M. Bison's Frame Data Super Street Fighter 4 Arcade Edition

Guide last updated on
August 12, 2011 at 9:32 p.m. PDT


M. Bison Frame Data Super Street Fighter 4 Arcade Edition


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Normal Moves
Move Block Damage Stun Meter Gain Cancel Ability Startup Active Recover Frame Adv. Block Frame Adv. Hit Notes
Close Light Punch HL 30 50 20 C*Sp*Su 6 2 5 4 7
Close Medium Punch HL 90 100 40 Sp*Su 7 3 12 -1 2
Close Hard Punch HL 100 200 60 Sp*Su 8 3 16 -1 4 Forces stand
Close Light Kick HL 30 50 20 Sp*Su 4 2 6 3 6
Close Medium Kick HL 90 100 40 Su 7 3 9 2 5
Close Hard Kick HL 100 200 60 - 6 3 16 -1 3
Far Light Punch HL 20 50 20 C*Sp*Su 5 2 7 2 5
Far Medium Punch HL 90 100 40 Su 8 3 11 0 3
Far Hard Punch HL 120 200 60 - 11 2 19 -3 1
Far Light Kick HL 30 50 20 Sp*Su 4 2 6 3 6
Far Medium Kick HL 70 100 40 - 6 3 14 -3 0
Far Hard Kick HL 100 200 60 - 6 3 16 -1 3
Crouch Light Punch HL 30 50 20 C*Sp*Su 4 2 7 2 5
Crouch Medium Punch HL 80 100 40 Sp*Su 7 2 9 3 6
Crouch Hard Punch HL 110 200 60 Su 12 4 21 -7 -2 Forces stand
Crouch Light Kick L 20 50 20 Sp*Su 3 2 8 1 4 Low attack
Crouch Medium Kick L 65 100 40 Sp*Su 5 4 11 -1 2 Low attack
Crouch Hard Kick L 100 200 60 Su 15 12 16 -10 D Low attack, cannot fast recover
Jump Up Light Punch H 50 50 20 - 6 6 - - -
Jump Up Medium Punch H 90 100 40 - 7 7 - - -
Jump Up Hard Punch H 110 200 60 - 6 8 - - -
Jump Up Light Kick H 40 50 20 - 6 12 - - -
Jump Up Medium Kick H 80 100 40 - 7 10 - - -
Jump Up Hard Kick H 100 200 60 - 6 10 - - -
Jump Toward Light Punch H 50 50 20 - 6 7 - - -
Jump Toward Medium Punch H 50 50 40 - 7 3 - - -
Jump Toward Hard Punch H 110 200 60 - 8 8 - - -
Jump Toward Light Kick H 40 50 20 - 5 7 - - -
Jump Toward Medium Kick H 70 100 40 - 6 14 - - -
Jump Toward Hard Kick H 100 200 60 - 7 6 - - -
Move Block Damage Stun Meter Gain Cancel Ability Startup Active Recover Frame Adv. Block Frame Adv. Hit Notes
Other, Special Moves, Supers & Ultras
Move Block Damage Stun Meter Gain Cancel Ability Startup Active Recover Frame Adv. Block Frame Adv. Hit Notes
Jump Medium Punch(during Jump Medium Punch) H 30 50 20 - 6 4 - - - Pursuit Property
Focus Attack Level 1 HL 60 100 20 - 22 2 34 -20 -20
Focus Attack Level 2 HL 90 150 40 - 17+13 2 34 -14 D
Focus Attack Level 3 - 150 200 60 - 66 2 34 D D
Forward Throw 0.9 140 130 40 - 3 2 20 - D Throw range 0.9
Back Throw 0.9 140 150 40 - 3 2 20 - D Throw range 0.9
Psycho Crusher Light Punch HL 120*100 100 30/40 Su 14 12*11 12+6 -8 D 37~48f cannot be thrown, Armor Break, , charge 55f
Psycho Crusher Medium Punch HL 130*100 150 30/40 Su 14 12*15 12+10 -14 D 41~52f cannot be thrown, Armor Break, , charge 55f
Psycho Crusher Hard Punch HL 140*100 200 30/40 Su 14 12*21 12+10 -17 D 47~58f cannot be thrown, Armor Break, , charge 55f
Psycho Crusher EX HL 75*75 100*100 -250/0 Su 14 23 12+6 -16 D 1~13f invincible, 37~48 cannot be throw, Pursuit Property, Armor Break, , , charge 55f
Scissor Kicks Light Kick HL 60*30 50*50 20/16*16 Su 10 2(1)4 17 0 D 1st hit cancellable, charge 55f
Scissor Kicks Medium Kick HL 60*50 50*50 20/16*16 Su 13 2(1)4 22 -5 D 1st hit cancellable, charge 55f
Scissor Kicks Hard Kick HL 70*60 100*50 20/16*16 Su 16 2(1)4 25 -8 D 1st hit cancellable, charge 55f
Scissor Kicks EX HL 70*70 100*50 -250/0 Su 13 2(1)4 25 -8 D 1~12f invincible, Pursuit Property, charge 55f
Headstomp HL 120 100 20/30 - 22 Until ground 16 - - Mid attack, , Flies toward opponent, charge 55f
Headstomp EX HL 180 200 -250/0 - 22 Until ground 16 - D , Mid attack, , , Flies toward opponent, charge 55f
Headstomp  - - - 0/0 - - - 4 - -
Headstomp Punch follow up HL 120 100 20/30 - 35+7 3 13 10 13 Mid attack, ,
Headstomp EX Punch follow up HL 80*80 100*100 -250/0 - 35+7 3 13 10 13 Pursuit Property, Mid attack, ,
Devil's Reverse  HL - - 0/0 - - - 48 - - EX 1~13f invincible, Flies toward opponent
Devil's Reverse HL 110 150 20/30 - 13+34 Until ground 16 - - Mid attack, , charge 55f
Devil's Reverse EX HL 80*80 100*100 -250/0 - 13+34 Until ground 16 - - Pursuit Property, mMid attack, , charge 55f
Teleport - - - 0/0 - - - 42 - - 1~29f invincible
Super Light Kick HLx4*L 60x4*100 0 -1000/0 - 1+6 2(1) 2(11) 2 * 2(8) 18 30 -27 D 1~7f invincible, Pursuit Property, Low attack(5th hit), (5th hit), charge 55f
Super Medium Kick HLx4*L 60x4*100 0 -1000/0 - 1+11 2(1) 2(11) 2 * 2(8) 18 30 -27 D 1~10f invincible, Pursuit Property, Low attack(5th hit), (5th hit), charge 55f
Super Hard Kick HLx4*L 60x4*100 0 -1000/0 - 1+15 2(1) 2(11) 2 * 2(8) 18 30 -27 D 1~12f invincible, Pursuit Property, Low attack(5th hit), (5th hit), charge 55f
Ultra 1 HL 48x4*60*240 0 0/0 - 0+12 4 * 2(12) 2 * 2(16) 12x3 30+18 -35 D 1~16f invincible
Ultra 2 H 90*330 0 0/0 - 0+22 2 43 -23 - 1~3f invincible
Move Block Damage Stun Meter Gain Cancel Ability Startup Active Recover Frame Adv. Block Frame Adv. Hit Notes

Frame data translated and compiled by SFilp. Previous contributions by Gilley.


Comments

jamheald said on March 12, 2010 at 2:58 p.m.

-2 actually cos chuns fa is -21.

#1
Johnry said on May 15, 2010 at 7:17 a.m.

Noticed something was missed out:
Under Cancel Ability, c.MP should be C*Sp*Su as c.MP can be chained into c.MK

#2


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