
Projectile
Invincible
Throw
Invincible
Airborne Juggle
Info
Close LP Close Jab.gif 30 50 20 HL ch/sp/su 6 2 5 12 4 7 11 14 Reset Reset - - - - - - -
Close MP Close Strong.gif 90 100 40 HL sp/su 7 3 12 21 -1 2 14 17 Reset Reset - - - - - - -
Close HP Close Fierce.gif 100 200 60 HL sp/su 8 3 16 26 -1 4 18 23 Forces stand Forces stand Reset Reset - - - - - - -
Close LK Close Short.gif 30 50 20 HL sp/su 4 2 6 11 3 6 11 14 Reset Reset - - - - - - -
Close MK Close Forward.gif 90 100 40 HL su 7 3 9 18 2 5 14 17 Reset Reset - - - - - - -
Close HK Close Roundhouse.gif 110 200 60 HL - 6 3 16 24 -1 3 18 22 90 Damage at foot Reset Reset - - - - - - -
Far LP Far Jab.gif 20 50 20 HL ch/sp/su 5 2 7 13 2 5 11 14 Reset Reset - - - - - - -
Far MP Far Strong.gif 70 100 40 HL sp/su 6 3 12 20 0 3 15 18 Reset Reset - - - - - - -
Far HP Far Fierce.gif 120 200 60 HL - 11 2 19 31 -3 1 18 22 Reset Reset - - - - - - -
Far LK Far Short.gif 30 50 20 HL sp/su 4 2 6 11 3 6 11 14 Reset Reset - - - - - - -
Far MK Far Forward.gif 70 100 40 HL - 6 3 14 22 -3 0 14 17 Reset Reset - - - - - - -
Far HK Far Roundhouse.gif 110 200 60 HL - 6 3 16 24 -1 3 18 22 90 Damage at foot Reset Reset - - - - - - -
Crouch LP Crouch Jab.gif 30 50 20 HL ch/sp/su 4 2 7 12 2 5 11 14 Reset Reset - - - - - - -
Crouch MP Crouch Strong.gif 80 100 40 HL sp/su 7 2 9 17 3 6 14 17 Reset Reset - - - - - - -
Crouch HP Crouch Fierce.gif 110 200 60 HL su 10 4 21 34 -7 -2 18 23 Forces stand Forces stand Reset Reset - - - - - - -
Crouch LK Crouch Short.gif 20 50 20 L sp/su 3 2 8 12 1 4 11 14 Reset Reset - - - - - - -
Crouch MK Crouch Forward.gif 65 100 40 L sp/su 5 4 11 19 -1 2 14 17 Reset Reset - - - - - - -
Crouch HK Crouch Roundhouse.gif 100 200 60 L su 15 12 16 42 -10 - 18 - Hard Knockdown Hard Knockdown Hard Knockdown Hard Knockdown - - - - - - -
Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Total
Frames
Adv On
Guard
Adv On
Hit
Block
Stun
Hit
Stun
Extra
Details
Armor
Break
Proj Throw On Hit
Ground
Counter
Hit Ground
On Hit Air Counter
Hit Air
Armor Full
Invincible
Strike
Invincible
Projectile
Invincible
Throw
Invincible
Airborne Juggle
Info
Neutral Jump LP Neutral Jump Jab.gif 50 50 20 H - 6 6 - 11 - - Reset Reset - - - Lower body: 1~11F - - -
Neutral Jump MP Neutral Jump Strong.gif 90 100 40 H - 7 7 - 13 - - Reset Reset - - - Lower body: 1~13F - - -
Neutral Jump HP Neutral Jump Fierce.gif 110 200 60 H - 6 8 - 13 - - Reset Reset - - - Lower body: 1~15F - - -
Neutral Jump LK Neutral Jump Short.gif 40 50 20 H - 6 12 - 17 - - Reset Reset - - - Lower body: 1~17F - - -
Neutral Jump MK Neutral Jump Forward.gif 80 100 40 H - 7 10 - 16 - - Reset Reset - - - Lower body: 1~16F - - -
Neutral Jump HK Neutral Jump Roundhouse.gif 100 200 60 H - 6 10 - 15 - - Reset Reset - - - Lower body: 1~15F - - -
Angled Jump LP Angled Jump Jab.gif 50 50 20 H - 6 7 - 12 - - Reset Reset - - - Lower body: 1~12F - - -
Angled Jump MP Angled Jump Strong.gif 50 50 40 H - 7 3 - 9 - - Floats opponent Soft Knockdown Soft Knockdown Free Juggle Free Juggle - - - Lower body: 1~9F - - -
Angled Jump HP Angled Jump Fierce.gif 110 200 60 H - 8 8 - 15 - - Reset Reset - - - Lower body: 1~15F - - -
Angled Jump LK Angled Jump Short.gif 40 50 20 H - 5 7 - 11 - - Reset Reset - - - Lower body: 1~11F - - -
Angled Jump MK Angled Jump Forward.gif 70 100 40 H - 6 14 - 19 - - Reset Reset - - - Lower body: 1~19F - - -
Angled Jump HK Angled Jump Roundhouse.gif 100 200 60 H - 7 6 - 12 - - Reset Reset - - - Lower body: 1~12F - - -
Hell Attack Air Strong.gif > Strong.gif 30 50 20 H - 6 4 - 9 - - Free Juggle Free Juggle - - - Lower body: 1~9F - - JP: 2
Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Total
Frames
Adv On
Guard
Adv On
Hit
Block
Stun
Hit
Stun
Extra
Details
Armor
Break
Proj Throw On Hit
Ground
Counter
Hit Ground
On Hit Air Counter
Hit Air
Armor Full
Invincible
Strike
Invincible
Projectile
Invincible
Throw
Invincible
Airborne Juggle
Info
Focus Attack (Level 1) Level 1 Focus 60 100 20 HL - 10+12 2 34 57 -20 -20 16 16 Range: 1.686 Crumple Soft Knockdown Soft Knockdown 1~10F - - - - - -
Focus Attack (Level 2) Level 2 Focus 90 150 40 HL - 18+12 2 34 65 -14 - 22 - Range: 1.686 Crumple Crumple Free Juggle Free Juggle 1~18F - - - - - -
Focus Attack (Level 3) Level 3 Focus 150 200 60 - - 66 2 34 101 - - - - Range: 1.686, cannot hit pre-jump Crumple Crumple Free Juggle Free Juggle 1~65F - - - - - -
Red Focus Attack (Level 1) Level 1 Red Focus 90 100 20 HL - 10+12 2 34 57 -20 -20 16 16 Range: 1.686, Builds 10 meter on block, Opponent gains 10 meter on hit, 5 on block Crumple Soft Knockdown Soft Knockdown 1~10F (99 hits) - - - - - -
Red Focus Attack (Level 2) Level 2 Red Focus 120 150 40 HL - 18+12 2 34 65 -14 - 22 - Range: 1.686, Builds 20 meter on block, Opponent gains 20 meter on hit, 10 on block Crumple Crumple Free Juggle Free Juggle 1~18F (99 hits) - - - - - -
Red Focus Attack (Level 3) Level 3 Red Focus 225 200 60 - - 66 2 34 101 - - - - Range: 1.686, Opponent gains 30 meter on hit, cannot hit pre-jump X Crumple Crumple Free Juggle Free Juggle 1~66F (99 hits) - - - - - -
EX Red Focus Attack (Level 1) Level 1 EX Red Focus 90 100 20 HL - 10+12 2 34 57 -14 - 22 - Range: 1.686, Builds 20 meter on block, Opponent gains 20 meter on hit, 10 on block Crumple Crumple Free Juggle Free Juggle - - - - - - -
Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Total
Frames
Adv On
Guard
Adv On
Hit
Block
Stun
Hit
Stun
Extra
Details
Armor
Break
Proj Throw On Hit
Ground
Counter
Hit Ground
On Hit Air Counter
Hit Air
Armor Full
Invincible
Strike
Invincible
Projectile
Invincible
Throw
Invincible
Airborne Juggle
Info
Deadly Throw Forward Throw 140 130 40 0.95 - 3 2 20 24 - - - - X Hard Knockdown - - - - - - - - - -
Death Tower Back Throw 140 150 40 0.95 - 3 2 20 24 - - - - X Hard Knockdown - - - - - - - - - -
Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Total
Frames
Adv On
Guard
Adv On
Hit
Block
Stun
Hit
Stun
Extra
Details
Armor
Break
Proj Throw On Hit
Ground
Counter
Hit Ground
On Hit Air Counter
Hit Air
Armor Full
Invincible
Strike
Invincible
Projectile
Invincible
Throw
Invincible
Airborne Juggle
Info
Psycho Crusher Psycho Crusher Jab.gif 120*100 100 30/40 HL su 14 12*11 12+6 54 -8 - 21 14~36F can pass through opponent, 100 damage below waist, causes 18*18 chip damage, charge 55F X Soft Knockdown Soft Knockdown Soft Knockdown Soft Knockdown - - - - 37~48F 15F~ JP: 2
Psycho Crusher Strong.gif 130*100 150 30/40 HL su 14 12*15 12+10 62 -14 - 23 14~40F can pass through opponent, causes 18*18 chip damage, 100 damage below waist, charge 55F X Soft Knockdown Soft Knockdown Soft Knockdown Soft Knockdown - - - - 41~52F 16F~ JP: 2
Psycho Crusher Fierce.gif 140*100 200 30/40 HL su 14 12*21 12+10 68 -17 - 26 14~46F can pass through opponent, causes 18*18 chip damage, 100 damage below waist, charge 55F X Soft Knockdown Soft Knockdown Soft Knockdown Soft Knockdown - - - - 47~58F 16F~ JP: 2
EX Psycho Crusher Psycho Crusher EX.gif 75*60 100*100 -250/0 HL su 14 23 12+6 64 -16 - - 14~36F passes through opponent, opponent gains 20x2 meter on hit, charge 55F X X Soft Knockdown Soft Knockdown Soft Knockdown Soft Knockdown - All: 1~13F - - 37~48F 15F~ JP: 0*1
Double Knee Press Scissor Kick Short.gif 60*40 100*50 20/16*17 HL su*- 10 2(1)4 17 33 -1 - 20 Builds 10*8 meter on block, charge 55F [2nd Hit]: Soft Knockdown [2nd Hit]: Soft Knockdown Soft Knockdown Soft Knockdown - - - - 5~14F 12~16F -
Scissor Kick Forward.gif 60*60 100*50 20/16*17 HL su*- 13 2(1)4 22 41 -5 - 21 Builds 10*8 meter on block, charge 55F [2nd Hit]: Soft Knockdown [2nd Hit]: Soft Knockdown Soft Knockdown Soft Knockdown - - - - 7~17F 15~19F -
Scissor Kick Roundhouse.gif 70*70 100*50 20/16*16 HL su*- 16 2(1)4 25 47 -8 - 21 Builds 10*8 meter on block, charge 55F [2nd Hit]: Soft Knockdown [2nd Hit]: Soft Knockdown Soft Knockdown Soft Knockdown - - - - 9~20F 18~22F -
EX Double Knee Press Scissor Kick EX.gif 70*80 100*50 -250/0 HL su*- 13 2(1)4 25 44 -8 - 21 Opponent gains 8x2 meter on hit, 5x2 on block, charge 55F [2nd Hit]: Soft Knockdown [2nd Hit]: Soft Knockdown Soft Knockdown Soft Knockdown - All: 1~12F - 13~19F 13~17F 15~19F JP: 1*2
Head Press Head Stomp 120 100 20/30 H - 20 Until ground After landing 16 - -24 -29 - - Listed startup is when opponent is point blank, startup is distant dependent, tracks opponent on startup, frame advantage is for Head Press hitting as late as possible, builds 20 meter on block, charge 55F Soft Knockdown Soft Knockdown - - - - - 1F~ -
EX Head Press Head Stomp EX.gif 180 200 -250/0 H - 22 Until ground After landing 16 - -18 - - - Listed startup is when opponent is point blank, startup is distant dependent, tracks opponent on startup, frame advantage is for EX Head Press hitting as late as possible, opponent gains 15 meter on hit, 10 on block, charge 55F Hard Knockdown Hard Knockdown Soft Knockdown Soft Knockdown - All: During startup - - - 1F~ -
Head Press Follow Up Head Stomp Followup - - 0/0 - - - - After landing 4 - - - - - Performed after connected headstomp or EX headstomp, 18F~ followup attack can be performed - - - - - - - - - - -
Somersault Skull Diver Skull Diver 120 100 20/30 H - 35+7 3 After landing 13 - 10 13 - - Listed frame advantage is for Skull Diver performed as low to the ground as possible, builds 20 meter on block Soft Knockdown Soft Knockdown - - - - - -
EX Somersault Skull Diver Skull Diver EX.gif 80*80 100*100 -250/0 H - 35+7 3 After landing 13 - 10 13 - - Listed frame advantage is for EX Skull Diver performed as low to the ground as possible, opponent gains 15x2 meter on hit, 10x2 on block Soft Knockdown Soft Knockdown - - - - - - JP: 1*1
Empty Devil Reverse Empty Devil Reverse - - - - - - - Total 48 48 -3 - - - Tracks opponent on startup, 14~38F can cancel into Devil Reverse attack, charge 55F - - - - - - - - - 1~44F -
EX Empty Devil Reverse EX Empty Devil Reverse - - - - - - - Total 48 48 -3 - - - Tracks opponent on startup, 14~38F can cancel into Devil Reverse attack, frame advantage is for hitting as low as possible, charge 55F - - - - - All: 1~13F - - - 1~44F -
Devil Reverse Devil Reverse 110 150 20/30 H - 13+34 Until ground After landing 16 - - - - - Builds 20 meter on block Soft Knockdown Soft Knockdown Soft Knockdown Soft Knockdown - - - - - - -
EX Devil Reverse Devil Reverse EX.gif 80*80 100*100 -250/0 H - 13+34 Until ground After landing 16 - - - - - Opponent gains 15x2 meter on hit, 10x2 on block, Soft Knockdown Soft Knockdown Soft Knockdown Soft Knockdown - - - - - - JP: 1*1
Bison Warp Teleport - - 0/0 - - - - Total 47 47 - - - - 1~29F Invincible, teleport complete on 12F - - - - - All: 1~29F - - - - -
Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Total
Frames
Adv On
Guard
Adv On
Hit
Block
Stun
Hit
Stun
Extra
Details
Armor
Break
Proj Throw On Hit
Ground
Counter
Hit Ground
On Hit Air Counter
Hit Air
Armor Full
Invincible
Strike
Invincible
Projectile
Invincible
Throw
Invincible
Airborne Juggle
Info
Knee Press Nightmare Super Combo Short.gif 60x4*100 0 -1000/0 HLx4*L - 1+6 2(1)2(11)2*2(8)18 30 82 -27 - 21 - 34~60F can pass through opponent, opponent gains 20x5 meter on hit, 5x5 on block, charge 40F [5th Hit]: Hard Knockdown [5th Hit]: Hard Knockdown Hard Knockdown Hard Knockdown - All: 1~7F - All: 9~61F - - JP: 127x5
Super Combo Forward.gif 60x4*100 0 -1000/0 HLx4*L - 1+11 2(1)2(11)2*2(8)18 30 87 -27 - 21 39~65F can pass through opponent, opponent gains 20x5 meter on hit, 5x5 on block, charge 40F [5th Hit]: Hard Knockdown [5th Hit]: Hard Knockdown Hard Knockdown Hard Knockdown - All: 1~9F - All: 11~66F - - JP: 127x5
Super Combo Roundhouse.gif 60x4*100 0 -1000/0 HLx4*L - 1+15 2(1)2(11)2*2(8)18 30 91 -27 - 21 44~70F can pass through opponent, opponent gains 20x5 meter on hit, 5x5 on block, charge 40F [5th Hit]: Hard Knockdown [5th Hit]: Hard Knockdown Hard Knockdown Hard Knockdown - All: 1~11F - All: 13~71F - - JP: 127x5
[5th Hit]: Hard Knockdown [5th Hit]: Hard Knockdown
Nightmare Booster Ultra Combo 1 48x4*60*240 0 0/0 HL - 0+10 4*2(12)2*2(16)12x3 30+18 131 -35 - 25 61~114F can pass through opponent, 5th Hit triggers animation, opponent gains 20x6 meter on hit, 5x7 on block, causes 12x4*15x3 chip damage, charge 40F [1st~4th Hit]: Forces stand, 5th Hit: Hard Knockdown [1st~4th Hit]: Forces stand, 5th Hit: Hard Knockdown Hard Knockdown Hard Knockdown - All: 1~15F - - - 47F~ JP: 127x6
Psycho Punisher Ultra Combo 2 90*330 0 0/0 H - 0+22 2 After landing 42 65 -23 - 21 Can control movement with joystick, opponent gains 30x3 meter on hit, 15 on block, charge 40F X Hard Knockdown Hard Knockdown Hard Knockdown Hard Knockdown - All: 1~2F - All: 3~23F - 1~21F JP: 1
Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Total
Frames
Adv On
Guard
Adv On
Hit
Block
Stun
Hit
Stun
Extra
Details
Armor
Break
Proj Throw On Hit
Ground
Counter
Hit Ground
On Hit Air Counter
Hit Air
Armor Full
Invincible
Strike
Invincible
Projectile
Invincible
Throw
Invincible
Airborne Juggle
Info


Notes: