Super Street Fighter IV AE/M. Bison

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Introduction

Move Analysis

Normal Moves

Normal Throws

Command Normals

Focus / Saving Attack

Special Moves

Super Move

Ultra Moves

The Basics

Combos

Strategy

Matchups

Frame Data

Block Super Meter Frames
Move Name HL Damage Stun Gain Cancel Ability Startup Active Recovery On Guard On Hit Notes
Close LP HL 30 50 20 ch/sp/su 6 2 5 +4 +7
Close MP HL 90 100 40 sp/su 7 3 12 -1 +2
Close HP HL 100 200 60 sp/su 8 3 16 -1 +4
Close LK HL 30 50 20 sp/su 4 2 6 +3 +6
Close MK HL 90 100 40 su 7 3 9 +2 +5
Close HK HL 110 200 60 - 6 3 16 -1 +3
Far LP HL 20 50 20 ch/sp/su 5 2 7 +2 +5
Far MP HL 90 100 40 su 8 3 11 0 +3
Far HP HL 120 200 60 - 11 2 19 -3 +1
Far LK HL 30 50 20 sp/su 4 2 6 +3 +6
Far MK HL 70 100 40 - 6 3 14 -3 0
Far HK HL 110 200 60 - 6 3 16 -1 +3
crouch LP HL 30 50 20 ch/sp/su 4 2 7 +2 +5
crouch MP HL 80 100 40 sp/su 7 2 9 +3 +6
crouch HP HL 110 200 60 su 12 4 21 -7 -2
crouch LK L 20 50 20 sp/su 3 2 8 +1 +4
crouch MK L 65 100 40 sp/su 5 4 11 -1 +2
crouch HK L 100 200 60 su 15 12 16 -10 -
Jump up LP H 50 50 20 - 6 6 - - -
Jump up MP H 90 100 40 - 7 7 - - -
Jump up HP H 110 200 60 - 6 8 - - -
Jump up LK H 40 50 20 - 6 12 - - -
Jump up MK H 80 100 40 - 7 10 - - -
Jump up HK H 100 200 60 - 6 10 - - -
Jump forward LP H 50 50 20 - 6 7 - - -
Jump forward MP H 50 50 40 - 7 3 - - -
Jump forward HP H 110 200 60 - 8 8 - - -
Jump forward LK H 40 50 20 - 5 7 - - -
Jump forward MK H 70 100 40 - 6 14 - - -
Jump forward HK H 100 200 60 - 7 6 - - -
Jump MP(during Jump MP) H 30 50 20 - 6 4 - - -
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 -
Focus attack LVL 3 - 150 200 60 - 66 2 34 - -
Forward Throw 0.95 140 130 40 - 3 2 20 - -
Back throw 0.95 140 150 40 - 3 2 20 - -
Psycho Crusher LP HL 120*100 100 30/40 su 14 12*11 12+6 -8 -
Psycho Crusher MP HL 130*100 150 30/40 su 14 12*15 12+10 -14 -
Psycho Crusher HP HL 140*100 200 30/40 su 14 12*21 12+10 -17 -
Psycho Crusher EX HL 75*75 100*100 -250/0 su 14 23 12+6 -16 -
Scissor Kick LK HL 60*30 50*50 20/16*16 su 10 2(1)4 17 0 -
Scissor Kick MK HL 60*50 50*50 20/16*16 su 13 2(1)4 22 -5 -
Scissor Kick HK HL 70*60 50*50 20/16*16 su 16 2(1)4 25 -8 -
Scissor Kick EX HL 70*70 100*50 -250/0 su 13 2(1)4 25 -8 -
Headstomp H 120 100 20/30 - 22 Until ground 16 - -
Headstomp EX H 180 200 -250/0 - 22 Until ground 16 - -
Headstomp ??? - - - 0/0 - - - 4 - -
Headstomp P followup H 120 100 20/30 - 35+7 3 13 +10 +13
Headstomp P followup EX H 80*80 100*100 -250/0 - 35+7 3 13 +10 +13
Devil Reverse ??? - - - - - - - 48 - -
Devil Reverse H 110 150 20/30 - 13+34 Until ground 16 - -
Devil Reverse EX H 80*80 100*100 -250/0 - 13+34 Until ground 16 - -
Teleport - - - 0/0 - - - 42 - -
Super Combo LK HLx4*L 60x4*100 0 -1000/0 - 1+6 2(1)2(11)2*2(8)18 30 -27 -
Super Combo MK HLx4*L 60x4*100 0 -1000/0 - 1+11 2(1)2(11)2*2(8)18 30 -27 -
Super Combo HK HLx4*L 60x4*100 0 -1000/0 - 1+15 2(1)2(11)2*2(8)18 30 -27 -
Ultra Combo 1 HL 48x4*60*240 0 0/0 - 0+12 4*2(12)2*2(16)12x3 30+18 -35 -
Ultra Combo 2 H 90*360 0 0/0 - 0+22 2 42 -23 -
Block Super Meter Frames
Move Name HL Damage Stun Gain Cancel Ability Startup Active Recovery On Guard On Hit Notes


Notes: