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| {{New Character Warning SF6}}
| | {{Character Top SF6 | chara={{SUBPAGENAME}}| tag=Bison }} |
| {{Character Top SF6 | chara={{SUBPAGENAME}}| tag=Mbison }} | |
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| <center>{{FrameDataKey-SF6}}</center> | | <center>{{FrameDataKey-SF6}}</center> |
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| * Chains into {{clr|L|5LP}}/{{clr|L|2LP}}/{{clr|L|2LK}} | | * Chains into {{clr|L|5LP}}/{{clr|L|2LP}}/{{clr|L|2LK}} |
| * '''Cancel Hitconfirm Window:''' 13f | | * '''Cancel Hitconfirm Window:''' 13f |
| | ** {{clr|DR|DR}} cancel is delayed until after 2nd active frame |
| * '''{{clr|DR|Drive Rush}} cancel advantage:''' {{sf6-adv|VP|+5}} oH / {{sf6-adv|M|-1}} oB | | * '''{{clr|DR|Drive Rush}} cancel advantage:''' {{sf6-adv|VP|+5}} oH / {{sf6-adv|M|-1}} oB |
| * Applies 20% damage scaling to next hit when beginning a combo (100/80/70...) | | * Applies 20% damage scaling to next hit when beginning a combo (100/80/70...) |
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| | title = Standing Light Kick | | | title = Standing Light Kick |
| | subtitle = | | | subtitle = |
| | input = 5LK | | | input = {{classic_sf6}} 5LK<br>{{modern_sf6}} -- |
| | images = | | | images = |
| {{MoveDataCargoImage|imageHeight=180px|m.bison_5lk|caption=}} | | {{MoveDataCargoImage|imageHeight=180px|m.bison_5lk|caption=}} |
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| | title = Standing Heavy Kick | | | title = Standing Heavy Kick |
| | subtitle = | | | subtitle = |
| | input = 5HK | | | input = {{classic_sf6}} 5HK<br>{{modern_sf6}} -- |
| | images = | | | images = |
| {{MoveDataCargoImage|imageHeight=160px|m.bison_5hk|caption=}} | | {{MoveDataCargoImage|imageHeight=160px|m.bison_5hk|caption=}} |
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| * Chains into {{clr|L|5LP}}/{{clr|L|2LP}}/{{clr|L|2LK}} | | * Chains into {{clr|L|5LP}}/{{clr|L|2LP}}/{{clr|L|2LK}} |
| * '''Cancel Hitconfirm Window:''' 12f | | * '''Cancel Hitconfirm Window:''' 12f |
| | ** {{clr|DR|DR}} cancel is delayed until after active frames |
| * '''{{clr|DR|Drive Rush}} cancel advantage:''' {{sf6-adv|VP|+5}} oH / {{sf6-adv|M|-1}} oB | | * '''{{clr|DR|Drive Rush}} cancel advantage:''' {{sf6-adv|VP|+5}} oH / {{sf6-adv|M|-1}} oB |
| * Applies 20% damage scaling to next hit when beginning a combo (100/80/70...) | | * Applies 20% damage scaling to next hit when beginning a combo (100/80/70...) |
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| | info = | | | info = |
| {{AttackDataCargo-SF6/Query|m.bison_2lk}} | | {{AttackDataCargo-SF6/Query|m.bison_2lk}} |
| * Chains into {{clr|L|5LP}}/{{clr|L|2LP}}/{{clr|L|2LK}} | | * Chains into {{clr|L|5LP}}/{{clr|L|2LP}}/{{clr|L|2LK}} (4f gap when chained to {{clr|L|5LP}}/{{clr|L|2LK}}) |
| * Applies 20% damage scaling to next hit when beginning a combo (100/80/70...) | | * Applies 20% damage scaling to next hit when beginning a combo (100/80/70...) |
| <br> | | <br> |
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| {{AttackDataCargo-SF6/Query|m.bison_2mk}} | | {{AttackDataCargo-SF6/Query|m.bison_2mk}} |
| * '''Cancel Hitconfirm Window:''' 13f | | * '''Cancel Hitconfirm Window:''' 13f |
| | ** {{clr|DR|DR}} cancel is delayed until after active frames |
| * '''{{clr|DR|Drive Rush}} cancel advantage:''' {{sf6-adv|VP|+8}} oH / {{sf6-adv|VP|+4}} oB | | * '''{{clr|DR|Drive Rush}} cancel advantage:''' {{sf6-adv|VP|+8}} oH / {{sf6-adv|VP|+4}} oB |
| * Applies 20% damage scaling to next hit when beginning a combo (100/80/70...) | | * Applies 20% damage scaling to next hit when beginning a combo (100/80/70...) |
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| | title = Jumping Light Punch | | | title = Jumping Light Punch |
| | subtitle = | | | subtitle = |
| | input = j.LP | | | input = {{classic_sf6}} j.LP<br>{{modern_sf6}} -- |
| | images = | | | images = |
| {{MoveDataCargoImage|imageHeight=180px|m.bison_jlp|caption=}} | | {{MoveDataCargoImage|imageHeight=180px|m.bison_jlp|caption=}} |
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| | title = Jumping Heavy Punch | | | title = Jumping Heavy Punch |
| | subtitle = | | | subtitle = |
| | input = j.HP | | | input = {{classic_sf6}} j.HP<br>{{modern_sf6}} -- |
| | images = | | | images = |
| {{MoveDataCargoImage|imageHeight=170px|m.bison_jhp|caption=}} | | {{MoveDataCargoImage|imageHeight=170px|m.bison_jhp|caption=}} |
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| * Can hit Cross-up | | * Can hit Cross-up |
| <br> | | <br> |
| Can be used as an air-to-air or as a cross-up approach tool, though it's generally worse than {{clr|L|j.LP}} and {{clr|M|j.MK}} respectively. The one advantage of {{clr|L|j.LK}} is that it can still work as an air-to-air during a forward jump if the opponent crosses behind Bison.
| | An air-to-air that's worse than {{clr|L|j.LP}}, and a cross-up with the same backwards hitbox as {{clr|M|j.MK}} but less damage. The only real use for {{clr|L|j.LK}} is to set up a quick tick throw after landing from a cross-up, or as a faster air-to-air against moves that can cross behind Bison like E. Honda's Sumo Smash. |
| }} | | }} |
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| | title = Jumping Medium Kick | | | title = Jumping Medium Kick |
| | subtitle = | | | subtitle = |
| | input = j.MK | | | input = {{classic_sf6}} j.MK<br>{{modern_sf6}} -- |
| | images = | | | images = |
| {{MoveDataCargoImage|imageHeight=190px|m.bison_jmk|caption=}} | | {{MoveDataCargoImage|imageHeight=190px|m.bison_jmk|caption=}} |
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| * '''{{clr|DR|Drive Rush}} cancel advantage:''' {{sf6-adv|VP|+15}} oH / {{sf6-adv|VP|+12}} oB | | * '''{{clr|DR|Drive Rush}} cancel advantage:''' {{sf6-adv|VP|+15}} oH / {{sf6-adv|VP|+12}} oB |
| <br> | | <br> |
| Bison's main pressure tool up close with very low pushback, granting him advantage on block without the massive startup of {{clr|H|5HP}}. It can lead to powerful combos on {{clr|PC|Punish Counter}} or out of a {{clr|DR|Drive Rush}} starter. If the opponent respects your block pressure, you can drain an entire bar of Drive meter with {{clr|DR|DR~}}{{clr|H|4HK}}, {{clr|H|4HK}}; just be sure not to overuse this sequence, as it can be interrupted with a 4f normal. | | Bison's main pressure tool up close with very low pushback, granting him advantage on block without the massive startup of {{clr|H|5HP}}. It can lead to powerful combos on {{clr|PC|Punish Counter}} or out of a {{clr|DR|Drive Rush}} starter. If the opponent respects your block pressure, you can drain almost 2/3 of a Drive bar with {{clr|DR|DR~}}{{clr|H|4HK}}, {{clr|H|4HK}}; just be sure not to overuse this sequence, as it can be interrupted with a 4f normal. |
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| One of Bison's best cancelable normals, it can combo into his slower and stronger special moves. However, {{clr|H|2HP}} is stronger if you intend to cancel directly into a special move, and has the same startup. When canceled into {{clr|DR|Drive Rush}}, {{clr|H|4HK}} can form a true blockstring into itself, or can be manually delayed to set up a frame trap. | | One of Bison's best cancelable normals, it can combo into his slower and stronger special moves. However, {{clr|H|2HP}} is stronger if you intend to cancel directly into a special move, and has the same startup. When canceled into {{clr|DR|Drive Rush}}, {{clr|H|4HK}} can form a true blockstring into itself, or can be manually delayed to set up a frame trap. |
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| | title = Hover Kick | | | title = Hover Kick |
| | subtitle = Slide | | | subtitle = Slide |
| | input = 3HK | | | input = {{classic_sf6}} 3HK<br>{{modern_sf6}} -- |
| | images = | | | images = |
| {{MoveDataCargoImage|imageHeight=120px|m.bison_3hk|caption=}} | | {{MoveDataCargoImage|imageHeight=120px|m.bison_3hk|caption=}} |
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| | title = Forward Throw | | | title = Forward Throw |
| | subtitle = | | | subtitle = |
| | input = LPLK | | | input = {{classic_sf6}} LPLK<br>{{modern_sf6}} LM |
| | images = | | | images = |
| {{MoveDataCargoImage|imageHeight=140px|m.bison_lplk|caption=}} | | {{MoveDataCargoImage|imageHeight=140px|m.bison_lplk|caption=}} |
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| | title = Back Throw | | | title = Back Throw |
| | subtitle = | | | subtitle = |
| | input = 4LPLK | | | input = {{classic_sf6}} 4LPLK<br>{{modern_sf6}} 4LM |
| | images = | | | images = |
| {{MoveDataCargoImage|imageHeight=200px|m.bison_4lplk|caption=}} | | {{MoveDataCargoImage|imageHeight=200px|m.bison_4lplk|caption=}} |
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| | title = Drive Impact | | | title = Drive Impact |
| | subtitle = | | | subtitle = |
| | input = HPHK | | | input = {{classic_sf6}} HPHK<br>{{modern_sf6}} DI |
| | images = | | | images = |
| {{MoveDataCargoImage|imageHeight=150px|m.bison_hphk|caption=}} | | {{MoveDataCargoImage|imageHeight=150px|m.bison_hphk|caption=}} |
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| * On Hit/PC: Applies 20% damage scaling to next hit when beginning a combo | | * On Hit/PC: Applies 20% damage scaling to next hit when beginning a combo |
| * On Block: Applies 20% scaling multiplier to all follow-up hits after Wall Splat; the next attack can incur additional Starter Scaling | | * On Block: Applies 20% scaling multiplier to all follow-up hits after Wall Splat; the next attack can incur additional Starter Scaling |
| * Combos when canceled from {{clr|H|2HP}} or Punish Counter {{clr|H|4HK}}/{{clr|M|5MP}} (no corner wallsplat; useful for depleting Drive gauge, especially after Perfect Parry) | | * Combos when canceled from {{clr|H|2HP}} or {{clr|PC|Punish Counter}} {{clr|H|4HK}}/{{clr|M|5MP}} (no corner wallsplat; useful for depleting Drive gauge, especially after Perfect Parry) |
| * A blocked {{clr|DR|DI}} can combo into another {{clr|DR|DI}} if opponent is not fully cornered (Stuns if opponent has less than 1.5 Drive bars) | | * A blocked {{clr|DR|DI}} can combo into another {{clr|DR|DI}} if opponent is not fully cornered (Stuns if opponent has less than 1.5 Drive bars) |
| ** This happens because a blocked {{clr|DR|DI}} is not considered a "hit" for combo purposes | | ** This happens because a blocked {{clr|DR|DI}} is not considered a "hit" for combo purposes |
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| * '''Marisa (214K)''', frame 3 armor | | * '''Marisa (214K)''', frame 3 armor |
| * '''Zangief ({{clr|H|5[HP]}})''', frame 4 armor | | * '''Zangief ({{clr|H|5[HP]}})''', frame 4 armor |
| It's important to use a blockstring that cannot be absorbed by their armor/counter moves. Ideally, the string should also not be a true combo, or it will cause a Lock and prevent Stun.<br>{{clr|OD|*}} Denotes a move that causes Lock on Counter-hit, allowing the opponent to escape a Stun by mashing on wakeup. | | |
| | It's important to use a blockstring that cannot be absorbed by their armor/counter moves. Ideally, the string should also not be a true combo, or it will cause a Lock and prevent Stun.<br>{{clr|OD|*}} Denotes a move that causes Lock on {{clr|PC|Counter-Hit}}, allowing the opponent to escape a Stun by mashing on wakeup. |
| * {{clr|H|4HK}}{{clr|OD|*}} > {{clr|DR|DI}}: 1f blockstring gap prevents opponent from absorbing the hit | | * {{clr|H|4HK}}{{clr|OD|*}} > {{clr|DR|DI}}: 1f blockstring gap prevents opponent from absorbing the hit |
| * {{clr|DR|DR~}}{{clr|H|2HP}}{{clr|OD|*}} > {{clr|DR|DI}}: 1f blockstring gap prevents opponent from absorbing the hit | | * {{clr|DR|DR~}}{{clr|H|2HP}}{{clr|OD|*}} > {{clr|DR|DI}}: 1f blockstring gap prevents opponent from absorbing the hit |
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| | info = | | | info = |
| {{AttackDataCargo-SF6/Query|m.bison_6hphk}} | | {{AttackDataCargo-SF6/Query|m.bison_6hphk}} |
| * '''Full Invuln:''' 1-22f; Armor Break | | * '''Full Invuln:''' 1-22f; '''Range:''' 1.657; Armor Break |
| * 5f extra recovery on hit; 4f screen freeze during startup | | * 5f extra recovery on hit; 4f screen freeze during startup |
| {{AttackDataCargo-SF6/Query|m.bison_6hphk_recovery}} | | {{AttackDataCargo-SF6/Query|m.bison_6hphk_recovery}} |
| * '''Full Invuln:''' 1-20f; Armor Break | | * '''Full Invuln:''' 1-20f; '''Range:''' 1.657; Armor Break |
| * 5f extra recovery on hit; no screen freeze | | * 5f extra recovery on hit; no screen freeze |
| See [[Street_Fighter_6/Gauges#Drive_Reversal|Drive Reversal]] on the Gauges page for more details. | | See [[Street_Fighter_6/Gauges#Drive_Reversal|Drive Reversal]] on the Gauges page for more details. |
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| | title = Drive Parry | | | title = Drive Parry |
| | subtitle = | | | subtitle = |
| | input = MPMK | | | input = {{classic_sf6}} MPMK<br>{{modern_sf6}} DP |
| | images = | | | images = |
| {{MoveDataCargoImage|imageHeight=180px|m.bison_mpmk|caption=}} | | {{MoveDataCargoImage|imageHeight=180px|m.bison_mpmk|caption=}} |
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| * 3-bar version performed on hit/block from a cancelable normal | | * 3-bar version performed on hit/block from a cancelable normal |
| ** Can also be performed from whiffed cancelable light normals | | ** Can also be performed from whiffed cancelable light normals |
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| See [[Street_Fighter_6/Gauges#Drive_Rush|Drive Rush]] on the Gauges page for more details. See Strategy page for [[Street_Fighter_6/M.Bison/Strategy#Drive_Rush|Blockstring Gaps and Combo Routes]] | | See [[Street_Fighter_6/Gauges#Drive_Rush|Drive Rush]] on the Gauges page for more details. See Strategy page for [[Street_Fighter_6/M.Bison/Strategy#Drive_Rush|Blockstring Gaps and Combo Routes]] |
| * Startup refers to minimum time before an attack can cancel the {{clr|DR|Drive Rush}} animation | | * Startup refers to minimum time before an attack can cancel the {{clr|DR|Drive Rush}} animation |
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| * Counts as 1 move for damage scaling only after timer expires | | * Counts as 1 move for damage scaling only after timer expires |
| ** No extra scaling applied when detonated with special moves | | ** No extra scaling applied when detonated with special moves |
| | * Supers remove the bomb upon connecting with the opponent |
| <br> | | <br> |
| [[#Backfist_Combo_(214P)|Backfist Combo]] (214P) plants a Psycho Mine onto the opponent on hit. After ~5 seconds, the mine automatically detonates, launching the opponent into a juggle state or locking them down with a hefty 30 frames of blockstun, allowing Bison to freely mount additional offense. This Psycho Mine is the core of Bison's offensive gameplan, and should almost always be prioritized over damage unless a kill is guaranteed. | | [[#Backfist_Combo_(214P)|Backfist Combo]] (214P) plants a Psycho Mine onto the opponent on hit. After ~5 seconds, the mine automatically detonates, launching the opponent into a juggle state or locking them down with a hefty 30 frames of blockstun, allowing Bison to freely mount additional offense. This Psycho Mine is the core of Bison's offensive gameplan, and should almost always be prioritized over damage unless a kill is guaranteed. |
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| {{MoveDataCargo | | {{MoveDataCargo |
| | title = Psycho Crusher Attack | | | title = Psycho Crusher Attack |
| | subtitle = | | | subtitle = Crusher |
| | input = {{Classic_sf6}} [4]6P<br>{{Modern_sf6}} [4]6X | | | input = {{Classic_sf6}} [4]6P<br>{{Modern_sf6}} [4]6X or [4]S (L) |
| | images = | | | images = |
| {{MoveDataCargoImage|imageHeight=130px|m.bison_46lp|caption=}} | | {{MoveDataCargoImage|imageHeight=130px|m.bison_46lp|caption=}} |
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| {{MoveDataCargo | | {{MoveDataCargo |
| | title = Psycho Crusher (Mine) | | | title = Psycho Crusher (Mine) |
| | subtitle = | | | subtitle = Crusher |
| | input = {{Classic_sf6}} [4]6P<br>{{Modern_sf6}} [4]6X | | | input = {{Classic_sf6}} [4]6P<br>{{Modern_sf6}} [4]6X or [4]S (L) |
| | images = | | | images = |
| {{MoveDataCargoImage|imageHeight=130px|m.bison_46lp|caption=}} | | {{MoveDataCargoImage|imageHeight=130px|m.bison_46lp|caption=}} |
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| * '''Low Crush''' 12-19f (not airborne) | | * '''Low Crush''' 12-19f (not airborne) |
| * 3rd hit puts opponent into {{sf6-jug|limited juggle}} state (launches higher when juggled into) | | * 3rd hit puts opponent into {{sf6-jug|limited juggle}} state (launches higher when juggled into) |
| * '''Cancel Hitconfirm Window:''' 31f (Super); cancel is only useful to counter {{clr|DR|Drive Impact}} | | * '''Cancel Hitconfirm Window:''' 31f (Super); cancel is mainly used to counter {{clr|DR|Drive Impact}} |
| | * Counts as 2 hits for damage scaling when comboed into (applies to next hit) |
| <br> | | <br> |
| Scissor Kick is an advancing special that defines Bison's mid-range pressure. Its ability to beat low pokes like {{clr|M|2MK}} can single-handedly shut down much of the cast's strongest button in neutral. While unsafe at close range, the enormous pushback on block makes it easy to space Scissor Kick safely against most of the cast. If the opponent attempts a punish and it whiffs, Bison can immediately follow up with more Scissor Kick pressure or a whiff punish. Since it's not always easy to tell when the move is safe, some unsafe Scissor Kicks are likely to go unpunished. | | Scissor Kick is an advancing special that defines Bison's mid-range pressure. Its ability to beat low pokes like {{clr|M|2MK}} can single-handedly shut down much of the cast's strongest button in neutral. While unsafe at close range, the enormous pushback on block makes it easy to space Scissor Kick safely against most of the cast. If the opponent attempts a punish and it whiffs, Bison can immediately follow up with more Scissor Kick pressure or a whiff punish. Since it's not always easy to tell when the move is safe, some unsafe Scissor Kicks are likely to go unpunished. |
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| While a powerful tool in neutral, Scissor Kick is not without counters. If your timing is too predictable, opponents can neutral jump in anticipation and come down with a full punish combo. {{clr|DR|Drive Impact}} can be an effective counter when predicted early enough, though Bison can recover if the opponent inputs it too late. Opponents can also react with Perfect Parry as soon as they see any forward movement, which is a low-risk counter unless the Scissor Kick happens to whiff next to them. | | While a powerful tool in neutral, Scissor Kick is not without counters. If your timing is too predictable, opponents can neutral jump in anticipation and come down with a full punish combo. {{clr|DR|Drive Impact}} can be an effective counter when predicted early enough, though Bison can recover if the opponent inputs it too late. Opponents can also react with Perfect Parry as soon as they see any forward movement, which is a low-risk counter unless the Scissor Kick happens to whiff next to them. |
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| {{clr|OD|OD Scissor Kick}} loses the neutral utility of the meterless versions, with an unsafe 3rd hit coming out even on block or whiff. In exchange, Bison gets a powerful launching starter that juggles into {{clr|H|HP Backfist Combo}} for great corner carry; an immediate {{clr|M|MP}}/{{clr|H|HP}} Psycho Crusher will then reach a midscreen opponent for follow-up block pressure. | | {{clr|OD|OD Scissor Kick}} loses the neutral utility of the meterless versions, with an unsafe 3rd hit coming out even on block or whiff. In exchange, Bison gets a powerful launching starter that juggles into {{clr|H|HP Backfist Combo}} for great corner carry; an immediate {{clr|M|MP}}/{{clr|H|HP}} Psycho Crusher will then reach a midscreen opponent for follow-up block pressure. If juggled into on an airborne opponent (like after a {{clr|DR|Drive Impact}} crumple), other juggle options are enabled, such as walk forward into {{clr|H|6HP}} ground bounce. |
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| If you'd rather cash out on damage to secure the round, juggling {{clr|H|5HP}} > {{clr|SA|SA1}}/{{clr|SA|SA2}} or {{clr|M|MP Psycho Crusher}} > {{clr|SA|SA3}} are all solid options that work midscreen. In the corner, you can juggle {{clr|H|6HP}} for a ground bounce, which can lead to higher meterless damage when ending with {{clr|L|LP Backfist Combo}}. If you juggle into {{clr|OD|OD Scissor Kick}}, the opponent will be launched higher; this allows a juggle into {{clr|H|HP Psycho Crusher}} or a midscreen microwalk + {{clr|H|6HP}}. Note that in all these combo routes, it is never optimal to cancel the 2nd hit of {{clr|OD|OD Scissor Kick}} into a {{clr|SA|Super}}; the juggle follow-up is always stronger. | | If you'd rather cash out on damage to secure the round, juggling {{clr|H|5HP}} > {{clr|SA|SA1}}/{{clr|SA|SA2}} or {{clr|M|MP Psycho Crusher}} > {{clr|SA|SA3}} are all solid options that work midscreen. In the corner, you can juggle {{clr|H|6HP}} for a ground bounce, which can lead to higher meterless damage when ending with {{clr|L|LP Backfist Combo}}. If you juggle into {{clr|OD|OD Scissor Kick}}, the opponent will be launched higher; this allows a juggle into {{clr|H|HP Psycho Crusher}} or a midscreen microwalk + {{clr|H|6HP}}. Note that in all these combo routes, it is never optimal to cancel the 2nd hit of {{clr|OD|OD Scissor Kick}} into a {{clr|SA|Super}}; the juggle follow-up is always stronger. |
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| Only the arm in front can actually hit the opponent, and the direction he faces depends on which side he was on when the punch button was input. This makes it a bit less ambiguous as a mixup tool, since it can't hit cross-up like the animation suggests. If you are behind the opponent and try to move back in front right before it connects, the collision boxes will push Bison fully behind the opponent, causing Devil Reverse to whiff. | | Only the arm in front can actually hit the opponent, and the direction he faces depends on which side he was on when the punch button was input. This makes it a bit less ambiguous as a mixup tool, since it can't hit cross-up like the animation suggests. If you are behind the opponent and try to move back in front right before it connects, the collision boxes will push Bison fully behind the opponent, causing Devil Reverse to whiff. |
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| Devil Reverse is very plus on block, with better advantage against shorter characters or when spaced to hit on a later active frame. Think of it like a slow divekick that doesn't need to be spaced properly - its primary purpose is to use its variable timing and spacing to mess with the opponent's anti-air reactions. If the opponent isn't anti-airing consistently, Bison gets to freely enforce his block pressure while chipping away at their Drive gauge. | | Devil Reverse is very plus on block, with better advantage against shorter characters or when spaced to hit on a later active frame. Think of it like a slow divekick that doesn't need to be spaced properly - its primary purpose is to use its variable timing and spacing to mess with the opponent's anti-air reactions. If the opponent isn't anti-airing consistently, Bison gets to freely enforce his block pressure while chipping away at their Drive gauge. Unfortunately, the massive hurtbox surrounding Bison makes it quite easy to anti-air, even with some well-timed standing light normals. |
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| On hit, Bison scores a knockdown that gives plenty of time for oki. If you happen to catch the opponent with an air-to-air connect, the knockdown advantage is improved; in rare cases, this can lead to a follow-up juggle like {{clr|H|2HK}} or {{clr|SA|SA1}}. | | On hit, Bison scores a knockdown that gives plenty of time for oki. If you happen to catch the opponent with an air-to-air connect, the knockdown advantage is improved; in rare cases, this can lead to a follow-up juggle like {{clr|H|2HK}} or {{clr|SA|SA1}}. |
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| {{clr|OD|OD Devil's Reverse}} is mostly identical, being only slightly better on block with an additional 600 damage on hit. This version mainly used when the opponent is implanted with a Psycho Mine, where it becomes one of the game's strongest punish starteres. | | {{clr|OD|OD Devil's Reverse}} is a much stronger approach option, as his hurtbox is much more retracted. Opponents who get too comfortable anti-airing the normal version may be taken by surprise when activating this from a meterless Shadow Rise. It is slightly better on block and deals a bit more damage on hit as well. |
| }} | | }} |
| |-| | | |-| |
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| {{AttackDataCargo-SF6/Query|m.bison_28k_p_mine}} | | {{AttackDataCargo-SF6/Query|m.bison_28k_p_mine}} |
| * Detonates [[#Psycho_Mine_Detonation|Psycho Mine]] on hit/block (but not Perfect Parry or Armor) | | * Detonates [[#Psycho_Mine_Detonation|Psycho Mine]] on hit/block (but not Perfect Parry or Armor) |
| ** Does not detonate if the final active frame connects
| |
| * Can be steered left/right; cannot hit cross-up (but will turn around if input on opposite side) | | * Can be steered left/right; cannot hit cross-up (but will turn around if input on opposite side) |
| * Puts opponents into {{sf6-jug|limited juggle}} state (follow-ups possible in the corner) | | * Puts opponents into {{sf6-jug|limited juggle}} state (follow-ups possible in the corner) |
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| {{AttackDataCargo-SF6/Query|m.bison_28kk_p_mine}} | | {{AttackDataCargo-SF6/Query|m.bison_28kk_p_mine}} |
| * Detonates [[#Psycho_Mine_Detonation|Psycho Mine]] on hit/block (but not Perfect Parry or Armor) | | * Detonates [[#Psycho_Mine_Detonation|Psycho Mine]] on hit/block (but not Perfect Parry or Armor) |
| ** Does not detonate if the final active frame connects
| |
| * Can be steered left/right; cannot hit cross-up (but will turn around if input on opposite side) | | * Can be steered left/right; cannot hit cross-up (but will turn around if input on opposite side) |
| * Puts opponents into {{sf6-jug|limited juggle}} state (follow-ups possible in the corner) | | * Puts opponents into {{sf6-jug|limited juggle}} state (follow-ups possible in the corner) |
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| ** Bison is in a crouching state on all landing recovery frames | | ** Bison is in a crouching state on all landing recovery frames |
| <br> | | <br> |
| When connecting on a Psycho Mine-infused opponent, Devil Reverse gains terrifying new properties. It becomes massively plus on block, allowing Bison to continue his pressure even after bouncing away from the opponent. {{clr|DR|DR~}}{{clr|M|5MP}} is fast enough to interrupt the opponent's reversal normals on block, though against tall characters it may trade with a 4f button in your favor. On hit, you can end with a juggle to {{clr|L|LP}}/{{clr|OD|OD}} Psycho Crusher in the corner. {{clr|H|5HP}} > {{clr|SA|Super}} is also possible if Devil Reverse connects later in the active frames. | | When connecting on a Psycho Mine-infused opponent, Devil Reverse gains terrifying new properties. It becomes massively plus on block, allowing Bison to continue his pressure even after bouncing away from the opponent. A forward dash will always leave Bison at least {{sf6-adv|P|+2}}, and he can set up strong {{clr|DR|Drive Rush}} normal pressure, such as an airtight blockstring to {{clr|DR|DR~}}{{clr|H|4HK}}. On hit, you can end with a corner juggle like {{clr|H|5HP}} > {{clr|SA|Super}} or {{clr|M|MP Backfist}} for another mine setup. Midscreen, juggles are rare outside of highly specific scenarios like a last-frame connect into {{clr|SA|SA2}}. |
|
| |
|
| {{clr|OD|OD Devil Reverse}}, unlike the non-Mine version, is a huge improvement over its meterless incarnation. The extra blockstun lets Bison approach with {{clr|DR|DR~}}{{clr|H|4HK}} as a true blockstring for a sequence that can easily drain over 2 bars of Drive gauge. On hit, it's essentially the same as the meterless version but with a whopping 2600 damage and some extra juggle height. This allows Bison to juggle {{clr|H|3HK}} midscreen, as well as {{clr|M|MP Psycho Crusher}} or a guaranteed {{clr|H|5HP}} > {{clr|SA|Super}} in the corner. | | {{clr|OD|OD Devil Reverse}} is similar to the meterless version on a Psycho Mine hit and block, but with a whopping 2600 damage and some extra juggle height. He is left a bit closer to the opponent, allowing him to juggle {{clr|H|3HK}} midscreen. |
|
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|
| Because it inflicts so much damage without additional scaling, {{clr|OD|OD Devil Reverse + Psycho Mine}} is one of the strongest and most meter-efficient punish starters in the entire game. Outside of baiting a whiffed anti-air or punishing certain reversals/Supers, the opportunity to land a {{clr|PC|Punish Counter}} is quite limited, however. | | Because it inflicts so much damage without additional scaling, {{clr|OD|OD Devil Reverse + Psycho Mine}} is one of the strongest and most meter-efficient punish starters in the entire game. Outside of baiting a whiffed anti-air or punishing certain reversals/Supers, the opportunity to land a {{clr|PC|Punish Counter}} is quite limited, however. |
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| {{MoveDataCargo | | {{MoveDataCargo |
| | title = Head Press | | | title = Head Press |
| | subtitle = | | | subtitle = Headstomp |
| | input = {{Classic_sf6}} [2]8K~K<br>{{Modern_sf6}} [2]8X~X or [2]S~X | | | input = {{Classic_sf6}} [2]8K~K<br>{{Modern_sf6}} [2]8X~X or [2]S~X |
| | images = | | | images = |
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| {{MoveDataCargo | | {{MoveDataCargo |
| | title = Somersault Skull Diver | | | title = Somersault Skull Diver |
| | subtitle = | | | subtitle = Headstomp Follow-up |
| | input = {{Classic_sf6}} [2]8K~K~P<br>{{Modern_sf6}} [2]8X~X~X or [2]S~X~X | | | input = {{Classic_sf6}} [2]8K~K~P<br>{{Modern_sf6}} [2]8X~X~X or [2]S~X~X |
| | images = | | | images = |
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| | input = {{Classic_sf6}} 236236P<br>{{Modern_sf6}} 236236H or 2HS | | | input = {{Classic_sf6}} 236236P<br>{{Modern_sf6}} 236236H or 2HS |
| | images = | | | images = |
| {{MoveDataCargoImage|imageHeight=135px|m.bison_236236p|caption=}} | | {{MoveDataCargoImage|imageHeight=135px|m.bison_236236p|caption= '''"YOUR TIME ENDS HERE"'''}} |
| ---- | | ---- |
| {{MoveDataCargoImage|imageHeight=135px|m.bison_236236p(ca)|caption= Critical Art adds 500 more damage}} | | {{MoveDataCargoImage|imageHeight=135px|m.bison_236236p(ca)|caption= '''''"Word"''''' |
| | |
| | Critical Art adds 500 more damage}} |
| | hitboxes = | | | hitboxes = |
| {{MoveDataCargoImage|hitbox=yes|imageHeight=140px|m.bison_236236p|caption= Critical Art adds 500 more damage}} | | {{MoveDataCargoImage|hitbox=yes|imageHeight=140px|m.bison_236236p|caption= Critical Art adds 500 more damage}} |
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| | title = Neutral Taunt | | | title = Neutral Taunt |
| | subtitle = | | | subtitle = |
| | input = 5PPPKKK | | | input = {{classic_sf6}} 5PPPKKK<br>{{Modern_sf6}} 5LMHS+DP+A |
| | images = | | | images = |
| {{MoveDataCargoImage|imageHeight=160px|m.bison_5pppkkk|caption= '' "A gnat like you will be buried here." ''}} | | {{MoveDataCargoImage|imageHeight=160px|m.bison_5pppkkk|caption= '' "A gnat like you will be buried here." ''}} |
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| | title = Forward Taunt | | | title = Forward Taunt |
| | subtitle = | | | subtitle = |
| | input = 6PPPKKK | | | input = {{classic_sf6}} 6PPPKKK<br>{{Modern_sf6}} 6LMHS+DP+A |
| | images = | | | images = |
| {{MoveDataCargoImage|imageHeight=160px|m.bison_6pppkkk|caption= '' "Hmph. Do you fear me?" ''}} | | {{MoveDataCargoImage|imageHeight=160px|m.bison_6pppkkk|caption= '' "Hmph. Do you fear me?" ''}} |
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| * Detonates a planted Psycho Mine at the end of the countdown | | * Detonates a planted Psycho Mine at the end of the countdown |
| * Activating the taunt can overwrite the previous Psycho Mine timer, extending its total time | | * Activating the taunt can overwrite the previous Psycho Mine timer, extending its total time |
| | * After detonating a Psycho Mine, transforms into Shin Bison and gains new [[#Hidden_Arts|hidden boss techniques]] |
| }} | | }} |
|
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|
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| | title = Back Taunt | | | title = Back Taunt |
| | subtitle = | | | subtitle = |
| | input = 4PPPKKK | | | input = {{classic_sf6}} 4PPPKKK<br>{{Modern_sf6}} 4LMHS+DP+A |
| | images = | | | images = |
| {{MoveDataCargoImage|imageHeight=160px|m.bison_4pppkkk|caption= '' "My power howls. Face me!" ''}} | | {{MoveDataCargoImage|imageHeight=160px|m.bison_4pppkkk|caption= '' "My power howls. Face me!" ''}} |
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| <br> | | <br> |
|
| |
|
| {{Character Subnav SF6|chara={{SUBPAGENAME}}|discord={{{discord|}}}|tag=Mbison}} | | == Hidden Arts == |
| | =====<font style="visibility:hidden; float:right">Bison Warp (6 or 4 + PPP/KKK)</font>===== |
| | {{MoveDataCargo |
| | | title = Bison Warp |
| | | subtitle = Hidden Special Move |
| | | input = {{classic_sf6}} 6 or 4 + PPP/KKK<br>{{modern_sf6}} 6 or 4 + LMH (PPP ver.) |
| | | images = |
| | {{MoveDataCargoImage|imageHeight=180px|m.bison_4ppp|caption=}} |
| | | info = |
| | {{AttackDataCargo-SF6/Query|m.bison_4ppp}} |
| | * Only accessible as Shin Bison after [[#Forward_Taunt_(6PPPKKK)|Mine Taunt]] |
| | * '''Full Invuln:''' 1-16f; disappears frame 15 and reappears frame 17 |
| | * Forward versions: 6PPP appears behind opponent unless fully cornered; 6KKK appears in front of opponent |
| | ** Both recover near the edge of Bison's throw range, or close enough to confirm 2 light normals |
| | * Back versions: 4PPP is shorter (Distance 1.50), 4KKK is longer (Distance 2.50) |
| | <br> |
| | A fully invincible teleport that makes Shin Bison a slippery target at midscreen. It can also be used to prevent a {{clr|DR|Drive Impact}} stun while in Burnout (or cancel a normal to prevent being crumpled), though he is often left slightly punishable afterwards. It can also evade other less common situations, like an attempted chip-out with a fast invincible move. |
| | |
| | Shin Bison can bait out the opponent's {{clr|DR|Drive Reversal}} even from a heavy normal like {{clr|H|4HK}} to dodge it entirely instead of getting knocked back. Bison will be at worst {{sf6-adv|VP|+5}} in this scenario, but the distance will depend on the opponent. For example, Blanka's {{clr|DR|Drive Reversal}} has a ton of forward movement, so Bison will need to use the 4KKK version, since 6PPP leaves him too far. |
| | }} |
| | |
| | =====<font style="visibility:hidden; float:right">Psycho Burst (623PP)</font>===== |
| | {{MoveDataCargo |
| | | title = Psycho Burst |
| | | subtitle = Hidden Special Move |
| | | input = {{classic_sf6}} 623PP<br>{{modern_sf6}} 623XX |
| | | images = |
| | {{MoveDataCargoImage|imageHeight=180px|m.bison_623pp|caption=}} |
| | | hitboxes = |
| | {{MoveDataCargoImage|hitbox=yes|imageHeight=180px|m.bison_623pp|caption=}} |
| | | info = |
| | {{AttackDataCargo-SF6/Query|m.bison_623pp}} |
| | * Only accessible as Shin Bison after [[#Forward_Taunt_(6PPPKKK)|Mine Taunt]] |
| | * '''Full Invuln:''' 1-18f; cannot hit cross-up |
| | <br> |
| | A very slow but invincible reversal and anti-air. Although Shin Bison appears to hit in a sphere around his entire body, it will whiff entirely if the opponent gets behind him. This makes it a poor close range anti-air. As a reversal, opponents can easily bait it on wakeup with lights or even some mediums, leading to a huge punish on block. Its biggest advantage is that it requires no Drive meter, allowing Shin Bison to thwart Burnout pressure in unique ways. |
| | }} |
| | |
| | =====<font style="visibility:hidden; float:right">Level 2 Super (214214P)</font>===== |
| | {{MoveDataCargo |
| | | title = Final Psycho Crusher |
| | | subtitle = Hidden Super Art |
| | | input = {{classic_sf6}} 214214P<br>{{modern_sf6}} 22LMH |
| | | images = |
| | {{MoveDataCargoImage|imageHeight=165px|m.bison_214214p|caption=}} |
| | | hitboxes = |
| | {{MoveDataCargoImage|hitbox=yes|imageHeight=200px|m.bison_214214p|caption=}} |
| | | info = |
| | {{AttackDataCargo-SF6/Query|m.bison_214214p}} |
| | * 2-bar Super Art; Only accessible as Shin Bison after [[#Forward_Taunt_(6PPPKKK)|Mine Taunt]] |
| | * '''Full Invuln:''' 1-69f; '''Airborne''' 2-69f; Armor Break |
| | * Fullscreen anti-air and projectile punish; cannot hit cross-up |
| | * 1st active frame only connects if Bison is cornered (functional startup is usually 15f) |
| | * '''Drive Gauge Depletion:''' 1 bar (hit) / 0.8 bars (block) |
| | * 40% minimum damage scaling |
| | * Recovers on the opposite side of opponent (except on a fully cornered hit) |
| | <br> |
| | Shin Bison flies across the screen with a massive invincible hitbox. It can be baited with a preemptive jump before the Super freeze, but not after. Final Psycho Crusher acts like any other {{clr|SA|SA2}}, canceling from {{clr|OD|OD}} moves for solid damage. When Shin Bison has 2 Super bars stocked, it essentially becomes impossible to throw projectiles or jump outside cross-up range. |
| | |
| | Because of the way Shin Bison travels across the screen, it is a 9f reversal while cornered but a 15f reversal anywhere else. This makes it more useful in corner pressure situations than his much slower Psycho Burst. |
| | }} |
| | |
| | |
| | {{Character Subnav SF6|chara={{SUBPAGENAME}}|discord={{{discord|}}}|tag=Bison}} |
| {{Navbox-SF6}} | | {{Navbox-SF6}} |
| [[Category:Street Fighter 6]] | | [[Category:Street Fighter 6]] |
| [[Category:M.Bison]] | | [[Category:M.Bison]] |