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 has not changed much in Arcade Edition from Vanilla SSF4. He can still be played in much the same way as he used to, and that translates to a sort of "patient pressure". Being a charge character, Bison excels in playing it safe and waiting for the opponent to screw up, then punishing their stupidity. However, it is in offensive strategy where he truly shines. The range on his pokes is undeniably amazing, and his footsie game is remarkable. His combos don't do much damage, but pull out enough of them and the opponent will be dizzied before they know what hit them. To win with Bison, one must wear down the opponent's guard, then hit 'em fast and hard.
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.
- LK, MK, and HK Scissor Kicks do 50+50 (100 total) stun, down from 100+50 (150 total).
- Standing HK now does 80 damage on the far hitbox, and 110 damage on the close hitbox.
- Crouching LK hurtbox has been extended forward.
- Super is projectile invincible during its active frames.
- Ultra 2 is now a charge motion but more damaging (increased to 450). 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: