M. Bison — Ultimate Frame Data (2024)

M. Bison — Ultimate Frame Data (1)

Standing Light Punch

5

16

300

High

Chain, Special, Super

--

--

+4

-2

3

9

M. Bison — Ultimate Frame Data (2)

Standing Medium Punch

8

25

600

High

Special, Super, Target Combo

--

--

+6

3

15

M. Bison — Ultimate Frame Data (3)

Standing Heavy Punch

19

38

1000

High

--

Blowback +17 on Punish Counter hit. Limited juggle potential.

--

+4...+6

+1...+3

3

17

M. Bison — Ultimate Frame Data (4)

Standing Light Kick

4

15

300

High

Special, Super

--

--

+3

-1

2

10

M. Bison — Ultimate Frame Data (5)

Standing Medium Kick

10

29

700

High

--

--

--

+2

-3

4

16

M. Bison — Ultimate Frame Data (6)

Standing Heavy Kick

13

36

900

High

--

Limited juggle potential.

--

+6

-2

4

19

M. Bison — Ultimate Frame Data (7)

Crouching Light Punch

4

15

300

High

Chain, Special, Super

--

--

+4

-2

2

10

M. Bison — Ultimate Frame Data (8)

Crouching Medium Punch

6

22 (25 on whiff)

600

High

Special, Super

--

--

+5

-1

3

14 (17 on whiff)

M. Bison — Ultimate Frame Data (9)

Crouching Heavy Punch

10

36

900

High

Special, Super

--

--

-9

6

21

M. Bison — Ultimate Frame Data (10)

Crouching Light Kick

5

16

200

Low

Chain

--

--

+4

-2

2

10

M. Bison — Ultimate Frame Data (11)

Crouching Medium Kick

8

29

500

Low

Special, Super

20% damage scaling to followup combo hits.

--

-2

-6

3

19

M. Bison — Ultimate Frame Data (12)

Crouching Heavy Kick

11

39

900

Low

--

Limited juggle potential.

--

Knockdown +29

-11

3

26

M. Bison — Ultimate Frame Data (13)

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

M. Bison — Ultimate Frame Data (14)

Back + Heavy Kick (Evil Knee)

10

30

800

High

Special, Super

--

--

+4

+1

4

17

M. Bison — Ultimate Frame Data (15)

Down-Forward + Heavy Kick (Hover Kick)

15

47

900

Low

--

Limited juggle potential.

--

Knockdown +25

-15...-6

10

23

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

M. Bison — Ultimate Frame Data (16)

Jump Light Punch

5

--

300

Overhead

--

--

--

+9

+5

4

3 Landing

M. Bison — Ultimate Frame Data (17)

Jump Medium Punch

8

--

700

Overhead

--

Can follow up with Medium Punch again on hit (Hell Attack).

--

+10...

+6...

4

3 Landing

M. Bison — Ultimate Frame Data (18)

Jump Heavy Punch

9

--

800

Overhead

--

--

--

+8...+15

+4...+11

6

3 Landing

M. Bison — Ultimate Frame Data (19)

Jump Light Kick

5

--

300

Overhead

--

Crosses up.

--

+7...+10

+3...+6

7

3 Landing

M. Bison — Ultimate Frame Data (20)

Jump Medium Kick

7

--

500

Overhead

--

Crosses up.

--

+9...+13

+5...+9

7

3 Landing

M. Bison — Ultimate Frame Data (21)

Jump Heavy Kick

10

--

800

Overhead

--

--

--

+11...+15

+7...+11

6

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.

Cannot

use 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

M. Bison — Ultimate Frame Data (2024)
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