Bison

*Blue Numbers in Active Frames mean no active frames

Movetype Move Command Start Up Active Frames Recovery Frames Blocked Advantage Hit Advantage Crouching Hit Advantage Guard Special Cancel Super Cancel Super Meter Gained(whiffing)150 for Full Bar, 50 for 1 bar Super Meter Gained(blocking)150 for Full Bar, 50 for 1 bar Super Meter Gained(hitting)150 for Full Bar, 50 for 1 bar

Average Damage

Normal Standing Jab L 33 8      H/L Y Y 1 2 3 3
Normal Standing Strong M 86 17      H/L N Y 2 4 6 25
Normal Standing Fierce H 87 19      H/L N Y 2 6 10 35
Normal Crouching Jab (While crouching) L 55 3      H/L Y Y 1 2 3 3
Normal Crouching Strong (While crouching) M 66 5      H/L Y Y 2 4 6 25
Normal Crouching Fierce (While crouching) H 69 17      H/L Y Y 2 6 10 35
Normal Jumping Jab(In Air) L 418 0      H Y Y 1 2 3 10
Normal Jumping Strong (In Air) M 514 0      H Y Y 2 4 6 20
Normal Jumping Fierce (In Air) H 511 0      H Y Y 2 6 10 30
Normal Standing Short L 55 7      H/L Y Y 1 2 3 10
Normal Standing Forward M 67 15      H/L Y Y 2 4 6 25
Normal Standing Roundhouse H 88 22      H/L N Y 2 6 10 35
Normal Crouching Short (While crouching) L 55 5      L Y Y 1 2 3 3
Normal Crouching Forward (While crouching) M 67 10      L Y Y 2 4 6 25
Normal Crouching Roundhouse (While crouching) H 912 18      L N Y 2 6 10 35
Normal Jumping Short (In Air) L 518 0      H N N 1 2 3 10
Normal Jumping Forward (In Air) M 414 0      H N N 2 4 6 15
Normal Jumping Roundhouse (In Air) H 411 0      H N N 2 6 10 25
Throw Psycho Shoulder Toss ï or ð+M or H 00 0      NA N N NANA4 35
Throw Psycho Leg Smash ï or ð+M or H 0 00      NA N N NANA8 6+6+10+10
Special Psycho Crusher Chargeï, ð + 12L: 9

M: 14

H: 19

12 to land, 17 on ground       H/L N Y L:4

M:4

H:4

L:6+2

M:6+2

H :6+2+2

L:9

M:9

H:9

35
Special Head Stomp Chargeò, ñ + 1931 (last hit frame can be ground)14      H N N 445 15
Special Skull Diver (In Air after Head Stomp) 6Till landing 14       H N Y 025 25
Special Knee Press Chargeï, ð + 96,4 (end of 4 is on ground)22      H/L N Y 45+1 7+2 20+6
Lv 1 Normal Guard Break L+L or M+M or H+H 278 35 to land       Unguardable N Y 000 20
Lv 1 Super Psycho Cannon (Invincible 7 frames) Chargeï,ð,ï,ð+ 6,111~52 34       H/L N Y Release:4

Hold:0

Release:1*(1~7)

Hold:1*(5~10)

Release:0

Hold:5+0*(4~9)

6*(1~7) or 30+6*(3~8)+15
Lv 1 Super Knee Press Nightmare (Invincible 16 frames) Chargeï,ð,ï,ð+ 6,66,2,14,6,2,11,

3,11,4,4,6,8,11

21 to land, 14 on ground       H/L N Y 01*8 0+1+0+1+0+1+0+0 10*8