M. Bison
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
Throws
Special Moves
Head Press
After Head Press connects, use

or

to change flight in air;
Somersault Skull Diver
Perform after Head Press;
Bison Warp

+

will appear next to opponent in back.

+

will appear next to opponent in front. At midscreen,

versions are identical and will go backwards as far as the screen allows. If opponent is in corner,

+

goes back full-screen and

+

goes back half-screen.;
Super Combo
Ultra Combos
Psycho Punisher
Hold

or

to guide after performing;
AE Changes
- LK Scissor Kick pushes you further from your opponent.
- s.RH now does 80 damage on the far hitbox, and 110 damage on the close hitbox.
- c.LK hurtbox has been extended forward.
- Ultra 2 is now a charge motion, and is more vulnerable on block (-23 in AE vs -16 in Super).
The Basics
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
Dizzy / Focus Crumple Combos
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
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
|
HL
|
30
|
50
|
20
|
ch/sp/su
|
6
|
2
|
5
|
+4
|
+7
|
|
|
Close
|
HL
|
90
|
100
|
40
|
sp/su
|
7
|
3
|
12
|
-1
|
+2
|
|
|
Close
|
HL
|
100
|
200
|
60
|
sp/su
|
8
|
3
|
16
|
-1
|
+4
|
Forces stand
|
|
Close
|
HL
|
30
|
50
|
20
|
sp/su
|
4
|
2
|
6
|
+3
|
+6
|
|
|
Close
|
HL
|
90
|
100
|
40
|
su
|
7
|
3
|
9
|
+2
|
+5
|
|
|
Close
|
HL
|
110
|
200
|
60
|
-
|
6
|
3
|
16
|
-1
|
+3
|
80 Damage at foot
|
|
Far
|
HL
|
20
|
50
|
20
|
ch/sp/su
|
5
|
2
|
7
|
+2
|
+5
|
|
|
Far
|
HL
|
90
|
100
|
40
|
su
|
8
|
3
|
11
|
0
|
+3
|
|
|
Far
|
HL
|
120
|
200
|
60
|
-
|
11
|
2
|
19
|
-3
|
+1
|
|
|
Far
|
HL
|
30
|
50
|
20
|
sp/su
|
4
|
2
|
6
|
+3
|
+6
|
|
|
Far
|
HL
|
70
|
100
|
40
|
-
|
6
|
3
|
14
|
-3
|
0
|
|
|
Far
|
HL
|
110
|
200
|
60
|
-
|
6
|
3
|
16
|
-1
|
+3
|
80 Damage at foot
|
|
crouch
|
HL
|
30
|
50
|
20
|
ch/sp/su
|
4
|
2
|
7
|
+2
|
+5
|
|
|
crouch
|
HL
|
80
|
100
|
40
|
sp/su
|
7
|
2
|
9
|
+3
|
+6
|
|
|
crouch
|
HL
|
110
|
200
|
60
|
su
|
12
|
4
|
21
|
-7
|
-2
|
Forces stand
|
|
crouch
|
L
|
20
|
50
|
20
|
sp/su
|
3
|
2
|
8
|
+1
|
+4
|
|
|
crouch
|
L
|
65
|
100
|
40
|
sp/su
|
5
|
4
|
11
|
-1
|
+2
|
|
|
crouch
|
L
|
100
|
200
|
60
|
su
|
15
|
12
|
16
|
-10
|
D
|
Untechable knockdown
|
|
Jump up
|
H
|
50
|
50
|
20
|
-
|
6
|
6
|
-
|
-
|
-
|
|
|
Jump up
|
H
|
90
|
100
|
40
|
-
|
7
|
7
|
-
|
-
|
-
|
|
|
Jump up
|
H
|
110
|
200
|
60
|
-
|
6
|
8
|
-
|
-
|
-
|
|
|
Jump up
|
H
|
40
|
50
|
20
|
-
|
6
|
12
|
-
|
-
|
-
|
|
|
Jump up
|
H
|
80
|
100
|
40
|
-
|
7
|
10
|
-
|
-
|
-
|
|
|
Jump up
|
H
|
100
|
200
|
60
|
-
|
6
|
10
|
-
|
-
|
-
|
|
|
Jump forward
|
H
|
50
|
50
|
20
|
-
|
6
|
7
|
-
|
-
|
-
|
|
|
Jump forward
|
H
|
50
|
50
|
40
|
-
|
7
|
3
|
-
|
-
|
D
|
Floats opponent
|
|
Jump forward
|
H
|
110
|
200
|
60
|
-
|
8
|
8
|
-
|
-
|
-
|
|
|
Jump forward
|
H
|
40
|
50
|
20
|
-
|
5
|
7
|
-
|
-
|
-
|
|
|
Jump forward
|
H
|
70
|
100
|
40
|
-
|
6
|
14
|
-
|
-
|
-
|
|
|
Jump forward
|
H
|
100
|
200
|
60
|
-
|
7
|
6
|
-
|
-
|
-
|
|
|
Jump (during Jump )
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
|
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
|
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
|
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
|
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
|
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: