Standing Heavy Punch
19
38
1000
High
--
Blowback +17 on Punish Counter hit. Limited juggle potential.
--
+4...+6
+1...+3
3
17
Forward + Heavy Punch (Psycho Hammer)
22
44
800
Overhead
--
Limited juggle potential. Ground bounces into a limited juggle state on airborn opponents.
--
+3
-3
3
20
Medium Punch, Forward + Heavy Punch (Shadow Hammer)
8, 22
25, 44
600, 800
High, Overhead
--
Does not combo on hit.
--
+6, +3
0, -3
3, 3
15, 20
Medium Punch, Down + Heavy Kick (Shadow Spear)
8, 16
25, 39
600, 700
High, Low
--
Combos on hit.
--
+6, +3
0, -3
3, 4
15, 20
Jump Medium Punch
8
--
700
Overhead
--
Can follow up with Medium Punch again on hit (Hell Attack).
--
+10...
+6...
4
3 Landing
Psycho Crusher (Light Punch)
16
Back Charge, Forward + Light Punch
55
1200 (1200, 500)
High
1 hit of projectile armor frames 16--31. Anti-air invincible frames 6--17. Psycho Mine data in parenthesis. Detonates Psycho Mines on hit/block.
--
Knockdown +20... (+41)
-20... (+6)
16
24
Psycho Crusher (Medium Punch)
20
Back Charge, Forward + Medium Punch
59
1400 (1400, 500)
High
1 hit of projectile armor frames 20--35. Anti-air invincible frames 6--21. Psycho Mine data in parenthesis. Detonates Psycho Mines on hit/block.
--
Knockdown +20... (+41)
-20... (+6)
16
24
Psycho Crusher (Heavy Punch)
24
Back Charge, Forward + Heavy Punch
73
1400 (1600, 500)
High
1 hit of projectile armor frames 24--49. Anti-air invincible frames 6--25. Psycho Mine data in parenthesis. Detonates Psycho Mines on hit/block.
--
Knockdown +14... (+46)
-23... (+5)
26
24
Psycho Crusher (Overdrive)
16
Back Charge, Forward + PP
51
400, 400, 500 (1300, 500)
High
Projectile invincible frames 13--31. Anti-air invincible frames 6--17. Psycho Mine data in parenthesis. Detonates Psycho Mines on hit/block.
--
Knockdown +35... (Limited Juggle/OTG +82)
-3... (+10)
16
20
Double Knee Press (Light Kick)
13
Down, Down-Forward, Forward + Light Kick
37 (42 on whiff)
300, 500
High
--
--
+2
-5
2, 2
20 (25 on whiff)
Double Knee Press (Medium Kick)
17
Down, Down-Forward, Forward + Medium Kick
41 (46 on whiff)
300, 600
High
--
--
+3
-5
2, 2
20 (25 on whiff)
Double Knee Press (Heavy Kick)
17
Down, Down-Forward, Forward + Heavy Kick
46 (51 on whiff)
500, 700
High
--
--
+3
-4
2, 2
20 (25 on whiff)
Double Knee Press (Overdrive)
17
Down, Down-Forward, Forward + KK
69
250, 250, 300
High
Limited juggle state on hit.
--
+55
-15
2, 2, 3
28
Backfist Combo (Light Punch)
13
Down, Down-Back, Back + Light Punch
54
300, 400 (300, 500, 500)
High
Plants a Psycho Mine on hit. Detonates Psycho Mines on hit/block. Psycho Mine data in parenthesis.
--
Knockdown +24 (Knockdown +42)
-14 (+6)
2, 5
25
Backfist Combo (Medium Punch)
17
Down, Down-Back, Back + Medium Punch
59
300, 500 (300, 600, 500)
High
Plants a Psycho Mine on hit. Detonates Psycho Mines on hit/block. Psycho Mine data in parenthesis.
--
Knockdown +23 (Knockdown +42)
-14 (+6)
2, 5
26
Backfist Combo (Heavy Punch)
22
Down, Down-Back, Back + Heavy Punch
65
300, 600 (300, 700, 500)
High
Plants a Psycho Mine on hit. Detonates Psycho Mines on hit/block. Psycho Mine data in parenthesis.
--
Knockdown +31 (Knockdown +49)
-14 (+6)
3, 5
26
Backfist Combo (Overdrive)
14
Down, Down-Back, Back + PP
107
400, 400, 400 (400, 500, 400, 400)
High
Plants a Psycho Mine on hit. Detonates Psycho Mines on hit/block. Psycho Mine data in parenthesis.
--
Knockdown +24 (Knockdown +48)
-25 (+6)
3, 5
26
Shadow Rise
18...46 (16...42)
Down Charge, Up + Kick
53 (55)
--
--
Airborn from frame 9 onward. Strength of Kick used changes M. Bison's jump distance. Can follow up with Punch (Devil Reverse) or Kick (Head Press).
Overdrive version data in parenthesis. OD version tracks the opponent / changes distances automatically based on their position. OD version is invincible to throws on frames 1-8.
--
--
--
--
--
Head Press
15
During Shadow Rise > Kick
70... (75 on block)
Overhead
--
Can follow up with Punch on block/hit for Somersault Skull Diver. Can steer Bison after connectiong on hit/block by holding forward/back.
--
-28...-23
-39...-33
6...land
26 on land
Head Press (Overdirve)
15
During OD Shadow Rise > Kick (or KK during normal Shadow Rise)
32
1600, 400
Overhead
Can perform the OD version of Head Press from the standard version of Shadow Rise by using KK.
Cannotuse Sommersault Skull Diver followup from OD Head Press on hit/block.
--
Knockdown +27
+5...+7
4...land
12 on land
Sommersault Skull Diver
12
After Head Press > Punch
22...
800
Overhead
Usable after a normal Head Press on hit/block. Not usable after OD Head Press. Can steer forward/back after activation until landing.
--
+9...+15
+3...+10
12...21
9...landing
Devil Reverse
16
During Shadow Rise > Punch
46
800 (800, 700, 500)
Overhead
Can steer Bison after activation by holding forward/back. Holding back only makes Bison move backwards a tiny bit, but holding forward grants significant forward movement. Detonates Psycho Mine on hit/block. Psycho Mine data in parenthesis.
--
Knockdown +38... (Knockdown +51...)
+4 (+17)
21...land
10 on land
Devil Reverse (Overdrive)
21
During Shadow Rise > PP
63
700, 700 (700, 700, 700, 500)
Overhead
Can steer Bison after activation by holding forward/back. Holding back only makes Bison move backwards a tiny bit, but holding forward grants significant forward movement. Detonates Psycho Mine on hit/block. Psycho Mine data in parenthesis.
--
Knockdown +35... (Knockdown +51...)
+4...+9 (+24)
13...land
10 on land
Psycho Mine
If detonating from an expired timer, deals 500 damage and creates a free juggle state.
Knee Press Nightmare (Level 1)
10
Down, Down-Forward, Forward, Down, Down-Forward, Forward + Kick
2000
High
Strike/throw invincible on frames 1-11. Breaks armor.
--
Knockdown +11
-41
42
62
Psycho Punisher (Level 2)
26
Down, Down-Back, Back, Down, Down-Back, Back + Kick
3000
High
Fully invincible frames 1-26. Breaks armor.
--
Knockdown +23
-34
7
52
Unlimited Psycho Crusher (Level 3)
10
Down, Down-Forward, Forward, Down, Down-Forward, Forward + Punch
4000 (4500)
High
Fully invincible frames 1-15. Breaks armor. Critical Art in parenthesis.
--
Knockdown +15
-46
5
65
Stats
Health — 10,000
Forward Walk Speed — 4.8
Back Walk Speed — 3.12
Forward Dash — 19 frames / 154.000 distance
Back Dash — 23 frames / 75.400 distance
Prejump Frames — 4
Forward Throw
5
30 (whiff) / 129 (hit)
1200
Throw
--
--
--
+21
3
23
Back Throw
5
30 (whiff) / 153 (hit)
1200
Throw
--
--
--
+18
3
23