Frame List|M. BISON

V-Trigger I V-Trigger II

Active frames are the total value of the valid frames.

Normal Moves
Move Name Frame Recovery V-Trigger Cancel Recovery Cancel Info Damage Stun Meter Gain
(Whiff/Hit)
Properties Projectile
Nullification
Airborne
Hurtbox
Comments
Startup Active Recovery On Hit On Block On Hit On Block

Standing LP

L

4 3 7 5 3 3 1 SCAV 3030 7070 0 / 20 High

Standing MP

M

7 3 14 6 2 11 7 V 6060 100100 0 / 30 High

Standing HP

H

11 3 20 -1 -6 9 4 SCAV 9090 150150 0 / 50 High

Standing LK

L

3 2 10 0 -2 0 -2 SCAV 3030 7070 0 / 20 High

Standing MK

M

7 3 13 2 -2 6 2 V 6060 100100 0 / 30 High

Standing HK

H

9 3 13 6 3 10 7 V 8080 150150 0 / 50 High Triggers Crush Counter (crumple)
Forces stand

Crouching LP

(WHILE CROUCHING)

L

4 3 5 4 3 0 -1 SCAV 3030 7070 0 / 20 High Can be rapid canceled

Crouching MP

(WHILE CROUCHING)

M

6 3 12 3 1 6 4 SCAV 6060 100100 0 / 30 High

Crouching HP

(WHILE CROUCHING)

H

10 5 23 -5 -11 11 5 V 100100 150150 0 / 50 High Forces stand

Crouching LK

(WHILE CROUCHING)

L

4 2 7 3 2 0 -1 V 2020 7070 0 / 20 Low Can be rapid canceled

Crouching MK

(WHILE CROUCHING)

M

7 2 15 -1 -2 3 2 SCAV 5050 100100 0 / 30 Low

Crouching HK

(WHILE CROUCHING)

H

15 10 18 D -12 D 4 V 9090 150150 0 / 50 Low Triggers Crush Counter (D)

Jumping LP

(DURING JUMP)

L

4 6 4040 7070 0 / 20 Mid

Jumping MP

(DURING JUMP)

M

7 3 5050 100100 0 / 30 Mid Causes blowback knockdown on airborne hit

Jumping HP

(DURING JUMP)

H

8 6 9090 150150 0 / 50 Mid

Jumping LK

(DURING JUMP)

L

3 6 4040 7070 0 / 20 Mid

Jumping MK

(DURING JUMP)

M

6 6 6060 100100 0 / 30 Mid Can cross-up

Jumping HK

(DURING JUMP)

H

8 6 9090 150150 0 / 50 Mid
Unique Attacks
Move Name Frame Recovery V-Trigger Cancel Recovery Cancel Info Damage Stun Meter Gain
(Whiff/Hit)
Properties Projectile
Nullification
Airborne
Hurtbox
Comments
Startup Active Recovery On Hit On Block On Hit On Block

Hell Attack

(DURING JUMP)

M

M

5 4 7070 5050 0 / 30 Mid

Psycho Axe

+

H

18 3 20 6 1 15 10 V 8080 150150 0 / 50 High Triggers Crush Counter (+15F)

Shadow Axe

M

+

H

14 3 20 2 -8 11 1 V 5050 120120 0 / 40 High Triggers Crush Counter (+15F)
Normal Throws
Move Name Frame Recovery V-Trigger Cancel Recovery Cancel Info Damage Stun Meter Gain
(Whiff/Hit)
Properties Projectile
Nullification
Airborne
Hurtbox
Comments
Startup Active Recovery On Hit On Block On Hit On Block

Psycho Impact

(CLOSE TO OPPONENT)OR+

L

L

5 3 17 140140 170170 0 / 70 Throw

Psycho Fall

(CLOSE TO OPPONENT)+

L

L

5 3 17 130130 150150 0 / 70 Throw
V-System
Move Name Frame Recovery V-Trigger Cancel Recovery Cancel Info Damage Stun Meter Gain
(Whiff/Hit)
Properties Projectile
Nullification
Airborne
Hurtbox
Comments
Startup Active Recovery On Hit On Block On Hit On Block

Psycho Reflect

M

M

6 9(*7) 28 V-Gauge 0 / 100 *Value while absorbing projectile
Subject to counter hit during move duration

Psycho Reflect (Shoot Projectile)

M

M

(HOLD BUTTONS)
16 36 total frames D 13 8080
*
100100
*
V-Gauge 0 / 50 High Note: Automatically fires the projectile upon successful Psycho Reflect absorption

Psycho Reflect (Attack)

13 5 25 D 2 100100 150150 V-Gauge 0 / 60 High ※「サイコリジェクト(吸収)」の当身判定に打撃攻撃や本体に付随する飛び道具を受け止めた際に自動派生

Psycho Punishment

(DURING THE ABSORPTION STATE)

M

M

16 36 total frames D 13 8080
*
100100
*
V-Gauge 0 / 50 High Can be canceled into from special move-cancelable normal moves
Note: After a successful non-button hold Psycho Reflect absorption, the projectile can be fired by pressing MP + MK again

Psycho Nightmare

H

H

1 10 V-Gauge -600 / 0 V-Gauge Timer + 4000F
Gains an exclusive special move
Cannot be canceled into from a special move

Psycho Burst

(DURING GUARD)+

LMH

17 2 20 D -2 6060 00 V-Gauge -300 / 0 High 1F - 30F attack & projectile invincibility
Recover 200 stun upon activation
Special Moves
Move Name Frame Recovery V-Trigger Cancel Recovery Cancel Info Damage Stun Meter Gain
(Whiff/Hit)
Properties Projectile
Nullification
Airborne
Hurtbox
Comments
Startup Active Recovery On Hit On Block On Hit On Block

L Psycho Blast

+

L

10 10 40 total frames D -2 CA 7070 100100 5 / 30 High

M Psycho Blast

+

M

15 10 42 total frames D -1 CA 7070 100100 5 / 30 High

H Psycho Blast

+

H

19 10 42 total frames D 2 CA 7070 100100 5 / 30 High

EX Psycho Blast

+
15 38 total frames D 6 100100 150150 -300 / 0 High

L Psycho Inferno

+

L

14 12 56 total frames D -12 CA* 8080
*
150150 10 / 20 High CA*Only possible during 3rd attack

M Psycho Inferno

+

M

16 14 58 total frames D -11 CA* 9090
*
150150 10 / 20 High CA*Only possible during 3rd attack

H Psycho Inferno

+

H

18 16 63 total frames D -10 CA* 100100
*
150150 10 / 20 High CA*Only possible during 3rd attack

EX Psycho Inferno

+
15 18 54 total frames D -1 140140
*
150150
*
-300 / 0 High

L Double Knee Press

+

L

11 5 19 2 -4 CA* 8080
*
100100
*
10 / 30 High 13F - CA*Only possible during 1st attack

M Double Knee Press

+

M

14 5 20 2 -3 CA* 9090
*
100100
*
10 / 30 High 16F - CA*Only possible during 1st attack

H Double Knee Press

+

H

19 5 21 1 -2 CA* 100100
*
100100
*
10 / 30 High 21F - CA*Only possible during 1st attack

EX Double Knee Press

+
12 6 17 D 1 S* 150
(*160)
(*270)
150
*
200
(*1*2100)
200
*
-300 / 0 High 14F - S*Can cancel into Psycho Crusher and Psycho Judgment on the 2nd hit (non-locked version)
*1During airborne hit
*2From active frame 2F

Head Press

+
23 Until landing 7 frame(s) after landing CA 100100 200200 0 / 40 Mid 8F -

EX Head Press

+
18 Until landing 16 frame(s) after landing D 160
(*100)
160
*
200
(*100)
200
*
-300 / 0 Mid 6F - Can cross-up
1F - 6F attack & projectile invincibility
*During airborne hit

Somersault Skull Diver

(AFTER HEAD PRESS HITS)
5 10 4 frame(s) after landing CA 7070 100100 20 / 40 Mid

Devil Reverse

(BEFORE HEAD PRESS HITS)
15 22 7 frame(s) after landing D CA 7070 100100 5 / 30 Mid

EX Devil Reverse

(BEFORE HEAD PRESS HITS)
27 4 frame(s) after landing D 9 140140
*
200200
*
-300 / 0 Mid 1F - 16F full invincibility

Psycho Crusher

(DURING V-TRIGGER II)

H

H

14 17 26 D -8 CA 100100 100100 10 / 40 High 14F - 37F Uses 2000F V-Gauge Timer
Can cross-up
14F - 29F projectile invincibility
30F~34F 上半身飛び道具無敵
Can be canceled into from V-Trigger-cancelable moves

Psycho Charge

(DURING V-TRIGGER II)+
6 2 60 D 100100 100100 0 / 80 Throw Uses 1000F V-Gauge Timer
On hit, an additional attack will be triggered on the opponent after a set amount of time passes
The Psycho Charge effect will be lost if Bison takes a hit from the opponent
Can combo only as a special move cancel

Psycho Judgement

(AFTER Psycho Charge HITS)+
15 12 37 total frames D 14 7070 9090 0 / 20 High Can be canceled into from V-Trigger-cancelable moves
Critical Art
Move Name Frame Recovery V-Trigger Cancel Recovery Cancel Info Damage Stun Meter Gain
(Whiff/Hit)
Properties Projectile
Nullification
Airborne
Hurtbox
Comments
Startup Active Recovery On Hit On Block On Hit On Block

Ultimate Psycho Crusher

+
1+5 15 63 D -40 340340 00 -900 / 0 High 4F - 1F - 20F full invincibility

Ultimate Psycho Crusher (Airborne)

(DURING JUMP)+
1+5 15 4 frame(s) after landing D 340340 00 -900 / 0 High 1F - 20F full invincibility

Active frames are the total value of the valid frames.

Normal Moves
Move Name Frame Recovery V-Trigger Cancel Recovery Cancel Info Damage Stun Meter Gain
(Whiff/Hit)
Properties Projectile
Nullification
Airborne
Hurtbox
Comments
Startup Active Recovery On Hit On Block On Hit On Block

Standing LP

L

4 3 7 5 3 3 1 SCAV 3030 7070 0 / 20 High

Standing MP

M

7 3 14 6 2 11 7 V 6060 100100 0 / 30 High

Standing HP

H

11 3 20 -1 -6 9 4 SCAV 9090 150150 0 / 50 High

Standing LK

L

3 2 10 0 -2 0 -2 SCAV 3030 7070 0 / 20 High

Standing MK

M

7 3 13 2 -2 6 2 V 6060 100100 0 / 30 High

Standing HK

H

9 3 13 6 3 10 7 V 8080 150150 0 / 50 High Triggers Crush Counter (crumple)
Forces stand

Crouching LP

(WHILE CROUCHING)

L

4 3 5 4 3 0 -1 SCAV 3030 7070 0 / 20 High Can be rapid canceled

Crouching MP

(WHILE CROUCHING)

M

6 3 12 3 1 6 4 SCAV 6060 100100 0 / 30 High

Crouching HP

(WHILE CROUCHING)

H

10 5 23 -5 -11 11 5 V 100100 150150 0 / 50 High Forces stand

Crouching LK

(WHILE CROUCHING)

L

4 2 7 3 2 0 -1 V 2020 7070 0 / 20 Low Can be rapid canceled

Crouching MK

(WHILE CROUCHING)

M

7 2 15 -1 -2 3 2 SCAV 5050 100100 0 / 30 Low

Crouching HK

(WHILE CROUCHING)

H

15 10 18 D -12 D 4 V 9090 150150 0 / 50 Low Triggers Crush Counter (D)

Jumping LP

(DURING JUMP)

L

4 6 4040 7070 0 / 20 Mid

Jumping MP

(DURING JUMP)

M

7 3 5050 100100 0 / 30 Mid Causes blowback knockdown on airborne hit

Jumping HP

(DURING JUMP)

H

8 6 9090 150150 0 / 50 Mid

Jumping LK

(DURING JUMP)

L

3 6 4040 7070 0 / 20 Mid

Jumping MK

(DURING JUMP)

M

6 6 6060 100100 0 / 30 Mid Can cross-up

Jumping HK

(DURING JUMP)

H

8 6 9090 150150 0 / 50 Mid
Unique Attacks
Move Name Frame Recovery V-Trigger Cancel Recovery Cancel Info Damage Stun Meter Gain
(Whiff/Hit)
Properties Projectile
Nullification
Airborne
Hurtbox
Comments
Startup Active Recovery On Hit On Block On Hit On Block

Hell Attack

(DURING JUMP)

M

M

5 4 7070 5050 0 / 30 Mid

Psycho Axe

+

H

18 3 20 6 1 15 10 V 8080 150150 0 / 50 High Triggers Crush Counter (+15F)

Shadow Axe

M

+

H

14 3 20 2 -8 11 1 V 5050 120120 0 / 40 High Triggers Crush Counter (+15F)
Normal Throws
Move Name Frame Recovery V-Trigger Cancel Recovery Cancel Info Damage Stun Meter Gain
(Whiff/Hit)
Properties Projectile
Nullification
Airborne
Hurtbox
Comments
Startup Active Recovery On Hit On Block On Hit On Block

Psycho Impact

(CLOSE TO OPPONENT)OR+

L

L

5 3 17 140140 170170 0 / 70 Throw

Psycho Fall

(CLOSE TO OPPONENT)+

L

L

5 3 17 130130 150150 0 / 70 Throw
V-System
Move Name Frame Recovery V-Trigger Cancel Recovery Cancel Info Damage Stun Meter Gain
(Whiff/Hit)
Properties Projectile
Nullification
Airborne
Hurtbox
Comments
Startup Active Recovery On Hit On Block On Hit On Block

Psycho Reflect

M

M

6 9(*7) 28 V-Gauge 0 / 100 *Value while absorbing projectile
Subject to counter hit during move duration

Psycho Reflect (Shoot Projectile)

M

M

(HOLD BUTTONS)
16 36 total frames D 13 8080
*
100100
*
V-Gauge 0 / 50 High Note: Automatically fires the projectile upon successful Psycho Reflect absorption

Psycho Reflect (Attack)

13 5 25 D 2 100100 150150 V-Gauge 0 / 60 High ※「サイコリジェクト(吸収)」の当身判定に打撃攻撃や本体に付随する飛び道具を受け止めた際に自動派生

Psycho Punishment

(DURING THE ABSORPTION STATE)

M

M

16 36 total frames D 13 8080
*
100100
*
V-Gauge 0 / 50 High Can be canceled into from special move-cancelable normal moves
Note: After a successful non-button hold Psycho Reflect absorption, the projectile can be fired by pressing MP + MK again

Psycho Power

H

H

1 10 V-Gauge -900 / 0 V-Gauge Timer + 2000F
Special move performance enhanced while active

Psycho Burst

(DURING GUARD)+

LMH

17 2 20 D -2 6060 00 V-Gauge -300 / 0 High 1F - 30F attack & projectile invincibility
Recover 200 stun upon activation
Special Moves
Move Name Frame Recovery V-Trigger Cancel Recovery Cancel Info Damage Stun Meter Gain
(Whiff/Hit)
Properties Projectile
Nullification
Airborne
Hurtbox
Comments
Startup Active Recovery On Hit On Block On Hit On Block

L Psycho Blast

+

L

12 10 40 total frames D -2 D 15 CAV 7070 100100 5 / 30 High

M Psycho Blast

+

M

15 10 42 total frames D -1 D 15 CAV 7070 100100 5 / 30 High

H Psycho Blast

+

H

19 10 42 total frames D 2 D 14 CAV 7070 100100 5 / 30 High

VPsycho Blast

+
11 14 37 total frames D 1 CA 100100 100100 5 / 30 High Uses 200F V-Gauge Timer

EX Psycho Blast

+
15 38 total frames D 6 D 17 V 100100 150150 -300 / 0 High

VEX Psycho Blast

+
14 36 total frames D 7 120120 150150 -300 / 0 High Uses 200F V-Gauge Timer

L Psycho Inferno

+

L

14 12 56 total frames D -12 D 19 CA*V 8080
*
150150 10 / 20 High CA*Only possible during 3rd attack

M Psycho Inferno

+

M

16 14 58 total frames D -11 D 20 CA*V 9090
*
150150 10 / 20 High CA*Only possible during 3rd attack

H Psycho Inferno

+

H

18 16 63 total frames D -10 D 24 CA*V 100100
*
150150 10 / 20 High CA*Only possible during 3rd attack

VPsycho Inferno

+
14 16 51 total frames D -5 CA* 100100
*
150150
*
10 / 20 High Uses 200F V-Gauge Timer
CA*Only possible during 4th attack

EX Psycho Inferno

+
15 18 54 total frames D -1 D 27 V 140140
*
150150
*
-300 / 0 High

VEX Psycho Inferno

+
15 28 61 total frames D 4 160160
*
150150
*
-300 / 0 High Uses 200F V-Gauge Timer

VEX Psycho Inferno (Cancel)

+
16 28 62 total frames D 4 160160
*
150150
*
-300 / 0 High Uses 200F V-Gauge Timer

L Double Knee Press

+

L

11 5 19 2 -4 4 -2 CA*V* 8080
*
100100
*
10 / 30 High 13F - CA*Only possible during 1st attack
V*Only possible during 2nd attack

M Double Knee Press

+

M

14 5 20 2 -3 5 0 CA*V* 9090
*
100100
*
10 / 30 High 16F - CA*Only possible during 1st attack
V*Only possible during 2nd attack

H Double Knee Press

+

H

19 5 21 1 -2 7 3 CA*V* 100100
*
100100
*
10 / 30 High 21F - CA*Only possible during 1st attack
V*Only possible during 2nd attack

VL Double Knee Press

+

L

13 5 19 2 -4 CA* 9090
*
150150
*
10 / 30 High 9F - Uses 200F V-Gauge Timer
6F - 9F full invincibility
CA*Only possible during 1st attack

VM Double Knee Press

+

M

15 5 20 2 -3 CA* 100100
*
150150
*
10 / 30 High 9F - Uses 200F V-Gauge Timer
6F - 11F full invincibility
CA*Only possible during 1st attack

VH Double Knee Press

+

H

19 5 22 2 -2 CA* 110110
*
150150
*
10 / 30 High 9F - Uses 200F V-Gauge Timer
6F - 13F full invincibility
CA*Only possible during 1st attack

EX Double Knee Press

+
12 6 17 D 1 7 V* 150
(*160)
(*270)
150
*
200
(*1*2100)
200
*
-300 / 0 High 14F - V*Only for the second hit on block
*1During airborne hit
*2From active frame 2F

VEX Double Knee Press

+
13 6 15 D 3 160160
*
200200
*
-300 / 0 High 6F - Uses 200F V-Gauge Timer
4F - 12F full invincibility

VEX Double Knee Press (Cancel)

+
13 6 15 D 3 160160
*
200200
*
-300 / 0 High 6F - Uses 200F V-Gauge Timer
1F - 12F full invincibility

Head Press

+
23 Until landing 7 frame(s) after landing CA 100100 200200 0 / 40 Mid 8F -

VHead Press

+
24 Until landing 25 frame(s) after landing D 1 CA 120120 200200 0 / 40 Mid 8F - Uses 200F V-Gauge Timer
Cannot recover

EX Head Press

+
17 Until landing 16 frame(s) after landing D 160
(*100)
160
*
200
(*100)
200
*
-300 / 0 Mid 6F - Can cross-up
Projectile invincible from 1-2F, 8F until landing
Hit and projectile invincible from 3F to 7F
*During airborne hit

VEX Head Press

+
35 Until landing 28 frame(s) after landing D -2 180180 200200 -300 / 0 Mid 8F - Uses 200F V-Gauge Timer
1F - 25F full invincibility
Cannot recover

VEX Head Press (Cancel)

+
43 Until landing 16 frame(s) after landing D -2 180180 200200 -300 / 0 Mid 8F - Uses 200F V-Gauge Timer
Cannot recover

Somersault Skull Diver

(AFTER HEAD PRESS HITS)
5 10 4 frame(s) after landing CA 7070 100100 20 / 40 Mid

Devil Reverse

(BEFORE HEAD PRESS HITS)
15 22 7 frame(s) after landing D 2 CA 7070 100100 5 / 30 Mid

VDevil Reverse

(BEFORE HEAD PRESS HITS)
32 4 frame(s) after landing D 8 CA 100100 150150 5 / 30 Mid Uses 200F V-Gauge Timer

EX Devil Reverse

(BEFORE HEAD PRESS HITS)
27 10 frame(s) after landing D 9 140140
*
200200
*
-300 / 0 Mid 1F - 16F full invincibility

VEX Devil Reverse

(BEFORE HEAD PRESS HITS)
40 4 frame(s) after landing D 14 160160
*
200200
*
-300 / 0 Mid Uses 200F V-Gauge Timer
Critical Art
Move Name Frame Recovery V-Trigger Cancel Recovery Cancel Info Damage Stun Meter Gain
(Whiff/Hit)
Properties Projectile
Nullification
Airborne
Hurtbox
Comments
Startup Active Recovery On Hit On Block On Hit On Block

Ultimate Psycho Crusher

+
1+5 15 63 D -40 340340 00 -900 / 0 High 4F - 1F - 20F full invincibility

Ultimate Psycho Crusher (Airborne)

(DURING JUMP)+
1+5 15 4 frame(s) after landing D 340340 00 -900 / 0 High 1F - 20F full invincibility