FIGHTER GUIDE IORI'S STRATEGY
M. BISON
ベガUse this hub to reach practical combos, move data, matchup notes, frame data, and Iori's published videos for M. BISON.
- Health
- 10000
- Published data
- 4 sections
M. BISON

FRAME DATA
M. BISON Frame Data (SF6)
Official-reference startup, active frames, recovery, advantage, cancel properties, and damage.
Move names use CAPCOM's official English Frame Data terminology.
| Category | Move | Startup | Active | Recovery | On Hit | On Block | Cancel | Damage | Notes |
|---|---|---|---|---|---|---|---|---|---|
| Normal Attacks | Standing Light Punch | 5 | 5-6 | 11 | 4 | -3 | C | 300 | Chain-cancelable. |
| Normal Attacks | Standing Light Kick | 4 | 4-5 | 10 | 3 | -1 | C | 300 | — |
| Normal Attacks | Standing Medium Punch | 8 | 8-10 | 15 | 6 | 0 | C | 600 | — |
| Normal Attacks | Standing Medium Kick | 10 | 10-12 | 17 | 2 | -3 | 700 | — | |
| Normal Attacks | Standing Heavy Punch | 19 | 19-21 | 17 | 5 | 1 | SA | 1000 | whiff/ ー ーOn hit: recovery 3F increase On airborne hit: ground bounce. On Punish Counter: +17F |
| Normal Attacks | Standing Heavy Kick | 13 | 13-16 | 19 | 6 | -2 | 900 | On airborne hit: launch knockdown. On Punish Counter: crumple +32F On Punish Counter: extended launch time | |
| Normal Attacks | Crouching Light Punch | 4 | 4-5 | 10 | 4 | -2 | C | 300 | Chain-cancelable. |
| Normal Attacks | Crouching Light Kick | 5 | 5-6 | 10 | 4 | -2 | 200 | Chain-cancelable. | |
| Normal Attacks | Crouching Medium Punch | 6 | 6-8 | 14 | 5 | -1 | C | 600 | Note: On whiff: 3F additional recovery. |
| Normal Attacks | Crouching Medium Kick | 8 | 8-10 | 19 | -2 | -6 | C | 500 | — |
| Normal Attacks | Crouching Heavy Punch | 10 | 10-15 | 21 | 0 | -9 | C | 900 | Forces stand. On Counter Hit or Punish Counter: launch knockdown. |
| Normal Attacks | Crouching Heavy Kick | 11 | 11-13 | 26 | D | -12 | 900 | On Punish Counter: longer knockdown and hard knockdown. | |
| Normal Attacks | Jumping Light Punch | 5 | 5-8 | landing recovery 3 | 300 | — | |||
| Normal Attacks | Jumping Light Kick | 5 | 5-11 | landing recovery 3 | 300 | Cross-up property. | |||
| Normal Attacks | Jumping Medium Punch | 8 | 8-11 | landing recovery 3 | 700 | Causes a launch knockdown on airborne hit. | |||
| Normal Attacks | Jumping Medium Kick | 7 | 7-13 | landing recovery 3 | 500 | Cross-up property. | |||
| Normal Attacks | Jumping Heavy Punch | 9 | 9-14 | landing recovery 3 | 800 | On Counter Hit/Punish Counter: slam knockdown | |||
| Normal Attacks | Jumping Heavy Kick | 10 | 10-15 | landing recovery 3 | 800 | — | |||
| Unique Attacks | Psycho Hammer | 22 | 22-24 | 20 | 3 | -3 | 800 | Causes a ground bounce on airborne hit. | |
| Unique Attacks | Evil Knee | 10 | 10-13 | 17 | 4 | 1 | C | 800 | — |
| Unique Attacks | Hover Kick | 15 | 15-24 | 23 | D | -15 | 900 | On Counter Hit/Punish Counter: longer knockdown | |
| Unique Attacks | Shadow Hammer | 22 | 22-24 | 20 | 3 | -3 | 800 | Causes a ground bounce on airborne hit. | |
| Unique Attacks | Shadow Spear | 16 | 16-19 | 20 | 3 | -3 | 700 | — | |
| Unique Attacks | Hell Attack | 7 | 7-10 | landing recovery 3 | 700 | — | |||
| Special Moves | L Psycho Crusher Attack | 14 | 14-29 | 24 | D | -20 | SA3 | 1200 | 6-15F airborne strike; 20-29F airborne Projectile clash property (1) |
| Special Moves | [when Psycho Mine is embedded]L Psycho Crusher Attack | 14 | 14-29 | 24 | D | 6 | SA3 | 1700 | 6-15F airborne strike; 20-29F airborne Projectile clash property (1) hit/On block: |
| Special Moves | M Psycho Crusher Attack | 20 | 20-35 | 24 | D | -20 | SA3 | 1400 | 6-21F airborne strike; 26-45F airborne Projectile clash property (1) |
| Special Moves | [when Psycho Mine is embedded]M Psycho Crusher Attack | 20 | 20-35 | 24 | D | 6 | SA3 | 1900 | 6-21F airborne strike; 26-45F airborne Projectile clash property (1) hit/On block: |
| Special Moves | H Psycho Crusher Attack | 24 | 24-49 | 24 | D | -23 | SA3 | 1600 | 6-25F airborne strike; 30-49F airborne Projectile clash property (1) |
| Special Moves | [when Psycho Mine is embedded]H Psycho Crusher Attack | 24 | 24-49 | 24 | D | 5 | SA3 | 2100 | 6-25F airborne strike; 30-49F airborne Projectile clash property (1) hit/On block: |
| Special Moves | OD Psycho Crusher Attack | 16 | 16-31 | 20 | D | -3 | SA2 | 1300 | 7-17F airborne strike; 13-31F Jump-in 20-31F airborne |
| Special Moves | [when Psycho Mine is embedded]OD Psycho Crusher Attack | 16 | 16-31 | 20 | D | 10 | 1600 | 7-17F airborne strike; 13-31F Jump-in 20-31F airbornehit/On block: | |
| Special Moves | L Double Knee Press | 13 | 13-17 / 13-14, 16-17 | 20 | 2 | -5 | SA3 | 800 | — |
| Special Moves | M Double Knee Press | 17 | 17-21 / 17-18, 20-21 | 20 | 3 | -5 | SA3 | 900 | — |
| Special Moves | H Double Knee Press | 22 | 22-26 / 22-23, 25-26 | 20 | 3 | -4 | SA3 | 1200 | — |
| Special Moves | OD Double Knee Press | 17 | 17-41 / 17-18, 20-21, 39-41 | 28 | D | -15 | SA2 | 800 | — |
| Special Moves | L Backfist Combo | 13 | 13-29 / 13-14, 25-29 | 25 | D | -14 | SA3 | 700 | On hit: recovery 3F increase On hit: opponent |
| Special Moves | [when Psycho Mine is embedded]L Backfist Combo | 13 | 13-29 / 13-14, 25-29 | 25 | D | 9 | SA3 | 1300 | hit/On block: |
| Special Moves | M Backfist Combo | 17 | 17-33 / 17-18, 29-33 | 26 | D | -15 | SA3 | 800 | On hit: recovery 3F increase On hit: opponent |
| Special Moves | [when Psycho Mine is embedded]M Backfist Combo | 17 | 17-33 / 17-18, 29-33 | 26 | D | 9 | SA3 | 1400 | hit/On block: |
| Special Moves | H Backfist Combo | 22 | 22-39 / 22-24, 35-39 | 26 | D | -15 | SA3 | 900 | On hit: opponent |
| Special Moves | [when Psycho Mine is embedded]H Backfist Combo | 22 | 22-39 / 22-24, 35-39 | 26 | D | 9 | SA3 | 1500 | hit/On block: |
| Special Moves | OD Backfist Combo | 14 | 14-63 / 14-15, 35-37, 61-63 | 44 | D | -25 | SA2 | 1200 | final hit On hit: ground bounce |
| Special Moves | [when Psycho Mine is embedded]OD Backfist Combo | 14 | 14-63 / 14-15, 35-37, 61-63 | 44 | D | -3 | SA2 | 1800 | hit/On block: |
| Special Moves | Psycho Mine (self-detonation) | 500 | — | ||||||
| Special Moves | L Shadow Rise | total 53 | 0 | 18F-46F through, Head Press(OD version), Devil Reverse(OD version) Can follow up9F onward, airborne | |||||
| Special Moves | M Shadow Rise | total 58 | 0 | 18F-46F through, Head Press(OD version), Devil Reverse(OD version) Can follow up9F onward, airborne | |||||
| Special Moves | H Shadow Rise | total 63 | 0 | 18F-46F through, Head Press(OD version), Devil Reverse(OD version) Can follow up9F onward, airborne | |||||
| Special Moves | OD Shadow Rise | total 55 | 0 | 16F-46F through, ODHead Press, ODDevil Reverse Can follow up1-8F throw 9F onward, airborne | |||||
| Special Moves | Head Press | 15 | 15-until landing | landing recovery 26 | -28~-23 | -39~-33 | 800 | hit/block height recovery changehit/block after23F- through, Somersault Skull Diver Can follow up | |
| Special Moves | OD Head Press | 15 | 15-until landing | landing recovery 12 | D | 5~7 | 2000 | hit/block height recovery change On airborne hit: ground bounce. | |
| Special Moves | Somersault Skull Diver | 12 | 12-21 | 29 | 800 | — | |||
| Special Moves | Devil Reverse | 16 | 16-until landing | landing recovery 10 | D | 2~8 | 800 | hit/block height recovery change | |
| Special Moves | [when Psycho Mine is embedded]Devil Reverse | 16 | 16-until landing | landing recovery 10 | D | 22~28 | 2000 | hit/block height recovery changehit/On block: | |
| Special Moves | OD Devil Reverse | 21 | 21-until landing | landing recovery 10 | D | 4 | 1400 | — | |
| Special Moves | [when Psycho Mine is embedded]OD Devil Reverse | 21 | 21-until landing | landing recovery 10 | D | 24 | 2600 | hit/On block: | |
| Super Arts | SA1 Knee Press Nightmare | 10 | 10-51 / 10-11, 13-15, 47-48, 50-51 | 62 | D | -41 | 2000 | 1-11F strike/throw invulnerable Counter Hit/ Counter Hit values do not change Minimum damage scaling 30% | |
| Super Arts | SA2 Psycho Punisher | 24 | 24-30 | 52 | D | -34 | 3000 | 1-25F fully invincible Counter Hit/ Counter Hit values do not change Minimum damage scaling 40% | |
| Super Arts | SA3 Unlimited Psycho Crusher | 10 | 10-15 | 65 | D | -46 | 4000 | 1-15F fully invincible Minimum damage scaling 50%Counter Hit/ Counter Hit values do not change Note: Applies only when canceled into a special move. | |
| Super Arts | CA Unlimited Psycho Crusher | 10 | 10-15 | 65 | D | -46 | 4500 | 1-15F fully invincible Minimum damage scaling 50%Counter Hit/ Counter Hit values do not change Note: Applies only when canceled into a special move. | |
| Normal Throws | Deadly Throw | 5 | 5-7 | 23 | D | 1200 | On Punish Counter: properties change; Damage2040; SA Gauge4000increase; hard knockdown | ||
| Normal Throws | Death Tower | 5 | 5-7 | 23 | D | 1200 | On Punish Counter: properties change; Damage2040; SA Gauge4000increase; hard knockdown | ||
| Common System | Forward Dash | total 19 | 0 | — | |||||
| Common System | Backward Dash | total 23 | 0 | 1-15F throw invulnerable | |||||
| Common System | Drive Impact: Hell Twist | 26 | 26-27 | 35 | D | -3 | 800 | 1-27F armor (2) hit Backfist Combo ー corner wall splat startup Counter Hit, ー ー after hit properties change; hitcrumple; duringhit Jump-inwhen increase; SA Gauge3000increase | |
| Common System | Drive Reversal (while blocking): Hell Drive | 20 | 20-22 | 26 | D | -6 | 500 | Recoverable damage 1-22F fully invincible On hit: recovery 5F increase | |
| Common System | Drive Reversal (while recovering): Hell Drive | 18 | 18-20 | 26 | D | -6 | 500 | Recoverable damage 1-20F fully invincible On hit: recovery 5F increase | |
| Common System | Drive Parry | 1 | [※2] 1-12 | 33 | ※1 | 0 | Note: 1 animation 4F Drive Rush Note: 2 Hold the button active frames recovery block only Punish Counter state throughout the move. | ||
| Common System | Perfect Parry (strike) | 1 | 1 | 0 | input ー, ー attack recoveryend 5F fully invincible (continue) Perfect Parry, animationend through Counter Hit | ||||
| Common System | Perfect Parry (projectile) | 1 | 10 | 0 | opponent attack input input, input ー, ー attack (/overheadattack ←, lowattack ↙), Drive Gauge 3000increase recoveryend 5F fully invincible (continue) Perfect Parry, animationend through Counter Hit | ||||
| Common System | Parry Drive Rush | total 45 | ※ | 0 | 10F Note: animation9F attack 24F | ||||
| Common System | Cancel Drive Rush | total 46 | ※ | 0 | 9F Note: animation10F attack 25F |
Referenced: 2026-08-27Official Street Fighter 6 Frame Data ↗