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Frame Data M Bison

FRaccie edited this page Oct 20, 2026 · 4 revisions

M. Bison frame data

Frames at 60 per second, against a standing opponent at point blank. ° also measured in the game · KD knocks down · Total, Hitstun and Blockstun (counted from the first active frame) are at the right end.

Key: every mark and note
Mark Meaning
° also measured in the game
KD on hit: knocks down
2(6)2 active: 2 frames, a 6-frame gap, 2 frames
2(6)×4 2 active: 2 frames and a 6-frame gap, four times, then 2 frames
N hits ⁽ᵗ⁾ active: too long for the table; the full timing is under the table
Proj projectile; recovery counts from the throw
Air air move; on hit and on block depend on the height, so mostly none given; Recovery is the landing recovery
Whiffs cr. misses a crouching opponent; on block is against standing guard
No hit did not hit a standing opponent up close, so no hit numbers
No block never blocked in our runs, so no block numbers
Cinematic cinematic not simulated yet; only startup and invincibility
Inv invincible on these frames
Land landing recovery frames

Normals

Move Startup Active Recovery On hit On block Notes Total Hitstun Blockstun
Close LP
cl.LP
6 2 5 +7° +4° 12 14 11
Far LP
far.LP
5 2 7 +5° +2° 13 14 11
Close LK
cl.LK
4 2 6 +6° +3° 11 14 11
Far LK
far.LK
4 2 6 +6° +3° 11 14 11
Close MP
cl.MP
7 3 12 +2° -1° 21 17 14
Far MP
far.MP
6 3 12 +3° 0° 20 18 15
Close MK
cl.MK
7 3 9 +5 +2° 18 17 14
Far MK
far.MK
6 3 14 0° -3° 22 17 14
Close HP
cl.HP
8 3 16 +4° -1° 26 23 18
Far HP
far.HP
11 2 19 +1° -3° 31 22 18
Close HK
cl.HK
6 3 16 +3 -1° 24 22 18
Far HK
far.HK
6 3 16 +3 -1° 24 22 18
Crouch LP
cr.LP
4 2 7 +5° +2° 12 14 11
Crouch LK
cr.LK
3 2 8 +4° +1° 12 14 11
Crouch MP
cr.MP
7 2 9 +6° +3° 17 17 14
Crouch MK
cr.MK
5 4 11 +2° -1° 19 17 14
Crouch HP
cr.HP
10 4 21 -2° -7° 34 23 18
Crouch HK
cr.HK
15 12 16 KD -10° 42 - 18
Neutral Jump LP
nj.LP
6 6 5 - - Air · No hit - - -
Neutral Jump LK
nj.LK
6 12 5 - - Air · No hit - - -
Neutral Jump MP
nj.MP
7 7 5 - - Air · No hit - - -
Neutral Jump MK
nj.MK
7 10 5 - - Air · No hit - - -
Neutral Jump HP
nj.HP
6 8 5 - - Air · No hit - - -
Neutral Jump HK
nj.HK
6 10 5 - -22 Air · Whiffs cr. · No hit - - 16
Angled Jump LP
j.LP
6 7 5 - - Air · No hit - - -
Angled Jump LK
j.LK
5 7 5 - - Air · No hit - - -
Angled Jump MP
j.MP
7 3 5 - - Air · No hit - - -
Angled Jump MK
j.MK
6 14 5 - - Air · No hit - - -
Angled Jump HP
j.HP
8 8 5 - - Air · No hit - - -
Angled Jump HK
j.HK
7 6 5 - - Air · No hit - - -

Throws

Move Startup Active Recovery On hit On block Notes Total Hitstun Blockstun
Deadly Throw
5+LP+LK
3 2 20 - - 24 - -
Death Tower
4+LP+LK
3 2 20 - - 24 - -

Specials

Move Startup Active Recovery On hit On block Notes Total Hitstun Blockstun
Psycho Crusher LP
[4]6+LP
14 1(26)11 18 KD -8 Inv 52-63 throw 69 - 21
Psycho Crusher MP
[4]6+MP
14 1(28)13 22 KD -43 Inv 56-67 throw 77 - 21
Psycho Crusher HP
[4]6+HP
14 1(31)16 22 KD -49 Inv 62-73 throw 83 - 21
EX Psycho Crusher
[4]6+PP
- - - - - No hit · Inv 1-13 full, 37-48 throw 54 - -
Psycho Crusher LK
[4]6+LK
10 2(1)4 17 KD -1° Inv 5-14 throw 33 - 20
Psycho Crusher MK
[4]6+MK
13 2(1)4 22 KD -5° Inv 7-17 throw 41 - 21
Psycho Crusher HK
[4]6+HK
16 2(1)4 25 KD -8° Inv 9-20 throw 47 - 21
EX Double Knee Press
[4]6+KK
13 2(1)4 25 KD -8° Inv 1-12 full, 13-17 throw 44 - 21
Head Press LK
[2]8+LK
- - - - - No hit - - -
Head Press MK
[2]8+MK
- - - - - No hit - - -
Head Press HK
[2]8+HK
- - - - - No hit - - -
EX Head Press
[2]8+KK
- - - - - No hit · Inv 1-198 full - - -
Head Press LP
[2]8+LP
- - - - - No hit 16 - -
Devil Jump EX
[2]8+PP
- - - - - No hit · Inv 1-13 full 16 - -
Warp A
623+PPP
- - - - - No hit · Inv 1-29 full 47 - -
Warp B
623+KKK
- - - - - No hit · Inv 1-29 full 47 - -
Warp C
421+PPP
- - - - - No hit · Inv 1-29 full 47 - -
Warp D
421+KKK
- - - - - No hit · Inv 1-29 full 47 - -

Super

Move Startup Active Recovery On hit On block Notes Total Hitstun Blockstun
Knee Press Nightmare
[4]646+LK
1+6 2(1)2(11)4(8)18 29 - -27° Inv 1-8 full, 9-52 projectile 81 - 21
Knee Press Nightmare
[4]646+MK
1+11 2(1)2(11)4(8)18 29 - -27° Inv 1-10 full, 11-57 projectile 86 - 21
Knee Press Nightmare
[4]646+HK
1+15 2(1)2(11)4(8)18 29 - -27° Inv 1-12 full, 13-61 projectile 90 - 21

Ultra 1

Move Startup Active Recovery On hit On block Notes Total Hitstun Blockstun
Nightmare Booster
[4]646+KKK
0+10 6(12)4 - - - No hit · Cinematic · Inv 1-13 full, 35-101 full - - -

Ultra 2

Move Startup Active Recovery On hit On block Notes Total Hitstun Blockstun
Uc2
[4]646+PPP
- - - - - No hit · Cinematic · Inv 1-2 full, 3-119 projectile - - -

Other

Move Startup Active Recovery On hit On block Notes Total Hitstun Blockstun
Focus Attack (held)
5+MP+MK
22 2 34 -20 -20 57 16 16
Focus Attack (released early)
5]MP+MK[
12 2 34 -20 -20 47 16 16
Taunt
5+HP+HK
- - - - - 45 - -

Where SuperCombo differs

Ember vs SuperCombo wiki: 1 different

Our number comes from the game files and was checked in the game where marked above.

Move Field Ember SuperCombo
Psycho Crusher LP On block -8 -3

Generated 2026-10-21 from the game's own files by Ember's battle simulator (build afd904246f24). Do not edit this page: it is rebuilt from the data.

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