M. Bison's Frame Data Street Fighter X Tekken v2013

Guide last updated on
March 23, 2013 at 4:07 p.m. PDT


M. Bison's Frame Data Street Fighter X Tekken v2013


If you have trouble understanding this data, please check out the how to read frame data guide here on EventHubs.com.

Normal Moves
Move Hit Damage Startup Active Recovery Hit Adv Block Adv Cancel Notes
Far LP H 30 5 2 13 +2 -2 SM,EX,SA,CA Rapid fire cancelable to light normal moves
Far MP H 60 5 3 13 +5 +1 SM,EX,SA,CA -
Far HP H 90 8 3 25 -3 -7 SM,EX,SA,CA -
Far LK H 30 4 2 10 +5 +1 - -
Far MK H 60 6 3 17 +1 -3 - -
Far HK H 90 6 3 20 +2 -3 - -
Close LP H 30 6 2 9 +6 +2 SM,EX,SA,CA Rapid fire cancelable to light normal moves
Close MP H 60.0 5.0 3.0 14.0 +5 +1 SM,EX,SA,CA -
Close HP H 90 7 3 18 +5 -1 SM,EX,SA,CA forces standing
Close LK H 30 3 2 8 +7 +3 SM,EX,SA,CA -
Close MK H 60 7 3 11 +7 +3 - -
Close HK H 90 6 3 19 +3 -2 - -
Crouch LP H 30 4 2 10 +5 +1 SM,EX,SA,CA Rapid fire cancelable to light normal moves
Crouch MP H 60 7 3 13 +5 +1 SM,EX,SA,CA -
Crouch HP H 90 11 4 18 +4 -4 - forces standing
Crouch LK L 30 4 2 10 +5 +1 SM,EX,SA,CA -
Crouch MK L 60 5 4 15 +2 -2 SM,EX,SA,CA -
Crouch HK L 90 15 12 20 hard knockdown -12 - -
Jump up LP M 40 6 2 until ground+4f +12 +4 - -
Jump up MP M 70 7 6 until ground+4f +16 +5 - -
Jump up HP M 100 6 8 until ground+4f +20 +8 - -
Jump up LK M 40 6 14 until ground+4f +12 +4 - -
Jump up MK M 70 7 10 until ground+4f +16 +5 - -
Jump up HK M 100 6 10 until ground+4f +20 +8 - -
Jump forward LP M 40 6 7 until ground+4f +12 +4 - -
Jump forward MP M 70 7 3 until ground+4f +16 +5 - -
Jump forward HP M 100 8 8 until ground+4f +20 +8 - -
Jump forward LK M 40 5 7 until ground+4f +12 +4 - -
Jump forward MK M 70 6 14 until ground+4f +16 +5 - -
Jump forward HK M 100 7 6 until ground+4f +20 +8 - -
Launcher H 100 13 2 54 switch -34 - Crushes crouching attacks, launches opponent while switching characters
Cross Cancel H 120 15 22 18 hard knockdown -15 - Similar to EX Psycho Crusher, full body invulnerability frames 1-17
Deadly Throw throw 140 5 2 20 hard knockdown - - -
DeathTower throw 140 5 2 20 hard knockdown - - -
Other, Special Moves, Super & Cross Art
Move Hit Damage Startup Active Recovery Hit Adv Block Adv Cancel Notes
Hell Attack M 70 6 4 until ground+4f +16 +5 - Knockdown on airborne foes
Psycho Crusher LP H 120 15 23 18 knockdown -7 - Airborne frames 15-48
Psycho Crusher MP H 130 15 27 22 knockdown -13 - Airborne frames 15-52
Psycho Crusher HP H 140 15 33 22 knockdown -16 (-33 from close) - Airborne frames 15-58
Psycho Crusher EX H 75x2 15.0 23 18 knockdown -15 - Full body invulnerability frames 1-15, airborne frames 16-49, absorbs 1 projectile hit
Head Press M 140 23-41 until ground until grounded+16f (on whiff) -22 -26 - Homes to foe’s position, knockdown on airborne foe, airborne on frame 1
Head Press EX M 160 23-41 until ground until grounded+16f (on whiff) hard knockdown -26 - Full body invulnerability from startup until active, homes to foe’s position, airborne frame 1
Somersault Skull Diver M 80 8 3 until grounded+8f +18 +15 - Input P 32-86 frames after Head Press hit or block to execute attack
Somersault Sull Diver EX M 60x2 8 3 until grounded+8f +18 +15 - Input PP 32-86 frames after Head Press hit or block to execute attack, full body invulnerability frames 1-10
Devil Reverse - - - - 49 - - - Homes to foe’s position, input P between frames 13-40 for follow-up attack
Devil Reverse EX - - - - 49 - - - Full body invulnerability frames 1-14, homes to foe’s position, input PP between frames 13-40 for follow-up attack
Devil Reverse followup M 70 35 until ground until grounded+16f (on whiff) float +5 - Alter position of attack with b and f , airborne frame 1
Devil Reverse EX followup M 50,50 35 until ground until grounded+16f (on whiff) float +5 - Invulnerable frames 1-grounded/hit/block, alter position of attack with b and f , airborne frame 1
Bison Warp - - - - 51 - - - Invulnerable frames 1-30
Double Knee Press LK H 60,40 11 2(1)4 20 knockdown -2 - Can be Super Charged: 51 frames for EX version, 100 frames for Super Arts, airborne frames 13-17
Double Knee Press MK H 50,20 17 2(1)4 23 knockdown -5 - Can be Super Charged: 51 frames for EX version, 100 frames for Super Arts, airborne frames 19-23
Double Knee Press HK H 50,30 21 2(1)4 22 knockdown -6 - Can be Super Charged: 51 frames for EX version, 100 frames for Super Arts, airborne frames 23-27
Double Knee Press EX H,L 25x4,50 14.0 2(1)2(11)4(7)18 30 float -32.0 - Full body projectile invulnerability frames 1-38, can be Super Charged: 51 frames to perform Super Arts, airborne frames 17-21
Knee Press Nightmare H 25x2,275 12.0 (1)2(11)4(2)2 27 hard knockdown -10 - 65 frame cinematic freeze before attack begins, full body invulnerability frames 1-11, projectile invincible
Cross Art H 150+ 9 2 47 switch -27 - 63 frame cinematic freeze before attack begins, full body invulnerability frames 1-9

Huge shout out to both Zukku and Street11 for letting us use the frame data.


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