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 Forces stand
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 80 Damage at foot
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 80 Damage at foot
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 Forces stand
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 D Untechable knockdown
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 - - D Floats opponent
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 - - D Can juggle
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
Forward Throw 0.95 140 130 40 - 3 2 20 - D Untechable knockdown
Back throw 0.95 140 150 40 - 3 2 20 - D Untechable knockdown
Psycho Crusher LP HL 120*100 100 30/40 su 14 12*11 12+6 -8 D 37~48f cannot be thrown, 15f~ airborne, 14~36f can pass through opponent, armor break, 100 damage below waist, charge 55f
Psycho Crusher MP HL 130*100 150 30/40 su 14 12*15 12+10 -14 D 41~52f cannot be thrown, 16f~ airborne, 14~40f can pass through opponent, armor break, 100 damage below waist, charge 55f
Psycho Crusher HP HL 140*100 200 30/40 su 14 12*21 12+10 -17 D 47~58f cannot be thrown, 16f~ airborne, 14~46f can pass through opponent, armor break, 100 damage below waist, charge 55f
Psycho Crusher EX HL 75*75 100*100 -250/0 su 14 23 12+6 -16 D 1~13f Invincible, 37~48f cannot be thrown, 15f~ airborne, 14~36f forward body immune to projectiles, passes through opponent, armor break, can juggle, projectile hitbox, charge 55f
Scissor Kick LK HL 60*30 50*50 20/16*16 su 10 2(1)4 17 0 D 5~14f cannot be thrown, 12~16f airborne, knocks down on [1st air hit] or on [2nd hit], charge 55f
Scissor Kick MK HL 60*50 50*50 20/16*16 su 13 2(1)4 22 -5 D 7~17f cannot be thrown, 15~19f airborne, knocks down on [1st air hit] or on [2nd hit], charge 55f
Scissor Kick HK HL 70*60 50*50 20/16*16 su 16 2(1)4 25 -8 D 9~20f cannot be thrown, 18~22f airborne, knocks down on [1st air hit] or on [2nd hit], charge 55f
Scissor Kick EX HL 70*70 100*50 -250/0 su 13 2(1)4 25 -8 D 1~12f Invincible, 13~17f cannot be thrown, 15~19f airborne, knocks down on [1st air hit] or on [2nd hit], can juggle, charge 55f
Headstomp H 120 100 20/30 - 22 Until ground After landing 16 - - 1f~ airborne, listed startup is when opponent is point blank, startup is distant dependent, tracks opponent on startup, charge 55f
Headstomp EX H 180 200 -250/0 - 22 Until ground After landing 16 - D 1f~end of startup Invincible, 1f~ airborne, Untechable knockdown on [Ground hit], knockdown on [air hit], listed startup is when opponent is point blank, startup is distant dependent, tracks opponent on startup, charge 55f
Headstomp Bounce - - - 0/0 - - - After landing 4 - - Performed after headstomp or EX headstomp on block, 18f~ followup attack can be performed
Skulldiver H 120 100 20/30 - 35+7 3 After landing 13 +10 +13 Listed frame advantage is for skull diver performed as low to the ground as possible
EX Skulldiver H 80*80 100*100 -250/0 - 35+7 3 After landing 13 +10 +13 Can juggle, Listed frame advantage is for skull diver performed as low to the ground as possible
Empty Devil Reverse - - - - - - - Total 48 - - EX Invincible 1~13f, 1~44f airborne , tracks opponent on startup, 14~38f can cancel into Devil Reverse attack, charge 55f
Devil Reverse H 110 150 20/30 - 13+34 Until ground After landing 16 - D
Devil Reverse EX H 80*80 100*100 -250/0 - 13+34 Until ground After landing 16 - D Can juggle
Teleport - - - 0/0 - - - Total 42 - - 1~29f Invincible, teleport complete on 12f
Super Combo LK HLx4*L 60x4*100 0 -1000/0 - 1+6 2(1)2(11)2*2(8)18 30 -27 D 1~7f Invincible, 9f~end of active frames immune to projectiles, 34~60f can pass through opponent, untechable knockdown on [1st-4th air hit] or [5th hit], can juggle, charge 55f
Super Combo MK HLx4*L 60x4*100 0 -1000/0 - 1+11 2(1)2(11)2*2(8)18 30 -27 D 1~9f Invincible, 11f~end of active frames immune to projectiles, 39~65f can pass through opponent, untechable knockdown on [1st-4th air hit] or [5th hit], can juggle, charge 55f
Super Combo HK HLx4*L 60x4*100 0 -1000/0 - 1+15 2(1)2(11)2*2(8)18 30 -27 D 1~11f Invincible, 13f~end of active frames immune to projectiles, 44~70f can pass through opponent, untechable knockdown on [1st-4th air hit] or [5th hit], can juggle, charge 55f
Ultra Combo 1 HL 48x4*60*240 0 0/0 - 0+12 4*2(12)2*2(16)12x3 30+18 -35 D 1~15f Invincible, 47f~ airborne, 61~114f can pass through opponent, untechable knockdown, hit 1-5 leads to animation
Ultra Combo 2 H 90*360 0 0/0 - 0+22 2 After landing 42 -23 D 1~2f Invincible, 1f~ airborne, 3~23f immune to projectiles, untechable knockdown, armor breaking, can control movement with joystick
Block Super Meter Frames
Move Name HL Damage Stun Gain Cancel Ability Startup Active Recovery On Guard On Hit Notes


Notes: