M. Bison Collision Boxes - Rengrow/Street-Fighter-II-Gamusinos-Fighters- GitHub Wiki
Standing Jab:
Damage | 4 | |||
Rnd Dmg Table | 0x020 | |||
Stun | 1~7 | |||
Stun Timer | 40 | |||
Chain Cancel | Yes | |||
Special Cancel | Yes | |||
On Hit | +5 | |||
Frame Count | 3+1 | 4 | 5 |
Standing Strong:
Damage | 18 | ||||
Rnd Dmg Table | 0x020 | ||||
Stun | 5~11 | ||||
Stun Timer | 60 | ||||
Chain Cancel | No | ||||
Special Cancel | No | ||||
On Hit | +6 | ||||
Frame Count | 2+1 | 4 | 4 | 6 | |
Simplified | 7 | 4 | 6 |
Standing Fierce:
Damage | 26 | ||||
Rnd Dmg Table | 0x020 | ||||
Stun | 11~17 | ||||
Stun Timer | 80 | ||||
Chain Cancel | No | ||||
Special Cancel | No | ||||
On Hit | -3 | ||||
Frame Count | 4+1 | 4 | 6 | 20 | |
Simplified | 9 | 6 | 20 |
Standing Short:
Damage | 8 | |||||
Rnd Dmg Table | 0x020 | |||||
Stun | 1~7 | |||||
Stun Timer | 40 | |||||
Chain Cancel | No | |||||
Special Cancel | No | |||||
On Hit | +5 | |||||
Frame Count | 2+1 | 2 | 4 | 4 | 1 | |
Simplified | 5 | 4 | 5 |
Standing Forward:
Damage | 16 | |||||
Rnd Dmg Table | 0x020 | |||||
Stun | 5~11 | |||||
Stun Timer | 60 | |||||
Chain Cancel | No | |||||
Special Cancel | No | |||||
On Hit | +5 | |||||
Frame Count | 2+1 | 2 | 4 | 7 | 1 | |
Simplified | 5 | 4 | 8 |
Standing Roundhouse:
Damage | 24 | |||||
Rnd Dmg Table | 0x020 | |||||
Stun | 11~17 | |||||
Stun Timer | 80 | |||||
Chain Cancel | No | |||||
Special Cancel | No | |||||
On Hit | -1 | |||||
Frame Count | 2+1 | 3 | 6 | 20 | 1 | |
Simplified | 6 | 6 | 21 |
Crouching Jab:
Damage | 4 | |||||
Rnd Dmg Table | 0x020 | |||||
Stun | 1~7 | |||||
Stun Timer | 40 | |||||
Chain Cancel | Yes | |||||
Special Cancel | Yes | |||||
On Hit | +6 | |||||
Frame Count | 2 | 2 | 4 | 4 | ||
Simplified | 4 | 4 | 4 |
Crouching Strong:
Damage | 18 | |||||
Rnd Dmg Table | 0x020 | |||||
Stun | 5~11 | |||||
Stun Timer | 60 | |||||
Chain Cancel | No | |||||
Special Cancel | No | |||||
On Hit | +6 | |||||
Frame Count | 3 | 2 | 4 | 6 | ||
Simplified | 5 | 4 | 6 |
Crouching Fierce:
Damage | 26 | |||||
Rnd Dmg Table | 0x020 | |||||
Stun | 11~17 | |||||
Stun Timer | 80 | |||||
Chain Cancel | No | |||||
Special Cancel | No | |||||
On Hit | -3 | |||||
Frame Count | 5 | 4 | 6 | 20 | ||
Simplified | 9 | 6 | 20 |
Crouching Short:
Damage | 8 | |||
Rnd Dmg Table | 0x020 | |||
Stun | 1~7 | |||
Stun Timer | 40 | |||
Chain Cancel | No | |||
Special Cancel | No | |||
On Hit | +5 | |||
Frame Count | 5 | 4 | 5 |
Hits low.
Crouching Forward:
Damage | 16 | |||
Rnd Dmg Table | 0x020 | |||
Stun | 5~11 | |||
Stun Timer | 60 | |||
Chain Cancel | No | |||
Special Cancel | No | |||
On Hit | +6 | |||
Frame Count | 5 | 8 | 5 |
Hits low.
Crouching Roundhouse:
Damage | 24 | |||
Rnd Dmg Table | 0x020 | |||
Stun | 5~11 | |||
Stun Timer | 130 | |||
Chain Cancel | No | |||
Special Cancel | No | |||
On Hit | KD | |||
On Block | -22 | |||
Frame Count | 7 | 29 | 17 |
Hits low. Slides roughly 3/4 the screen, knocking down on hit. Extremely unsafe unless connecting very late in the active frames.
Neutral/Diagonal Jumping Jab:
Damage | 8/7 | ||||||
Rnd Dmg Table | 0x020 | ||||||
Stun | 1~7 | ||||||
Stun Timer | 40 | ||||||
Special Cancel | No | ||||||
Frame Count | 2 | 40 | 6 | ∞ | |||
Simplified | 2 | 40 | ∞ |
Neutral/Diagonal Jumping Strong:
Damage | 16/14 | ||||||
Rnd Dmg Table | 0x020 | ||||||
Stun | 5~11 | ||||||
Stun Timer | 60 | ||||||
Special Cancel | No | ||||||
Frame Count | 3 | 20 | 6 | ∞ | |||
Simplified | 3 | 20 | ∞ |
Neutral Jumping Fierce:
Damage | 24 | ||||||
Rnd Dmg Table | 0x020 | ||||||
Stun | 11~17 | ||||||
Stun Timer | 80 | ||||||
Special Cancel | No | ||||||
Frame Count | 5 | 8 | 6 | ∞ | |||
Simplified | 5 | 8 | ∞ |
Diagonal Jumping Fierce:
Damage | 22 | ||||||
Rnd Dmg Table | 0x020 | ||||||
Stun | 11~17 | ||||||
Stun Timer | 80 | ||||||
Special Cancel | No | ||||||
Frame Count | 5 | 8 | 6 | ∞ | |||
Simplified | 5 | 8 | ∞ |
Neutral Jumping Short:
Damage | 10 | |||
Rnd Dmg Table | 0x020 | |||
Stun | 1~7 | |||
Stun Timer | 40 | |||
Special Cancel | No | |||
Frame Count | 2 | 40 | ∞ |
Neutral Jumping Forward:
Damage | 18 | |||||
Rnd Dmg Table | 0x020 | |||||
Stun | 5~11 | |||||
Stun Timer | 60 | |||||
Special Cancel | No | |||||
Frame Count | 1 | 2 | 20 | ∞ | ||
Simplified | 3 | 20 | ∞ |
Neutral Jumping Roundhouse:
Damage | 26 | |||||
Rnd Dmg Table | 0x020 | |||||
Stun | 11~17 | |||||
Stun Timer | 80 | |||||
Special Cancel | No | |||||
Frame Count | 3 | 2 | 8 | ∞ | ||
Simplified | 5 | 8 | ∞ |
Diagonal Jumping Short:
Damage | 8 | ||||||
Rnd Dmg Table | 0x020 | ||||||
Stun | 1~7 | ||||||
Stun Timer | 40 | ||||||
Special Cancel | No | ||||||
Frame Count | 2 | 40 | 5 | ∞ | |||
Simplified | 2 | 40 | ∞ |
Diagonal Jumping Forward:
Damage | 16 | ||||||
Rnd Dmg Table | 0x020 | ||||||
Stun | 5~11 | ||||||
Stun Timer | 60 | ||||||
Special Cancel | No | ||||||
Frame Count | 3 | 20 | 5 | ∞ | |||
Simplified | 3 | 20 | ∞ |
Diagonal Jumping Roundhouse:
Damage | 24 | ||||||
Rnd Dmg Table | 0x020 | ||||||
Stun | 11~17 | ||||||
Stun Timer | 80 | ||||||
Special Cancel | No | ||||||
Frame Count | 5 | 8 | 5 | ∞ | |||
Simplified | 5 | 8 | ∞ |
M.Bison can only throw with Strong and Fierce. He has no kick throws.
Deadly Throw: (←/→ + Strong/Fierce)
Damage | 32 | ||
Stun | 7~13 | ||
Stun Timer | 99 | ||
Range (from axis) | 52 | ||
Range advantage | 24 |
Both punch throws are the same.
Psycho Crusher: (Charge ←, →, P) [charge time: 59f]
Startup:
Frame Count | 2 | 2 | 2 | 7 |
Simplified | 13 |
Active part 1:
Jab Version: This happens 2 times.
Damage (Jab) | 24 | ||||
Damage (Strong) | 26 | ||||
Damage (Fierce) | 28 | ||||
Random dmg table | 0x040 | ||||
Stun | 13~19 | ||||
Stun Timer | 120 | ||||
Frame Advantage | KD | ||||
Frame Count | 3 | 3 | 3 | 3 | |
Simplified | 12 |
Active part 2:
Jab Version:
Frame Count | 3 | 3 | 2 | |
Simplified | 8 |
Strong Version: No extra animation.
- Fierce Version:
Frame Count | 2 |
Recovery:
Frame Count | 9 | 7 | |
Simplified | 16 |
Though japanese Champion Edition has this special tuned down, it's still a really good move if used correctly.
LP Psycho Crusher is good chipping tool and fairly safe to use.
MP Psycho Crusher can set up tick throws and crossing up folks who are
getting up. HP Psycho Crusher is good at chasing people down, trading
with projectiles up close, getting far away from the corner. It's also
really good at hitting people from behind, either as they're getting up
or coming down from a jump, since his legs can hit. HP Psycho Crusher is
only somewhat safe if you do it when your opponent is far away from the
corner though, and even then, some characters can still turn around and
smack you before you land. Some characters can even hit you
-in-between- the blocked hits of the Psycho Crusher, though in my 13 or
so years of playing this game, I've only seen this occur -once-.
Bison's only special move with invincibility, though only 2 frames.
Double Knee Press: (Charge ←, →, K) [charge time: 107f]
Startup:
Frame Count | 2/3/4 | 3 | 3 |
Simplified | 8/9/10 |
Active:
Damage (Jab) | 24,16 | |||
Damage (Strong) | 26,16 | |||
Damage (Fierce) | 28,16 | |||
Random dmg table | 0x020 | |||
Stun | 13~19,1~7 | |||
Stun Timer | 120,50 | |||
Frame Advantage | +4/+3/+2 | |||
Frame Count | 8 | 9 | ||
Simplified | 17 |
Recovery:
Frame Count | 6/7/8 |
Notes: This special move can be combined with normal ones to get a redizzy infinite combo on most chars except Blanka. Besides, it's Bison's best method for keeping pressure on the opponent. A MK Double Knee Press, followed by c.MK, s.MK, MK Double Knee Press is a very good way to trap the opponent on a block stunt state and can even deplete his life bar with sucessive chip damage. You can draw out retaliation attacks after the c.MK, either by doing c.LP or doing nothing. All versions of the Double Knee Press are relatively safe if you do them from far away, which is the only place you should be doing them. c.LP x 2, s.LP, MK Double Knee Press is M.Bison's most damaging and most reliable combo to perform when an opponent is dizzy. Don't use this attack against a crouch-blocking Blanka, since his sprite is so low to the ground that only one hit connects really fast and it will throw off your timing.
Head Stomp: (Charge ↓, ↑, K) [charge time: 59f]
Startup:
Frame Count | 2 | 12 | 8 | 8 |
Simplified | 30 |
Active:
Damage | 14 | |
Random dmg table | 0x020 | |
Stun | 11~17 | |
Stun Timer | 60 | |
Frame Count | ∞ |
Forward/Roundhouse Version:
Damage (Frwrd) | 16 | |
Damage (Rh) | 18 | |
Random dmg table | 0x020 | |
Stun | 11~17 | |
Stun Timer | 60 | |
Frame Count | ∞ |
Bounce/Recovery:
Frame Count | 7 (IF) | 7 (IF) + 1 | 6 | 6 | 6 | 6 | ∞ | 6 |
Your main anti-projectile move. Use it to safely counter the projectiles of Ken, Dhalsim, or Chun-li on reaction from a full-screen away, which is where you'll be using this most of the time. You can counter Ryu or Sagat's with it, but only if you anticipate and launch the moment you see them throw their projectile. Guile's projectile cannot be reliably countered with this attack if you're at full screen - he may not be able to counter you back, but he should be able to block. The Head Press has some use as a low move counter in close, but only rarely, and not against anyone who has an instantaneous anti-air.
Somersault Skull Diver: (P, during the Bounce/Recovery animation of Head Stomp)
Jab Version:
Damage | 22 | |||
Random dmg table | 0x060 | |||
Stun | 11~17 | |||
Stun Timer | 60 | |||
Frame Count | 3 | ∞ | 6 |
Strong Version:
Damage | 24 | |||||
Random dmg table | 0x060 | |||||
Stun | 11~17 | |||||
Stun Timer | 60 | |||||
Frame Count | 4 | 20 | 6 | ∞ | 6 |
Fierce Version:
Damage | 26 | |||||
Random dmg table | 0x060 | |||||
Stun | 11~17 | |||||
Stun Timer | 60 | |||||
Frame Count | 6 | 8 | 6 | ∞ | 6 |
The follow up to the Head Press is a very useful move. You can combo off of it if you land it deep enough. It's also great for goading certain people, especially characters with air throws - after a blocked Head Press, you should NEVER EVER be air thrown out of this, since you can -always- smack them before they reach you. It's great against characters who don't have instantaneous anti-air, or characters' whose anti-air doesn't hit behind.
Walk back | Neutral | Walk Fwd | Crouch |
Standing reel:
Standing gut reel:
Crouching reel:
Dizzy:
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