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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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| {{AttackDataCargo-SF6/Query|m.bison_5lp}} | | {{AttackDataCargo-SF6/Query|m.bison_5lp}} |
| * 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:''' ?f | | * '''Cancel Hitconfirm Window:''' 13f |
| * '''{{clr|4|Drive Rush}} cancel advantage:''' {{sf6-adv|P|+?}} oH / {{sf6-adv|M|-?}} oB | | ** {{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 |
| * 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> |
| | | Bison's longest reaching light normal, comparable to a {{clr|L|5LK}} on many other characters. At 5f startup, it will not combo from {{clr|PC|Counter-Hit}} {{clr|L|LK Scissors}}. At the end of a 3-light chain, it also fails to combo into {{clr|L|LP Backfist Combo}} due to the pushback. |
| }} | | }} |
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| | info = | | | info = |
| {{AttackDataCargo-SF6/Query|m.bison_5mp}} | | {{AttackDataCargo-SF6/Query|m.bison_5mp}} |
| * '''Cancel Hitconfirm Window:''' ?f | | * '''Cancel Hitconfirm Window:''' 15f (requires {{clr|PC|Counter-Hit}} for {{clr|M|5MP}}~{{clr|H|6HP}} TC) |
| * '''{{clr|4|Drive Rush}} cancel advantage:''' {{sf6-adv|VP|+?}} oH / {{sf6-adv|VP|+?}} oB | | * '''{{clr|DR|Drive Rush}} cancel advantage:''' {{sf6-adv|VP|+14}} oH / {{sf6-adv|VP|+8}} oB |
| <br> | | <br> |
| | Important combo tool that sets up a strong tick throw with {{clr|DR|Drive Rush}}. Naturally links into {{clr|M|2MP}} for good damage, and can combo into the {{clr|H|2HK}} Target Combo (which is also a safe frame trap on block). |
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| | With {{clr|DR|Drive Rush}}, it gains enough hitstun to link {{clr|H|2HP}} for a more rewarding hitconfirm. {{clr|DR|DR~}}{{clr|M|5MP}} can frame trap into the overhead {{clr|H|6HP}} follow-up on block, or extend a juggle with a ground bounce on hit; however, the extra blockstun sacrifices Bison's ability to frame trap into the low {{clr|H|2HK}} TC ender. |
| }} | | }} |
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| | info = | | | info = |
| {{AttackDataCargo-SF6/Query|m.bison_5hp}} | | {{AttackDataCargo-SF6/Query|m.bison_5hp}} |
| * '''Cancel Hitconfirm Window:''' ?f (Super) | | * {{clr|PC|Punish Counter}}: {{sf6-adv|VP|+17~19 Stagger}} |
| | * Slams airborne opponents down into {{sf6-jug|limited juggle}} OTG state (higher bounce on {{clr|PC|Punish Counter}}) |
| | * '''Cancel Hitconfirm Window:''' 17f / 29f {{clr|PC|PC}} (Super) |
| | * Applies 20% damage scaling to next hit when beginning a combo (100/80/70...) |
| | * Extends a hurtbox 1f before active that is vulnerable to projectiles |
| <br> | | <br> |
| | A slow, long-range advancing poke with great hitbox priority, making it an excellent spacing trap tool. It is plus on block without {{clr|DR|Drive Rush}}, and gains additional frame advantage when spaced at max range. While susceptible to a predictive {{clr|DR|Drive Impact}}, it can be canceled into a {{clr|SA|Super}} on reaction; it also has low enough recovery to counter-{{clr|DR|DI}} if the opponent activates it too late. |
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| | The {{clr|PC|Punish Counter}} properties allow Bison to convert {{clr|H|5HP}} into high damage, which dissuades opponents from throwing out quick lights/mediums to counterpoke Scissor Kick. It can also be an effective punish against very unsafe moves (like reversals), though the damage scaling causes Bison to lose some damage. |
| }} | | }} |
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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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| | info = | | | info = |
| {{AttackDataCargo-SF6/Query|m.bison_5lk}} | | {{AttackDataCargo-SF6/Query|m.bison_5lk}} |
| * '''Cancel Hitconfirm Window:''' ?f | | * '''Cancel Hitconfirm Window:''' 12f |
| * '''{{clr|4|Drive Rush}} cancel advantage:''' {{sf6-adv|P|+?}} oH / {{sf6-adv|M|-?}} oB | | * '''{{clr|DR|Drive Rush}} cancel advantage:''' {{sf6-adv|VP|+5}} oH / {{sf6-adv|P|+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...) |
| <br> | | <br> |
| | Bison's longest-reaching 4f button. Unlike his other light normals, this one must be linked into rather than chained. While it has less range than {{clr|L|5LP}}, this is the preferred ender for 3-light hitconfirms, as the forward movement allows {{clr|L|LP Backfist Combo}} to connect. |
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| | {{clr|L|5LK}} is plus on block when canceled into {{clr|DR|Drive Rush}}, which is an extremely rare property for a light normal. |
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| | info = | | | info = |
| {{AttackDataCargo-SF6/Query|m.bison_5mk}} | | {{AttackDataCargo-SF6/Query|m.bison_5mk}} |
| *
| | A strong poke due to its range and slightly disjointed hitbox. The lower body hurtbox does not extend much, making it useful against opponents with shorter-ranged {{clr|M|2MKs}}. Useful for keeping the opponent at Bison's preferred range where the threat of Scissor Kick or {{clr|DR|Drive Rush}} starters are hard to deal with. |
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| }} | | }} |
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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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| {{AttackDataCargo-SF6/Query|m.bison_5hk}} | | {{AttackDataCargo-SF6/Query|m.bison_5hk}} |
| * Foot hurtbox is '''Anti-Air Invuln''' 13-16f | | * Foot hurtbox is '''Anti-Air Invuln''' 13-16f |
| | * {{clr|PC|Punish Counter}}: KD +73 Crumple ({{sf6-adv|VP|+7}} before becoming airborne) |
| | * Puts airborne opponents into {{sf6-jug|limited juggle}} state (much higher launch on {{clr|PC|Punish Counter}}) |
| * Whiffs on crouching opponents at longer ranges | | * Whiffs on crouching opponents at longer ranges |
| | * Extends a hurtbox 1f before active that is vulnerable to projectiles |
| <br> | | <br> |
| | A long-range kick with a slight upward angle that moves Bison forward during the animation. Mostly useful as a punish starter, allowing either a grounded combo or a juggle extension depending on the follow-up timing. It naturally links into {{clr|M|2MP}} even without a {{clr|PC|Punish Counter}}, but the slow startup makes this impractical unless confirmed from a {{clr|DR|Drive Rush cancel}} or a deep jump-in. |
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| | Can be used as an anti-air against long-range jumps due to the invincibility around Bison's foot, though in practice it can be difficult to use this way. |
| }} | | }} |
| <br> | | <br> |
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| {{AttackDataCargo-SF6/Query|m.bison_2lp}} | | {{AttackDataCargo-SF6/Query|m.bison_2lp}} |
| * 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:''' ?f | | * '''Cancel Hitconfirm Window:''' 12f |
| * '''{{clr|4|Drive Rush}} cancel advantage:''' {{sf6-adv|P|+?}} oH / {{sf6-adv|M|-?}} oB | | ** {{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 |
| * 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...) |
| * Topmost hurtbox on frames 1-5 is vulnerable only to aerial attacks, preventing its use as an anti-air | | * Topmost hurtbox on frames 1-5 is vulnerable only to aerial attacks, preventing its use as an anti-air |
| <br> | | <br> |
| | | A fast 4f normal with decent range. Useful in chain hitconfirms, although a 3-light chain into {{clr|L|LP Backfist Combo}} whiffs if you don't end with a link to {{clr|L|5LK}}. Also a good defensive option to interrupt the opponent's pressure strings, as it links to {{clr|M|2MP}} on {{clr|PC|Counter-Hit}}. |
| }} | | }} |
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| | info = | | | info = |
| {{AttackDataCargo-SF6/Query|m.bison_2mp}} | | {{AttackDataCargo-SF6/Query|m.bison_2mp}} |
| * '''Cancel Hitconfirm Window:''' ?f | | * 3f extra recovery on whiff |
| * '''{{clr|4|Drive Rush}} cancel advantage:''' {{sf6-adv|VP|+?}} oH / {{sf6-adv|VP|+?}} oB | | * '''Cancel Hitconfirm Window:''' 15f |
| | * '''{{clr|DR|Drive Rush}} cancel advantage:''' {{sf6-adv|VP|+12}} oH / {{sf6-adv|VP|+6}} oB |
| * Topmost hurtbox on frames 1-8 is vulnerable only to aerial attacks, preventing its use as an anti-air | | * Topmost hurtbox on frames 1-8 is vulnerable only to aerial attacks, preventing its use as an anti-air |
| <br> | | <br> |
| | | An important combo and neutral tool with great range for a 6f cancelable medium. Combos into Bison's useful {{clr|M|Medium}}/{{clr|OD|OD}} specials, and gets a powerful link to {{clr|H|4HK}} when canceled into {{clr|DR|Drive Rush}}. Combos from {{clr|H|5HK}}, {{clr|M|5MP}}, {{clr|PC|CH}} {{clr|L|5LP}}/{{clr|L|2LP}}, and many {{clr|DR|Drive Rush}} starters like {{clr|DR|DR~}}{{clr|H|6HP}}. |
| }} | | }} |
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| | info = | | | info = |
| {{AttackDataCargo-SF6/Query|m.bison_2hp}} | | {{AttackDataCargo-SF6/Query|m.bison_2hp}} |
| * '''Cancel Hitconfirm Window:''' ?f | | * Forces stand |
| * '''{{clr|4|Drive Rush}} cancel advantage:''' {{sf6-adv|VP|+?}} oH / {{sf6-adv|VP|+?}} oB | | * Puts airborne opponents into {{sf6-jug|limited juggle}} state on {{clr|PC|Counter-hit/Punish Counter}} |
| | * Great anti-air hitbox priority on frames 12-15 but cannot hit cross-up; only the first 2 active frames are cancelable |
| | * '''Cancel Hitconfirm Window:''' 16f |
| | * '''{{clr|DR|Drive Rush}} cancel advantage:''' {{sf6-adv|VP|+17}} oH / {{sf6-adv|VP|+8}} oB |
| <br> | | <br> |
| | | A slow but very consistent anti-air when used early enough. Can lead to a follow-up juggle unless the opponent empty jumps, though the anti-air frames are not cancelable. Used in grounded combos after {{clr|PC|PC}}/{{clr|DR|DR}} {{clr|M|5MP}}, it can cancel into useful moves like {{clr|H|HP Backfist Combo}} or {{clr|H|HP Psycho Crusher}}. |
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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> |
| | | Very good low starter, especially when combined with {{clr|DR|Drive Rush}}. It has the rare property of linking to other lights without a chain, as well as linking to a cancelable {{clr|M|2MP}} on {{clr|PC|Counter-hit}}. |
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| | info = | | | info = |
| {{AttackDataCargo-SF6/Query|m.bison_2mk}} | | {{AttackDataCargo-SF6/Query|m.bison_2mk}} |
| * '''Cancel Hitconfirm Window:''' ?f | | * '''Cancel Hitconfirm Window:''' 13f |
| * '''{{clr|4|Drive Rush}} cancel advantage:''' {{sf6-adv|VP|+?}} oH / {{sf6-adv|VP|+?}} oB | | ** {{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 |
| * 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...) |
| | * Extends an extra-wide hurtbox through the first 9 recovery frames on whiff |
| <br> | | <br> |
| | A cancelable low poke with good range, comparable to Luke or Ryu. Allows Bison to apply the ever-useful {{clr|M|2MK}} > {{clr|DR|Drive Rush cancel}} in neutral for a hitconfirm or block pressure. It also serves as a defensive option against throw baits, as opponents tend to walk back for a short time. |
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| | {{clr|M|5MP}} and {{clr|M|2MP}} are generally preferred in combos, though sometimes {{clr|M|2MK}} is the only attack that will link at longer ranges. |
| }} | | }} |
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| | info = | | | info = |
| {{AttackDataCargo-SF6/Query|m.bison_2hk}} | | {{AttackDataCargo-SF6/Query|m.bison_2hk}} |
| * Counter-hit/Punish Counter: HKD +? | | * {{clr|PC|Counter-Hit/Punish Counter}}: HKD +45 |
| | * Has juggle potential; not a Hard Knockdown when juggled into |
| | * Puts airborne opponents into {{sf6-jug|limited juggle}} state (can combo with Psycho Mine detonation) |
| <br> | | <br> |
| | | A great sweep with long range and a slightly disjointed hitbox. While technically unsafe, the high pushback prevents most opponents from punishing with their own sweep; many characters will have to rely on {{clr|SA|Supers}} to punish, if they are lucky enough to have one that reaches. |
| }} | | }} |
| <br> | | <br> |
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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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| | info = | | | info = |
| {{AttackDataCargo-SF6/Query|m.bison_jlp}} | | {{AttackDataCargo-SF6/Query|m.bison_jlp}} |
| *
| | A fast normal used as a panic air-to-air when {{clr|M|j.MP}} would be too slow. Against grounded opponents, it can only hit when very close to the ground, which can set up a surprise tick throw if you expect the opponent to block. |
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| }} | | }} |
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| {{AttackDataCargo-SF6/Query|m.bison_jmp}} | | {{AttackDataCargo-SF6/Query|m.bison_jmp}} |
| * Puts airborne opponents into {{sf6-jug|limited juggle}} state | | * Puts airborne opponents into {{sf6-jug|limited juggle}} state |
| | * Shifts M. Bison's hurtbox upward during startup |
| <br> | | <br> |
| | | A great air-to-air due to its knockdown properties. The cancel into Hell Attack ({{clr|M|j.MP}}~{{clr|M|j.MP}}) can be delayed significantly, allowing Bison to control how high the opponent is juggled. It also gives more time to build charge for Psycho Crusher upon landing. The {{clr|M|j.MP}} itself has less juggle potential than similar buttons on other characters, so there are not many ways to combo into this juggle route. |
| }} | | }} |
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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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| | info = | | | info = |
| {{AttackDataCargo-SF6/Query|m.bison_jhp}} | | {{AttackDataCargo-SF6/Query|m.bison_jhp}} |
| * | | * Spike knockdown vs. airborne opponents on {{clr|PC|Counter-Hit/Punish Counter}} |
| <br> | | <br> |
| | | Bison's best jump-in for close range approaches with its good vertical hitbox. Can be used earlier in Bison's jump arc than any other air normal, allowing him to vary his attack timing; however, an early {{clr|H|j.HP}} can have below-average hit/block advantage as a result. On a deeper connect, it can link to strong combo starters like {{clr|H|4HK}} or {{clr|M|5MP}}. |
| }} | | }} |
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| | info = | | | info = |
| {{AttackDataCargo-SF6/Query|m.bison_jlk}} | | {{AttackDataCargo-SF6/Query|m.bison_jlk}} |
| * | | * Can hit Cross-up |
| <br> | | <br> |
| | | 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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| | info = | | | info = |
| {{AttackDataCargo-SF6/Query|m.bison_jmk}} | | {{AttackDataCargo-SF6/Query|m.bison_jmk}} |
| * | | * Can hit Cross-up |
| | * Shifts M. Bison's hurtbox upward during startup |
| <br> | | <br> |
| | | Your main tool for ambiguous left/right mixups when jumping at cross-up range. Mix with {{clr|H|j.HP}} to make the opponent less confident in their anti-air timing. |
| }} | | }} |
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| | info = | | | info = |
| {{AttackDataCargo-SF6/Query|m.bison_jhk}} | | {{AttackDataCargo-SF6/Query|m.bison_jhk}} |
| *
| | Bison's best jump-in for ranged approaches due to its long horizontal range. Can consistently link to a strong combo starter like {{clr|H|4HK}} or {{clr|M|5MP}} on landing. |
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| }} | | }} |
| <br> | | <br> |
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| {{MoveDataCargo | | {{MoveDataCargo |
| | title = Psycho Hammer | | | title = Psycho Hammer |
| | subtitle = | | | subtitle = Overhead |
| | input = {{Classic_sf6}} 6HP<br>{{Modern_sf6}} 6H | | | input = {{Classic_sf6}} 6HP<br>{{Modern_sf6}} 6H |
| | images = | | | images = |
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| | info = | | | info = |
| {{AttackDataCargo-SF6/Query|m.bison_6hp}} | | {{AttackDataCargo-SF6/Query|m.bison_6hp}} |
| * | | * Slams airborne opponents down into {{sf6-jug|limited juggle}} OTG state |
| <br> | | <br> |
| | A solid overhead with good range and average startup speed. Like most overheads, it is most useful after {{clr|DR|Drive Rush}}, where it gains a link to {{clr|M|2MP}} while being {{sf6-adv|P|+1}} on block. With Bison's excellent {{clr|DR|Drive Rush}} speed and useful low starters like {{clr|L|2LK}} and {{clr|M|2MK}}, he has ample opportunity to crack an opponent's defense. |
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| | After a {{clr|M|MP Backfist Combo}} knockdown in the corner, Bison has a perfect setup into meaty {{clr|H|6HP}}, which becomes {{sf6-adv|VP|+5 oH}} / {{sf6-adv|M|-1 oB}} to combo without meter. He can also apply overhead pressure to an opponent implanted with Psycho Mine; if timed right before the detonation, the opponent will be opened up for a huge juggle combo. To avoid being predictable, alternate this with low-hitting options like {{clr|M|2MK}} or the {{clr|M|5MP}}~{{clr|H|2HK}} Target Combo. |
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| | {{clr|H|6HP}} has utility in juggle routes, causing a ground bounce that can combo into Backfist Combo for extended Psycho Mine pressure. This is easier to do in the corner, as some midscreen routes leave the opponent too far away or require a strict microwalk to connect. |
| }} | | }} |
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| | info = | | | info = |
| {{AttackDataCargo-SF6/Query|m.bison_4hk}} | | {{AttackDataCargo-SF6/Query|m.bison_4hk}} |
| * '''Cancel Hitconfirm Window:''' ?f | | * Forces stand |
| * '''{{clr|4|Drive Rush}} cancel advantage:''' {{sf6-adv|VP|+?}} oH / {{sf6-adv|VP|+?}} oB | | * '''Cancel Hitconfirm Window:''' 18f |
| | * '''{{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 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. |
| }} | | }} |
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| {{MoveDataCargo | | {{MoveDataCargo |
| | title = Hover Kick | | | title = Hover Kick |
| | subtitle = | | | 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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| | info = | | | info = |
| {{AttackDataCargo-SF6/Query|m.bison_3hk}} | | {{AttackDataCargo-SF6/Query|m.bison_3hk}} |
| * Counter-hit/Punish Counter: HKD +? | | * {{clr|PC|Counter-Hit/Punish Counter}}: HKD +41~50 |
| | * Has juggle potential; not a Hard Knockdown when juggled into |
| | * Bison is in a crouching state for the entire move duration |
| <br> | | <br> |
| | Bison zooms forward on his heels, sweeping the opponent from around 75% of the screen. Unlike his normal sweep, this can't be abused so freely; unless the opponent is in Burnout or has a Psycho Mine about to explode, {{clr|H|3HK}} is always punishable on block even at max range. Still, with proper spacing the punish can be less severe, particularly against characters that lack a 6f medium. |
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| | The slide is good for catching installs (like Lily wind stocks, Jamie drinks, etc.) that would normally be hard to punish at long range. The startup is too slow to use {{clr|H|3HK}} in most grounded combos, but the high juggle potential gives it some utility in situations where Psycho Crusher charge is not available. |
| }} | | }} |
| <br> | | <br> |
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| | title = Shadow Hammer | | | title = Shadow Hammer |
| | subtitle = | | | subtitle = |
| | input = {{Classic_sf6}} 5MP~6HP<br>{{Modern_sf6}} A[M]~6H | | | input = {{Classic_sf6}} 5MP~6HP<br>{{Modern_sf6}} A[M]~6H |
| | images = | | | images = |
| {{MoveDataCargoImage|imageHeight=200px|m.bison_6hp|caption=}} | | {{MoveDataCargoImage|imageHeight=200px|m.bison_6hp|caption=}} |
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| {{AttackDataCargo-SF6/Query|m.bison_5mp_6hp}} | | {{AttackDataCargo-SF6/Query|m.bison_5mp_6hp}} |
| * Puts airborne opponents into {{sf6-jug|limited juggle}} OTG state | | * Puts airborne opponents into {{sf6-jug|limited juggle}} OTG state |
| | * Interruptible 7f gap on block after {{clr|M|5MP}} |
| <br> | | <br> |
| | This follow-up attack is effectively the same as Bison's command overhead. Just like {{clr|H|6HP}}, it can be used in juggle routes for a ground bounce, most notably after {{clr|DR|DR~}}{{clr|M|5MP}}. On a grounded hit, this TC will not combo without extra advantage from {{clr|PC|CH}}/{{clr|PC|PC}}/{{clr|DR|DR}} or a deep meaty {{clr|M|5MP}} connect. |
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| | As a mixup tool, this overhead is safe just like its low counterpart. However, it can be interrupted on block with a quick normal unless Bison starts with {{clr|DR|DR~}}{{clr|M|5MP}} or the opponent is in Burnout. |
| }} | | }} |
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| | title = Shadow Spear | | | title = Shadow Spear |
| | subtitle = | | | subtitle = |
| | input = {{Classic_sf6}} 5MP~2HK<br>{{Modern_sf6}} A[M]~2H | | | input = {{Classic_sf6}} 5MP~2HK<br>{{Modern_sf6}} A[M]~2H |
| | images = | | | images = |
| {{MoveDataCargoImage|imageHeight=170px|m.bison_5mp_2hk|caption=}} | | {{MoveDataCargoImage|imageHeight=170px|m.bison_5mp_2hk|caption=}} |
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| | info = | | | info = |
| {{AttackDataCargo-SF6/Query|m.bison_5mp_2hk}} | | {{AttackDataCargo-SF6/Query|m.bison_5mp_2hk}} |
| * | | * 1f gap on block that can lead to {{clr|PC|CH}} {{clr|L|light normals}} |
| <br> | | <br> |
| | A safe, low-hitting alternative to the overhead Target Combo. The blockstring gap is much smaller, leading to {{clr|PC|Counter-Hit}} combos if the opponent mashes expecting the overhead. On block, Bison is left close to the opponent at {{sf6-adv|M|-3}}, forcing him to take a strike/throw mixup. |
| | |
| | If the opponent reacts to either Target Combo extension, they can hold down back and attempt to Perfect Parry this low ender, making it punishable. This also parries the overhead ender, making it low-risk as long as they are actually reacting to the startup. If you think the opponent may be auto-piloting a parry after blocked {{clr|M|5MP}}, try doing nothing to bait it out for a Throw punish. |
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| | If the opponent is in Burnout, there is no longer a gap in the blockstring. This makes it a strong bully tool that forces the opponent to block low in a true blockstring. Since it becomes {{sf6-adv|P|+1}} on block, the opportunity for a {{clr|PC|Counter-Hit}} occurs after the {{clr|H|2HK}} ender instead. |
| }} | | }} |
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| | title = Hell Attack | | | title = Hell Attack |
| | subtitle = | | | subtitle = |
| | input = {{Classic_sf6}} j.MP~j.MP<br>{{Modern_sf6}} j.M~j.M | | | input = {{Classic_sf6}} j.MP~j.MP<br>{{Modern_sf6}} j.M~j.M |
| | images = | | | images = |
| {{MoveDataCargoImage|imageHeight=180px|m.bison_jmp_jmp|caption=}} | | {{MoveDataCargoImage|imageHeight=180px|m.bison_jmp_jmp|caption=}} |
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| | info = | | | info = |
| {{AttackDataCargo-SF6/Query|m.bison_jmp_jmp}} | | {{AttackDataCargo-SF6/Query|m.bison_jmp_jmp}} |
| * | | * Keeps airborne opponents in a {{sf6-jug|limited juggle}} state after {{clr|M|j.MP}} |
| <br> | | <br> |
| | | A great follow-up to air-to-air {{clr|M|j.MP}}, allowing Bison to pick up a juggle even when hitting on the way up. This TC can be significantly delayed, giving more advantage after landing and guaranteeing enough charge time for Psycho Crusher if you begin charging right after you jump. You can also choose to end with Backfist Combo to plant a Psycho Mine; in general, the {{clr|M|MP}}/{{clr|H|HP}} versions are more consistent due to their extra range, as long as you delay the hits of the TC. |
| }} | | }} |
| <br> | | <br> |
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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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| | info = | | | info = |
| {{AttackDataCargo-SF6/Query|m.bison_lplk}} | | {{AttackDataCargo-SF6/Query|m.bison_lplk}} |
| * Punish Counter: HKD +? | | * {{clr|PC|Punish Counter}}: HKD +21 |
| * Applies 20% immediate damage scaling when comboed into (e.g. after Crumple) | | * Applies 20% immediate damage scaling when comboed into (e.g. after Crumple) |
| <br> | | <br> |
| | After landing a corner throw, Bison can dash forward for an auto-timed {{sf6-adv|P|+2}} throw loop that beats any non-invincible reversal option. He also has enough advantage to walk forward for a manually timed throw loop; this has the advantage of allowing Bison to walk back out of the opponent's throw range for a shimmy, leading to much higher damage. |
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| | If you want to use {{clr|DR|Drive Rush}} for enhanced pressure, {{clr|DR|DR~}}{{clr|H|4HK}} can be auto-timed for a meaty connect, making it {{sf6-adv|VP|+9 oH}} / {{sf6-adv|VP|+6 oB}}. A second {{clr|H|4HK}} on block will keep Bison at frame advantage while allowing a trade combo vs. 4f normals. {{clr|DR|DR~}}{{clr|M|5MP}} can connect meaty, but requires a slight manual delay; otherwise, it will whiff before the opponent recovers. |
| | |
| | Midscreen, Bison can use {{clr|DR|Drive Rush}} into a delayed button like {{clr|H|4HK}}, {{clr|M|5MP}}, or {{clr|M|2MK}} to catch the opponent's Back Rise, but in order to threaten another throw he risks eating the opponent's wakeup button. If for some reason the opponent chooses not to Back Rise, this gives him oki similar to a corner throw. |
| }} | | }} |
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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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| {{AttackDataCargo-SF6/Query|m.bison_4lplk}} | | {{AttackDataCargo-SF6/Query|m.bison_4lplk}} |
| * Side switches | | * Side switches |
| * Punish Counter: HKD +? | | * {{clr|PC|Punish Counter}}: HKD +18 |
| * Applies 20% immediate damage scaling when comboed into (e.g. after Crumple) | | * Applies 20% immediate damage scaling when comboed into (e.g. after Crumple) |
| <br> | | <br> |
| | After throwing the opponent back into the corner, Bison can pressure with ranged meaty normals like {{clr|H|5HP}} or {{clr|M|5MK}} to chip away at the opponent's Drive gauge. For real oki, {{clr|DR|Drive Rush}} is required. Two of the best routes are: |
| | * {{clr|DR|DR~}}{{clr|H|4HK}} - {{sf6-adv|VP|+5 oB}}, frame traps into {{clr|M|5MP}} for two likely {{clr|PC|Counter-Hit}} points. |
| | ** On hit, ends with {{clr|M|5MP}}, {{clr|M|2MP}} > {{clr|M|M}}/{{clr|OD|OD}} special |
| | ** After {{clr|PC|CH}} {{clr|H|4HK}}, can link into another {{clr|H|4HK}} > {{clr|H|H}} Special for excellent damage |
| | * {{clr|DR|DR~}}{{clr|M|5MP}} - Auto-timed for a {{sf6-adv|VP|+4 oB}} tick throw. |
| | ** Attempting another {{clr|M|5MP}} on block results in a trade vs. 4f normals, which links to {{clr|M|2MP}} (due to pushback, must use {{clr|M|2MK}} vs. Blanka/E. Honda {{clr|L|5LK}} or Guile/Manon {{clr|L|2LP}}) |
| | ** On hit, Bison can link to {{clr|H|4HK}} for a powerful {{clr|H|HP Psycho Crusher}} or {{clr|H|HP Backfist Combo}} ender |
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| | Midscreen, the opponent recovers too far away to chase down. If the Back Throw connects right after planting a Psycho Mine, Bison can attempt a {{clr|M|MP}}/{{clr|H|HP}} Psycho Crusher to secure frame advantage. If the opponent tries to jump over Psycho Crusher on reaction, the Mine will explode mid-air. However, this setup gives the opponent plenty of time to react with an anti-air invincible move, removing the threat of the Mine entirely, so it should be used sparingly. |
| }} | | }} |
| <br> | | <br> |
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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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| | info = | | | info = |
| {{AttackDataCargo-SF6/Query|m.bison_hphk}} | | {{AttackDataCargo-SF6/Query|m.bison_hphk}} |
| * '''Armor (2-hit):''' 1-27f | | * '''Armor (2-hit):''' 1-27f; '''Range:''' 2.537 (1.217 movement + 1.32 hitbox) |
| * Applies 20% damage scaling to next hit when beginning a combo (including Wall Splat on block) | | * On Hit/PC: Applies 20% damage scaling to next hit when beginning a combo |
| * Combos when canceled from {{clr|H|--}} (no corner wallsplat) | | * On Block: Applies 20% scaling multiplier to all follow-up hits after Wall Splat; the next attack can incur additional Starter Scaling |
| ** Useful for draining opponent's 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) |
| | ** This happens because a blocked {{clr|DR|DI}} is not considered a "hit" for combo purposes |
| | ** Causes both the 20% Starter and 20% Multiplier scaling to apply to the follow-up combo |
| See [[Street_Fighter_6/Gauges#Drive_Impact|Drive Impact]] on the Gauges page for more details. | | See [[Street_Fighter_6/Gauges#Drive_Impact|Drive Impact]] on the Gauges page for more details. |
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|
| When canceled from a normal, these are the important '''blockstring gaps'''; a gap of N will trade with an N-frame startup attack; [] = Burnout | | When canceled from a normal, these are the important '''blockstring gaps'''; a gap of N will trade with an N-frame startup attack; [] = Burnout |
| * {{clr|H|4HK}}: 5[1] | | * {{clr|H|4HK}}: 5[1] |
| * {{clr|H|2HP}}: 9[5] | | * {{clr|M|5MP}}, {{clr|H|2HP}}: 9[5] |
| * {{clr|M|5MP}}: 9[5]
| | * {{clr|M|2MP}}, {{clr|M|2MK}}: 11[7] |
| * {{clr|M|2MP}}: 13[7] | |
| * {{clr|M|2MK}}: 13[7]
| |
| * Note: A gap ≥ 6f can be thrown, and a gap ≥ 9f can be jumped out of by most characters | | * Note: A gap ≥ 6f can be thrown, and a gap ≥ 9f can be jumped out of by most characters |
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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. Note that if the opponent mashes buttons on wakeup, the counter-hit will cause {{clr|4|DI}} to Lock. | | |
| * {{clr|H|4HK}} > {{clr|4|DI}}: 1f blockstring gap prevents opponent from absorbing the hit | | 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|4|DR~}}{{clr|H|2HP}} > {{clr|4|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|4|DR~}}{{clr|M|5MP}} > {{clr|4|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|4|DR~}}{{clr|M|2MP}} > {{clr|4|DI}}: 3f blockstring gap will work vs. Zangief {{clr|H|5[HP]}} | | * {{clr|DR|DR~}}{{clr|M|5MP}}{{clr|OD|*}} > {{clr|DR|DI}}: 1f blockstring gap prevents opponent from absorbing the hit |
| * {{clr|4|DR~}}{{clr|M|2MK}} > {{clr|4|DI}}: 3f blockstring gap will work vs. Zangief {{clr|H|5[HP]}} | | * {{clr|DR|DR~}}{{clr|M|2MP}}{{clr|OD|*}} > {{clr|DR|DI}}: 3f blockstring gap will work vs. Zangief {{clr|H|5[HP]}} |
| | * {{clr|DR|DR~}}{{clr|M|2MK}} > {{clr|DR|DI}}: 3f blockstring gap will work vs. Zangief {{clr|H|5[HP]}} |
| }} | | }} |
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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 |
| | |
| 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|4|Drive Rush}} animation | | * Startup refers to minimum time before an attack can cancel the {{clr|DR|Drive Rush}} animation |
| * The first 15 recovery frames are cancelable into any attack | | * The first 15 recovery frames are cancelable into any attack |
| * The final 22 recovery frames are cancelable into any attack or movement option or blocking (except Parry) | | * The final 22 recovery frames are cancelable into any attack or movement option or blocking (except Parry) |
| * Only Normal and Command Normal attacks are enhanced with '''+4''' frame advantage and improved juggle properties | | * Only Normal and Command Normal attacks are enhanced with '''+4''' frame advantage and improved juggle properties |
| * Applies 15% damage scaling multiplier to any follow-up hits when used mid-combo | | * Applies 15% damage scaling multiplier to any follow-up hits when used mid-combo |
| ** Only applies scaling once per combo; does not apply when a {{clr|4|Drive Rush}} enhanced attack starts the combo | | ** Only applies scaling once per combo; does not apply when a {{clr|DR|Drive Rush}} enhanced attack starts the combo |
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| Distance: | | Distance: |
| * 0.593 (min, cancel into immediate Throw) | | * 0.593 (min, cancel into immediate Throw) |
| * 2.650 (min, earliest blocking/movement frame) | | * 2.650 (min, earliest blocking/movement frame) |
| * 4.425 (max, final {{clr|4|DR}} frame) | | * 4.425 (max, final {{clr|DR|DR}} frame) |
| }} | | }} |
| <br> | | <br> |
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| {{MoveDataCargoImage|imageHeight=200px|m.bison_psycho_mine|caption= ''"Gunpowder, gelatine"''}} | | {{MoveDataCargoImage|imageHeight=200px|m.bison_psycho_mine|caption= ''"Gunpowder, gelatine"''}} |
| | hitboxes = | | | hitboxes = |
| {{MoveDataCargoImage|hitbox=yes|imageHeight=160px|m.bison_psycho_mine|caption=}} | | {{MoveDataCargoImage|hitbox=yes|imageHeight=200px|m.bison_psycho_mine|caption=}} |
| | info = | | | info = |
| {{AttackDataCargo-SF6/Query|m.bison_psycho_mine}} | | {{AttackDataCargo-SF6/Query|m.bison_psycho_mine}} |
| | * Projectile hitbox; Mine dissipates if Bison is hit |
| | * Automatic explosion timer is 300f after being planted by the second hit of Backfist Combo |
| | * Can be manually triggered with Psycho Crusher / Backfist Combo / Devil Reverse |
| | ** Applies on hit/block/parry; only Backfist Combo triggers explosion on Perfect Parry |
| | * Puts opponents into {{sf6-jug|free juggle}} state (or maintains existing juggle state) |
| | ** Countdown explosion launches higher than special move detonation |
| | * Counts as 1 move for damage scaling only after timer expires |
| | ** 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. |
| | |
| | Bison's Psycho Power infused special moves ([[#Psycho_Crusher_Attack_([4]6P)|Psycho Crusher]], [[#Backfist_Combo_(214P)|Backfist Combo]], and [[#Devil_Reverse_([2]8K~P)|Devil Reverse]]) can trigger the Psycho Mine detonation when they connect with the opponent (though notably, only Backfist Combo triggers it on Perfect Parry). This gives him oppressive frame advantage and Drive gauge depletion on block with very little effort. On hit, Bison gains significant damage as well as improved juggle routes or oki. |
| | |
| | While the special move detonation is generally used to extend combos or brute force his block pressure, the countdown detonation can be applied in more unique mixup scenarios. For example, keeping the opponent locked down with block pressure allows Bison to open up the opponent with an overhead or low normal, either of which will combo into the explosion. He can also time a Shadow Rise or Devil Reverse to create an ambiguous left/right mixup right as the timer expires. These types of mixups are weak against Parry, but become very effective if the opponent is in Burnout or low on Drive gauge. On a successful mixup, the most common way to pick up the juggle is {{clr|M|j.MP}}~{{clr|M|j.MP}} into any ender after landing (e.g. {{clr|H|HP Psycho Crusher}}, {{clr|H|HP Backfist Combo}}, or {{clr|H|5HP}} > {{clr|SA|Super}}). |
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| | Because the explosion is a projectile hitbox, some moves with projectile invincibility can be used to avoid it. This includes moves with upper-body projectile invincibility, like A.K.I.'s {{clr|L|LK Snake Step}}. Most projectile invuln moves can't be thrown out randomly, but some characters can take advantage of this even on block (e.g. Jamie's {{clr|OD|OD Bakkai}} > {{clr|SA|SA2}}). |
| }} | | }} |
|
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|
| =====<font style="visibility:hidden; float:right">Psycho Crusher Attack ([4]6P)</font>===== | | =====<font style="visibility:hidden; float:right">Psycho Crusher Attack ([4]6P)</font>===== |
| | <tabber> Regular = |
| {{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=}} |
| | hitboxes = | | | hitboxes = |
| {{MoveDataCargoImage|hitbox=yes|imageHeight=140px|m.bison_46lp|caption=}} | | {{MoveDataCargoImage|hitbox=yes|imageHeight=130px|m.bison_46lp|caption=}} |
| {{MoveDataCargoImage|hitbox=yes|imageHeight=140px|2|m.bison_46lp|caption=}} | | {{MoveDataCargoImage|hitbox=yes|imageHeight=130px|m.bison_46lp|2|caption=}} |
| ---- | | ---- |
| {{MoveDataCargoImage|hitbox=yes|imageHeight=140px|m.bison_46pp|caption=}} | | {{MoveDataCargoImage|hitbox=yes|imageHeight=130px|m.bison_46pp|caption=}} |
| {{MoveDataCargoImage|hitbox=yes|imageHeight=140px|2|m.bison_46pp|caption=}} | | {{MoveDataCargoImage|hitbox=yes|imageHeight=130px|m.bison_46pp|2|caption=}} |
| {{MoveDataCargoImage|hitbox=yes|imageHeight=140px|3|m.bison_46pp|caption=OD Version}} | | {{MoveDataCargoImage|hitbox=yes|imageHeight=130px|m.bison_46pp|3|caption=OD Version}} |
| | info = | | | info = |
| {{AttackDataCargo-SF6/Query|m.bison_46lp}} | | {{AttackDataCargo-SF6/Query|m.bison_46lp}} |
| * '''Anti-Air Invuln:''' 6-17f; '''Projectile Clash''' 16-31f (1-hit, meterless priority) | | * '''Anti-Air Invuln:''' 6-17f; '''Airborne''' 22-31f ({{FKD}} state) |
| ** Forward hurtbox is '''Projectile Invuln''' 17-31f
| | * '''Projectile Clash''' 16-31f (1-hit, meterless priority); forward hurtbox is '''Projectile Invuln''' 17-31f |
| | * 45f charge time; charge lasts up to 8f after releasing back direction; must be holding forward when {{clr|L|LP}} is input |
| | * '''Cancel Hitconfirm Window:''' 17f (Super); 1f later active frame gives 1f less hitconfirm time |
| | * Applies 30% damage scaling to next hit when beginning a combo (100/70/60...) |
| {{AttackDataCargo-SF6/Query|m.bison_46mp}} | | {{AttackDataCargo-SF6/Query|m.bison_46mp}} |
| * '''Anti-Air Invuln:''' 6-21f; '''Projectile Clash''' 20-35f (1-hit, meterless priority) | | * '''Anti-Air Invuln:''' 6-21f; '''Airborne''' 26-35f ({{FKD}} state) |
| ** Forward hurtbox is '''Projectile Invuln''' 21-35f
| | * '''Projectile Clash''' 20-35f (1-hit, meterless priority); forward hurtbox is '''Projectile Invuln''' 21-35f |
| | * 45f charge time; charge lasts up to 8f after releasing back direction; must be holding forward when {{clr|M|MP}} is input |
| | * '''Cancel Hitconfirm Window:''' 15f (Super); 1f later active frame gives 1f less hitconfirm time |
| | * Applies 30% damage scaling to next hit when beginning a combo (100/70/60...) |
| {{AttackDataCargo-SF6/Query|m.bison_46hp}} | | {{AttackDataCargo-SF6/Query|m.bison_46hp}} |
| * '''Anti-Air Invuln:''' 6-25f; '''Projectile Clash''' 24-49f (1-hit, meterless priority) | | * '''Anti-Air Invuln:''' 6-25f; '''Airborne''' 30-49f ({{FKD}} state) |
| ** Forward hurtbox is '''Projectile Invuln''' 23-49f
| | * '''Projectile Clash''' 24-49f (1-hit, meterless priority); forward hurtbox is '''Projectile Invuln''' 23-49f |
| | * 45f charge time; charge lasts up to 8f after releasing back direction; must be holding forward when {{clr|H|HP}} is input |
| | * '''Cancel Hitconfirm Window:''' 15f (Super); 1f later active frame gives 1f less hitconfirm time |
| | * Applies 30% damage scaling to next hit when beginning a combo (100/70/60...) |
| {{AttackDataCargo-SF6/Query|m.bison_46pp}} | | {{AttackDataCargo-SF6/Query|m.bison_46pp}} |
| * '''Anti-Air Invuln:''' 6-17f; '''Projectile Invuln:''' 13-31f | | * '''Anti-Air Invuln:''' 6-17f; '''Projectile Invuln:''' 13-31f; '''Airborne''' 20-31f ({{FKD}} state) |
| | * 45f charge time; charge lasts up to 8f after releasing back direction; must be holding forward when {{clr|OD|PP}} is input |
| | * '''Cancel Hitconfirm Window:''' 47f/35f/24f (Super); less hitconfirm time on later hits/active frames |
| | ** Cancel into {{clr|SA|SA2}} does not combo |
| | * Applies 30% damage scaling to next hit when beginning a combo (100/70/60...) |
| <br> | | <br> |
| | Psycho Crusher is a high damage combo ender, anti-air, and anti-projectile special that can quickly close the gap from mid to long range. The meterless version is very unsafe on block without a planted Psycho Mine; only a deep meaty {{clr|H|HP Crusher}} can be advantageous on block, but even a fullscreen activation will connect too early. |
| | |
| | Bison's strike hitbox is surrounded by a larger projectile clash hitbox as he flies forward, letting him tank 1 hit of a meterless projectile. This makes it an effective, albeit slow, answer to most fireballs. The slow startup speed, charge requirement, and travel time to reach long-range opponents all serve to limit Psycho Crusher's effectiveness against zoners. Consider using alternate approaches like Shadow Rise~Devil Reverse to keep the opponent on their toes. |
| | |
| | Psycho Crusher is one of Bison's primary anti-airs, gaining air invincibility on frame 6 that lasts well into the active frames. It must be input earlier than most anti-air specials, but the long range and high active frame count makes it effective at dealing with divekicks or air fireballs that can alter a character's jump trajectory. It can also cancel into {{clr|SA|SA3}} for solid damage even with its high damage scaling. Due to its charge requirement, it's important to have other anti-air options in mind like {{clr|H|2HP}} or {{clr|M|j.MP}}~{{clr|M|j.MP}}. |
| | |
| | Bison is airborne throughout most of the attack's duration. This means that anti-air specials like Shoryuken can be used on reaction, making it much weaker as a meaty option when not canceled into. On the plus side, the airborne state can mess with the opponents Perfect Parry punish options (especially on the {{clr|OD|OD}} version, which requires the opponent to start their punish immediately). |
|
| |
|
| | Psycho Crusher takes 5f longer to charge compared to similar moves like Sumo Headbutt, and its input is a bit more strict; you have less time to input the button after letting go of back charge, and the button must be input while still holding forward. It's important to practice proper charge timing for Bison's main hitconfirm strings to ensure you aren't leaving damage on the table. A route like {{clr|H|5HK}}, {{clr|M|2MP}} requires you to start charging immediately after the {{clr|H|5HK}} input, since you can't link it after {{clr|H|4HK}}. Meanwhile {{clr|M|5MP}}, {{clr|M|2MP}} can start its charge before the first button is pressed (input as {{clr|M|4MP}}, {{clr|M|1MP}}). The easiest way to build charge is to use a {{clr|DR|Drive Rush}} route ending in {{clr|H|4HK}}, {{clr|M|5MP}}, {{clr|M|2MP}}, which allows you to hold back the entire time. |
| | |
| | {{clr|OD|OD Psycho Crusher}} is safe on block and can cover ground more quickly, giving Bison a low-risk approach tool that can quickly force the opponent into the corner. The pushback on block keeps Bison just out of throw range (except vs. Marisa, Blanka, E. Honda, or Zangief). It blows right through projectiles rather than clashing with them, making it much more effective against zoners that can threaten with {{clr|OD|OD}} projectiles. It does a bit less damage than {{clr|M|MP Crusher}}, so unless the opponent has a Psycho Mine planted, {{clr|OD|OD Crusher}} should only be used in combos when the faster startup is required. |
| }} | | }} |
| | | |-| |
| ======<font style="visibility:hidden; float:right">Psycho Crusher (Mine) ([4]6P)</font>======
| | Psycho Mine= |
| {{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=150px|m.bison_46lp_mine|caption=}} | | {{MoveDataCargoImage|imageHeight=130px|m.bison_46lp|caption=}} |
| ---- | | ---- |
| {{MoveDataCargoImage|imageHeight=140px|m.bison_46pp_mine|caption=''"Dynamite with a Lazer Beam"''}} | | {{MoveDataCargoImage|imageHeight=220px|m.bison_46pp_mine|caption=''"Dynamite with a Lazer Beam"''}} |
| | hitboxes = | | | hitboxes = |
| {{MoveDataCargoImage|hitbox=yes|imageHeight=160px|m.bison_46lp_mine|caption=}} | | {{MoveDataCargoImage|hitbox=yes|imageHeight=130px|m.bison_46lp|caption=}} |
| | {{MoveDataCargoImage|hitbox=yes|imageHeight=130px|m.bison_46lp|2|caption=}} |
| ---- | | ---- |
| {{MoveDataCargoImage|hitbox=yes|imageHeight=170px|m.bison_46pp_mine|caption=}} | | {{MoveDataCargoImage|hitbox=yes|imageHeight=130px|m.bison_46pp|caption=}} |
| | {{MoveDataCargoImage|hitbox=yes|imageHeight=130px|m.bison_46pp|2|caption=}} |
| | {{MoveDataCargoImage|hitbox=yes|imageHeight=130px|m.bison_46pp|3|caption=OD Version}} |
| | info = | | | info = |
| {{AttackDataCargo-SF6/Query|m.bison_46lp_mine}} | | {{AttackDataCargo-SF6/Query|m.bison_46lp_mine}} |
| * Detonates Psycho Mine on hit/block | | * Detonates [[#Psycho_Mine_Detonation|Psycho Mine]] on hit/block (but not Perfect Parry or Armor) |
| * '''Anti-Air Invuln:''' 6-17f; '''Projectile Clash''' 16-31f (1-hit, meterless priority) | | * '''Anti-Air Invuln:''' 6-17f; '''Airborne''' 22-31f ({{FKD}} state) |
| ** Forward hurtbox is '''Projectile Invuln''' 17-31f
| | * '''Projectile Clash''' 16-31f (1-hit, meterless priority); forward hurtbox is '''Projectile Invuln''' 17-31f |
| | * 45f charge time; charge lasts up to 8f after releasing back direction; must be holding forward when {{clr|L|LP}} is input |
| | * Puts opponent into {{sf6-jug|limited juggle}} state ({{clr|SA|SA3}} cancel connects before Mine explodes) |
| | * '''Cancel Hitconfirm Window:''' 17f (Super); 1f later active frame gives 1f less hitconfirm time |
| | * Applies 30% damage scaling to next hit when beginning a combo (100/70/60...) |
| {{AttackDataCargo-SF6/Query|m.bison_46mp_mine}} | | {{AttackDataCargo-SF6/Query|m.bison_46mp_mine}} |
| * Detonates Psycho Mine on hit/block | | * Detonates [[#Psycho_Mine_Detonation|Psycho Mine]] on hit/block (but not Perfect Parry or Armor) |
| * '''Anti-Air Invuln:''' 6-21f; '''Projectile Clash''' 20-35f (1-hit, meterless priority) | | * '''Anti-Air Invuln:''' 6-21f; '''Airborne''' 26-35f ({{FKD}} state) |
| ** Forward hurtbox is '''Projectile Invuln''' 21-35f
| | * '''Projectile Clash''' 20-35f (1-hit, meterless priority); forward hurtbox is '''Projectile Invuln''' 21-35f |
| | * 45f charge time; charge lasts up to 8f after releasing back direction; must be holding forward when {{clr|M|MP}} is input |
| | * Puts opponent into {{sf6-jug|limited juggle}} state ({{clr|SA|SA3}} cancel connects before Mine explodes) |
| | * '''Cancel Hitconfirm Window:''' 15f (Super); 1f later active frame gives 1f less hitconfirm time |
| | * Applies 30% damage scaling to next hit when beginning a combo (100/70/60...) |
| {{AttackDataCargo-SF6/Query|m.bison_46hp_mine}} | | {{AttackDataCargo-SF6/Query|m.bison_46hp_mine}} |
| * Detonates Psycho Mine on hit/block | | * Detonates [[#Psycho_Mine_Detonation|Psycho Mine]] on hit/block (but not Perfect Parry or Armor) |
| * '''Anti-Air Invuln:''' 6-25f; '''Projectile Clash''' 24-49f (1-hit, meterless priority) | | * '''Anti-Air Invuln:''' 6-25f; '''Airborne''' 30-49f ({{FKD}} state) |
| ** Forward hurtbox is '''Projectile Invuln''' 23-49f
| | * '''Projectile Clash''' 24-49f (1-hit, meterless priority); forward hurtbox is '''Projectile Invuln''' 23-49f |
| | * 45f charge time; charge lasts up to 8f after releasing back direction; must be holding forward when {{clr|H|HP}} is input |
| | * Puts opponent into {{sf6-jug|limited juggle}} state (allows follow-up juggles) |
| | * '''Cancel Hitconfirm Window:''' 15f (Super); 1f later active frame gives 1f less hitconfirm time |
| | * Applies 30% damage scaling to next hit when beginning a combo (100/70/60...) |
| {{AttackDataCargo-SF6/Query|m.bison_46pp_mine}} | | {{AttackDataCargo-SF6/Query|m.bison_46pp_mine}} |
| * Detonates Psycho Mine on hit/block | | * Detonates [[#Psycho_Mine_Detonation|Psycho Mine]] on hit/block (but not Perfect Parry or Armor) |
| * '''Anti-Air Invuln:''' 6-17f; '''Projectile Invuln:''' 13-31f | | * '''Anti-Air Invuln:''' 6-17f; '''Projectile Invuln:''' 13-31f; '''Airborne''' 20-31f ({{FKD}} state) |
| | * 45f charge time; charge lasts up to 8f after releasing back direction; must be holding forward when {{clr|OD|PP}} is input |
| | * Puts opponent into {{sf6-jug|limited juggle}} state, followed by OTG bounce |
| | * Applies 30% damage scaling to next hit when beginning a combo (100/70/60...) |
| | ** After OTG bounce, a late follow-up juggle also has 10% immediate scaling applied |
| <br> | | <br> |
| | When a Psycho Mine is planted onto the opponent, Psycho Crusher automatically detonates it, becoming extremely advantageous on hit or block. After a Backfist Combo knockdown, Psycho Crusher can be used as a meaty pressure starter that decimates the opponent's Drive gauge. This can beat any wakeup attack without Full or Anti-Air invincibility, but loses to Perfect Parry. To remain safe against reversal {{clr|DR|Drive Impact}}, use {{clr|L|LP Crusher}} after {{clr|L|LP}}/{{clr|M|MP}}/{{clr|OD|OD}} Backfist, and {{clr|M|MP Crusher}} after {{clr|H|HP Backfist}}; also be aware that most characters can [[Street_Fighter_6/M.Bison/Strategy#Okizeme_and_Mixups|backdash this setup]] midscreen when using {{clr|L|LP Crusher}}. |
| | |
| | On hit, the Mine-enhanced Psycho Crusher gives Bison more damage and better frame advantage. The {{clr|L|LP}}/{{clr|M|MP}} versions give a +41 knockdown at point blank, or +42 at most other ranges; +41 sets up a safe jump vs. 6f reversals, while +42 works against 5f specials (like most anti-air {{clr|L|LP}}/{{clr|L|LK}} uppercuts). These safe jumps can work midscreen with {{clr|H|j.HK}}, though it can be inconsistent. The {{clr|H|HP Crusher}} detonation gives a higher launch on hit, sacrificing the safe jump but gaining a juggle into {{clr|SA|SA1}} anywhere, or {{clr|L|LP Backfist}}/{{clr|SA|SA3}} in the corner. |
| | |
| | {{clr|OD|OD Crusher}} has the most to gain when combined with Psycho Mine. On block, it is a whopping {{sf6-adv|VP|+10}}, enough for a true blockstring into {{clr|H|4HK}}. On hit, Bison transitions to a cinematic launcher that ends with a ground bounce. This allows nearly anything to juggle afterward, most notably {{clr|H|HK Shadow Rise}}~{{clr|OD|OD Head Press}} for a second ground bounce. With a full meter dump, this can deal [https://www.youtube.com/watch?v=RliVpjLjim8 over 8000 damage] as an optimal punish combo, winning the round almost single-handedly. Even without this full meter dump, the damage and setup potential makes it worth going for. |
|
| |
|
| | ''Bug: {{clr|OD|OD Crusher + Mine}} on a high airborne connect can fail to trigger the cinematic follow-up, but the explosion still occurs. However, the opponent is still considered to be inflicted with a Psycho Mine, which can be detonated a second time.'' |
| }} | | }} |
| | </tabber> |
|
| |
|
| =====<font style="visibility:hidden; float:right">Double Knee Press (236K)</font>===== | | =====<font style="visibility:hidden; float:right">Double Knee Press (236K)</font>===== |
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| {{MoveDataCargoImage|imageHeight=160px|m.bison_236kk|caption=OD Follow-up}} | | {{MoveDataCargoImage|imageHeight=160px|m.bison_236kk|caption=OD Follow-up}} |
| | hitboxes = | | | hitboxes = |
| {{MoveDataCargoImage|hitbox=yes|imageHeight=160px|m.bison_236lk|caption=}} | | {{MoveDataCargoImage|hitbox=yes|imageHeight=110px|m.bison_236lk|caption=}} |
| ---- | | ---- |
| {{MoveDataCargoImage|hitbox=yes|imageHeight=170px|m.bison_236kk|caption=}} | | {{MoveDataCargoImage|hitbox=yes|imageHeight=120px|m.bison_236kk|caption=}} |
| | <br> |
| | {{MoveDataCargoImage|hitbox=yes|imageHeight=140px|m.bison_236kk|2|caption=}} |
| | info = | | | info = |
| {{AttackDataCargo-SF6/Query|m.bison_236lk}} | | {{AttackDataCargo-SF6/Query|m.bison_236lk}} |
| | * '''Low Crush''' 7-15f (not airborne) |
| | * 5f extra recovery on whiff; {{clr|PC|Counter-Hit/Punish Counter}} bonus advantage carries through both hits |
| | * '''Cancel Hitconfirm Window:''' 16f (Super) |
| | * Applies 30% damage scaling to next hit when beginning a combo (100/70/60...) |
| {{AttackDataCargo-SF6/Query|m.bison_236mk}} | | {{AttackDataCargo-SF6/Query|m.bison_236mk}} |
| | * '''Low Crush''' 11-19f (not airborne) |
| | * 5f extra recovery on whiff; {{clr|PC|Counter-Hit/Punish Counter}} bonus advantage carries through both hits |
| | * '''Cancel Hitconfirm Window:''' 16f (Super) |
| | * Applies 20% damage scaling to next hit when beginning a combo (100/80/70...) |
| {{AttackDataCargo-SF6/Query|m.bison_236hk}} | | {{AttackDataCargo-SF6/Query|m.bison_236hk}} |
| | * '''Low Crush''' 14-24f (not airborne) |
| | * 5f extra recovery on whiff; {{clr|PC|Counter-Hit/Punish Counter}} bonus advantage carries through both hits |
| | * '''Cancel Hitconfirm Window:''' 16f (Super) |
| {{AttackDataCargo-SF6/Query|m.bison_236kk}} | | {{AttackDataCargo-SF6/Query|m.bison_236kk}} |
| * Puts opponent into {{sf6-jug|limited juggle}} state | | * '''Low Crush''' 12-19f (not airborne) |
| | * 3rd hit puts opponent into {{sf6-jug|limited juggle}} state (launches higher when juggled into) |
| | * '''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. |
| | |
| | On hit, Bison is left much closer to the opponent with slight frame advantage, giving him an immediate strike/throw mixup. Because Scissor Kick leaves the opponent standing, he can get a follow-up combo on {{clr|PC|Counter-Hit/Punish Counter}}, which discourages the opponent from challenging this move. {{clr|H|HK Scissor Kick}} in particular is an excellent punish starter, since it doesn't inflict damage scaling on the follow-up; however, it must be spaced from very far away, making it the least likely to start a punish from a raw connect. |
| | |
| | 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. |
| | |
| | {{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. |
| }} | | }} |
|
| |
|
| =====<font style="visibility:hidden; float:right">Backfist Combo (214P)</font>===== | | =====<font style="visibility:hidden; float:right">Backfist Combo (214P)</font>===== |
| | <tabber> Regular = |
| {{MoveDataCargo | | {{MoveDataCargo |
| | title = Backfist Combo | | | title = Backfist Combo |
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| | images = | | | images = |
| {{MoveDataCargoImage|imageHeight=150px|m.bison_214lp|caption=}} | | {{MoveDataCargoImage|imageHeight=150px|m.bison_214lp|caption=}} |
| | {{MoveDataCargoImage|imageHeight=160px|m.bison_214lp|2|caption=}} |
| ---- | | ---- |
| {{MoveDataCargoImage|imageHeight=140px|m.bison_214pp|caption=}} | | {{MoveDataCargoImage|imageHeight=160px|m.bison_214pp|caption=}} |
| | {{MoveDataCargoImage|imageHeight=160px|m.bison_214pp|2|caption=}} |
| | hitboxes = | | | hitboxes = |
| {{MoveDataCargoImage|hitbox=yes|imageHeight=160px|m.bison_214lp|caption=}} | | {{MoveDataCargoImage|hitbox=yes|imageHeight=120px|m.bison_214lp|caption=}} |
| ---- | | ---- |
| {{MoveDataCargoImage|hitbox=yes|imageHeight=170px|m.bison_214pp|caption=}} | | {{MoveDataCargoImage|hitbox=yes|imageHeight=140px|m.bison_214pp|caption=}} |
| | {{MoveDataCargoImage|hitbox=yes|imageHeight=140px|m.bison_214pp|2|caption=}} |
| | info = | | | info = |
| {{AttackDataCargo-SF6/Query|m.bison_214lp}} | | {{AttackDataCargo-SF6/Query|m.bison_214lp}} |
| * Plants a Psycho Mine on hit | | * Plants a [[#Psycho_Mine_Detonation|Psycho Mine]] on 2nd hit |
| | * '''Cancel Hitconfirm Window:''' 49f (Super) |
| {{AttackDataCargo-SF6/Query|m.bison_214mp}} | | {{AttackDataCargo-SF6/Query|m.bison_214mp}} |
| * Plants a Psycho Mine on hit | | * Plants a [[#Psycho_Mine_Detonation|Psycho Mine]] on 2nd hit |
| | * '''Cancel Hitconfirm Window:''' 49f (Super) |
| {{AttackDataCargo-SF6/Query|m.bison_214hp}} | | {{AttackDataCargo-SF6/Query|m.bison_214hp}} |
| * Plants a Psycho Mine on hit | | * Plants a [[#Psycho_Mine_Detonation|Psycho Mine]] on 2nd hit |
| | * '''Cancel Hitconfirm Window:''' 50f (Super) |
| {{AttackDataCargo-SF6/Query|m.bison_214pp}} | | {{AttackDataCargo-SF6/Query|m.bison_214pp}} |
| * Plants a Psycho Mine on hit | | * Plants a [[#Psycho_Mine_Detonation|Psycho Mine]] on 2nd hit |
| | * Puts opponent into {{sf6-jug|limited juggle}} OTG state |
| | * '''Cancel Hitconfirm Window:''' 86f (Super) |
| <br> | | <br> |
| | A 2-hit punch used as a combo/juggle ender to plant a Psycho Mine onto the opponent. Higher strength versions are slower to start up, but gain extra range and damage. While the damage and midscreen oki is mediocre, Psycho Mine is the core of Bison's offense, so it should be prioritized unless he can secure a kill with alternate combo routes. Backfist Combo is also a decent option for {{clr|SA|SA3}} cancels when you are unable to build charge for Psycho Crusher. |
| | |
| | All versions lead to great oki in the corner. {{clr|L|LP}} and {{clr|M|MP}} Backfist set up an auto-timed dash into a strike/throw mixup, and {{clr|M|MP Backfist}} also allows for a perfectly meaty {{clr|H|6HP}} overhead that becomes {{sf6-adv|VP|+5 oH}} / {{sf6-adv|M|-1 oB}}. {{clr|H|HP Backfist}} can lead to dash + meaty {{clr|H|4HK}} ({{sf6-adv|VP|+7}}/{{sf6-adv|VP|+4}}), but a throw must be manually delayed. If Backfist Combo is juggled into, the knockdown advantage may be slightly higher depending on how high it connects. |
|
| |
|
| | {{clr|OD|OD Backfist}} gains an extra hit, increasing the damage and providing the same knockdown advantage as {{clr|L|LP Backfist}}. Bison recovers much closer to the opponent, vastly improving his midscreen oki. Because the Psycho Mine is planted on the 2nd hit, the 300-frame timer is actually counting down during this part of the animation; as a result, any mixups involving the timer-based explosion must be changed to account for this. For example, an immediate Throw into meaty {{clr|H|6HP}} will combo into the explosion; after meterless Backfist, Bison would have to use {{clr|M|5MP}}~{{clr|H|6HP}}, which is far more reactable. |
| | |
| | The small ground bounce at the end of {{clr|OD|OD Backfist}} allows a proper cancel into {{clr|SA|SA2}}; however, it is usually preferable to use {{clr|OD|OD Scissor Kick}}, {{clr|H|5HP}} > {{clr|SA|SA2}} instead for more damage and meter build. |
| }} | | }} |
| | | |-| |
| | Psycho Mine= |
| ======<font style="visibility:hidden; float:right">Backfist Combo (Mine) (214P)</font>====== | | ======<font style="visibility:hidden; float:right">Backfist Combo (Mine) (214P)</font>====== |
| {{MoveDataCargo | | {{MoveDataCargo |
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| | input = {{Classic_sf6}} 214P<br>{{Modern_sf6}} 214X or 5S (M) | | | input = {{Classic_sf6}} 214P<br>{{Modern_sf6}} 214X or 5S (M) |
| | images = | | | images = |
| {{MoveDataCargoImage|imageHeight=150px|m.bison_214lp_mine|caption=}} | | {{MoveDataCargoImage|imageHeight=150px|m.bison_214lp|caption=}} |
| | {{MoveDataCargoImage|imageHeight=160px|m.bison_214lp|2|caption=}} |
| ---- | | ---- |
| {{MoveDataCargoImage|imageHeight=140px|m.bison_214pp_mine|caption=''"Guaranteed to blow your mind..."''}} | | {{MoveDataCargoImage|imageHeight=160px|m.bison_214pp|caption=}} |
| | {{MoveDataCargoImage|imageHeight=160px|m.bison_214pp|2|caption=''"Guaranteed to blow your mind..."''}} |
| | hitboxes = | | | hitboxes = |
| {{MoveDataCargoImage|hitbox=yes|imageHeight=160px|m.bison_214lp_mine|caption=}} | | {{MoveDataCargoImage|hitbox=yes|imageHeight=120px|m.bison_214lp|caption=}} |
| ---- | | ---- |
| {{MoveDataCargoImage|hitbox=yes|imageHeight=170px|m.bison_214pp_mine|caption=''"Anytiiiiiime~"''}} | | {{MoveDataCargoImage|hitbox=yes|imageHeight=140px|m.bison_214pp|caption=}} |
| | {{MoveDataCargoImage|hitbox=yes|imageHeight=140px|m.bison_214pp|2|caption=''"Anytiiiiiime~"''}} |
| | info = | | | info = |
| {{AttackDataCargo-SF6/Query|m.bison_214lp_mine}} | | {{AttackDataCargo-SF6/Query|m.bison_214lp_mine}} |
| * Detonates Psycho Mine on hit/block | | * 2nd hit detonates [[#Psycho_Mine_Detonation|Psycho Mine]] on hit/block/parry/armor |
| | * Puts opponent into {{sf6-jug|limited juggle}} state (Mine explodes before {{clr|SA|SA3}} cancel hits) |
| | * '''Cancel Hitconfirm Window:''' 51f (Super) |
| {{AttackDataCargo-SF6/Query|m.bison_214mp_mine}} | | {{AttackDataCargo-SF6/Query|m.bison_214mp_mine}} |
| * Detonates Psycho Mine on hit/block | | * 2nd hit detonates [[#Psycho_Mine_Detonation|Psycho Mine]] on hit/block/parry/armor |
| | * Puts opponent into {{sf6-jug|limited juggle}} state (Mine explodes before {{clr|SA|SA3}} cancel hits) |
| | * '''Cancel Hitconfirm Window:''' 51f (Super) |
| {{AttackDataCargo-SF6/Query|m.bison_214hp_mine}} | | {{AttackDataCargo-SF6/Query|m.bison_214hp_mine}} |
| * Detonates Psycho Mine on hit/block | | * 2nd hit detonates [[#Psycho_Mine_Detonation|Psycho Mine]] on hit/block/parry/armor |
| | * Puts opponent into {{sf6-jug|limited juggle}} state (allows follow-up juggles) |
| | * '''Cancel Hitconfirm Window:''' 52f (Super) |
| {{AttackDataCargo-SF6/Query|m.bison_214pp_mine}} | | {{AttackDataCargo-SF6/Query|m.bison_214pp_mine}} |
| * Detonates Psycho Mine on hit/block | | * 3rd hit detonates [[#Psycho_Mine_Detonation|Psycho Mine]] on hit/block/parry/armor |
| | * Puts opponent into {{sf6-jug|limited juggle}} OTG bounce (allows follow-up juggles) |
| | * '''Cancel Hitconfirm Window:''' 103f (Super) |
| <br> | | <br> |
| | With a Psycho Mine planted on the opponent, Bison gets improved block pressure, oki, and combo routes. All meterless versions leave him {{sf6-adv|VP|+6}} on block at close range and deal a significant chunk of Drive Gauge damage. He can follow this up with a slightly delayed throw, frame trap with {{clr|M|5MP}}, or end with {{clr|H|4HK}} which can set up trade combos. |
| | |
| | On hit, {{clr|L|LP}}/{{clr|M|MP}} Backfist set up a +42 safe jump as long as it connects on the ground or at a low juggle height. This safe jump will usually work midscreen with {{clr|H|j.HK}} except after a longer range connect like {{clr|L|2LK}}, {{clr|L|2LP}}, {{clr|L|5LK}} > {{clr|L|LP Backfist}}. If you'd rather maximize your damage, you can easily throw out this move and hitconfirm into a canceled {{clr|SA|SA3}} for no risk. |
| | |
| | {{clr|H|HP Backfist}} gives a higher juggle state, allowing Bison to juggle {{clr|H|3HK}}, {{clr|SA|SA1}}, or {{clr|SA|SA3}} midscreen; in the corner, he can also juggle {{clr|L|LP}}/{{clr|OD|OD}} Psycho Crusher and {{clr|L|LP}}/{{clr|OD|OD}} Backfist. Unlike the timer-based detonation, there is no additional damage scaling applied to this juggle. |
| | |
| | {{clr|OD|OD Backfist}} does not get advantage on block upon detonation, but it does keep Bison safe. On hit, the opponent is slammed into a ground bounce state with a reward similar to {{clr|H|HP Backfist}}; Bison can juggle {{clr|H|2HK}}, {{clr|SA|SA1}}, {{clr|SA|SA3}}, or a canceled {{clr|SA|SA2}} anywhere, or another {{clr|L|LP}}/{{clr|OD|OD}} Backfist in the corner for extended Mine pressure. |
|
| |
|
| | Normally, the first hit of Backfist will prevent the explosion timer from running out mid-animation, but there is a specific timing where it can explode during the attack; when this happens, it acts like the regular version of Backfist Combo and applies another Psycho Mine. Unlike Bison's other Mine-detonating specials, the last hit of each version will cause the explosion to occur even against armor or Perfect Parry. Against Perfect Parry, the opponent can interrupt with a 5f or faster attack before the explosion occurs. |
| }} | | }} |
| | </tabber> |
|
| |
|
| =====<font style="visibility:hidden; float:right">Shadow Rise ([2]8K)</font>===== | | =====<font style="visibility:hidden; float:right">Shadow Rise ([2]8K)</font>===== |
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Line 902: |
| {{MoveDataCargoImage|imageHeight=220px|m.bison_28k|caption=}} | | {{MoveDataCargoImage|imageHeight=220px|m.bison_28k|caption=}} |
| | hitboxes = | | | hitboxes = |
| {{MoveDataCargoImage|hitbox=yes|imageHeight=160px|m.bison_28k|caption=}} | | {{MoveDataCargoImage|hitbox=yes|imageHeight=200px|m.bison_28k|caption=}} |
| ----
| |
| {{MoveDataCargoImage|hitbox=yes|imageHeight=170px|m.bison_28kk|caption=}}
| |
| | info = | | | info = |
| {{AttackDataCargo-SF6/Query|m.bison_28k}} | | {{AttackDataCargo-SF6/Query|m.bison_28k}} |
| * Button strength determines trajectory ({{clr|L|LK}} short, {{clr|M|MK}} mid, {{clr|H|HK}} far) | | * '''Airborne''' 9-49f ({{FKD}} state) |
| * Can input {{clr|10|OD}} follow-ups with {{clr|10|PP}} or {{clr|10|KK}} | | * 40f charge time; charge lasts up to 10f after releasing down direction |
| | * Button strength determines trajectory and landing recovery time |
| | ** {{clr|L|LK}} short, 4f rec / {{clr|M|MK}} mid, 9f rec / {{clr|H|HK}} far, 14f rec |
| | ** Bison is in a crouching state on the final landing recovery frame |
| | * Can input {{clr|OD|OD}} follow-ups with {{clr|OD|PP}} or {{clr|OD|KK}} |
| {{AttackDataCargo-SF6/Query|m.bison_28kk}} | | {{AttackDataCargo-SF6/Query|m.bison_28kk}} |
| * Automatically tracks opponent's location; follow-ups automatically become the {{clr|10|OD}} version | | * '''Throw Invuln:''' 1-8f; '''Airborne''' 9-50f ({{FKD}} state) |
| | * 40f charge time; charge lasts up to 10f after releasing down direction |
| | * Automatically tracks opponent's location; follow-ups automatically become the {{clr|OD|OD}} version |
| | * Bison is in a crouching state on the final landing recovery frame |
| <br> | | <br> |
| | A command jump that can lead to the Head Press or Devil Reverse follow-ups. The button strength determines how far the jump travels, allowing Bison to approach quickly or hang back to bait the opponent's response. The longer range versions have more landing recovery if no follow-up is input, making it riskier to approach with an empty jump. The jump height and variable follow-up timings make it difficult for opponents to consistently anti-air Bison's aerial approach. |
| | |
| | The {{clr|OD|OD}} version automatically tracks the opponent's location. This makes it a better anti-zoning tool from long range where even the {{clr|H|HK}} version won't reach, but it doesn't allow Bison to cross behind the opponent. Head Press and Devil Reverse automatically become their respective {{clr|OD|OD}} version without spending additional Drive meter. |
|
| |
|
| | Meterless Shadow Rise can also transition to these {{clr|OD|OD}} follow-ups. This gives you time to react to the opponent's response before you commit to spending meter. It also helps in certain juggle routes into {{clr|OD|OD Head Press}}, as {{clr|HK|HK Shadow Rise}} covers horizontal ground more quickly. |
| | |
| | There are a few advantages to starting with {{clr|OD|OD Shadow Rise}}, however. It has throw invincibility on startup, which can help to escape corner throw loops. However, the follow-ups won't punish a meaty throw, and he can't steer the jump to fly out of the corner, so there is still some risk involved. The other advantage is that follow-ups can be input 2 frames earlier. While this doesn't sound significant, it can make a huge difference in specific scenarios; for example, if you land a corner knockdown with Backfist Combo and you expect the opponent will {{clr|DR|Drive Reversal}} your meaty normal, a cancel into {{clr|OD|OD Shadow Rise}}~{{clr|OD|OD Devil Reverse}} will land as a {{clr|PC|Punish Counter}} for incredible damage. Attempting the same setup with meterless Shadow Rise allows the opponent to block (except for Chun-Li and Dhalsim). |
| }} | | }} |
|
| |
|
| ======<font style="visibility:hidden; float:right">Devil Reverse ([2]8K~P)</font>====== | | ======<font style="visibility:hidden; float:right">Devil Reverse ([2]8K~P)</font>====== |
| | <tabber> Regular = |
| {{MoveDataCargo | | {{MoveDataCargo |
| | title = Devil Reverse | | | title = Devil Reverse |
Line 746: |
Line 938: |
| | hitboxes = | | | hitboxes = |
| {{MoveDataCargoImage|hitbox=yes|imageHeight=160px|m.bison_28k_p|caption=}} | | {{MoveDataCargoImage|hitbox=yes|imageHeight=160px|m.bison_28k_p|caption=}} |
| | {{MoveDataCargoImage|hitbox=yes|imageHeight=160px|m.bison_28k_p|2|caption=Cross-up}} |
| ---- | | ---- |
| {{MoveDataCargoImage|hitbox=yes|imageHeight=170px|m.bison_28kk_p|caption=}} | | {{MoveDataCargoImage|hitbox=yes|imageHeight=170px|m.bison_28kk_p|caption=OD Version}} |
| | {{MoveDataCargoImage|hitbox=yes|imageHeight=170px|m.bison_28kk_p|2|caption=Cross-up}} |
| | {{MoveDataCargoImage|hitbox=yes|imageHeight=170px|m.bison_28kk_p|3|caption=OD Follow-up}} |
| | info = | | | info = |
| {{AttackDataCargo-SF6/Query|m.bison_28k_p}} | | {{AttackDataCargo-SF6/Query|m.bison_28k_p}} |
| * Can be steered left/right | | * 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; {{FKD}} state until landing |
| | ** Bison is in a crouching state on the final landing recovery frame |
| {{AttackDataCargo-SF6/Query|m.bison_28kk_p}} | | {{AttackDataCargo-SF6/Query|m.bison_28kk_p}} |
| * 2 hits; can be steered left/right | | * 2 hits; can be steered left/right; cannot hit cross-up (but will turn around if input on opposite side) |
| | * 5f extra landing recovery on whiff |
| | * Puts opponents into {{sf6-jug|limited juggle}} state; {{FKD}} state until landing |
| | ** On whiff: Bison is in a crouching state on the final landing recovery frame |
| | ** On hit/block: Bison is in a crouching state on all landing recovery frames |
| <br> | | <br> |
| | Bison halts his vertical momentum from Shadow Rise and begins descending with outstretched arms. It can be steered forward or backward quite quickly, letting him hang back to bait an anti-air or suddenly approach from full screen. |
|
| |
|
| | 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. |
| | |
| | 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. |
| | |
| | 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}}. |
| | |
| | {{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. |
| }} | | }} |
| | | |-| |
| | Psycho Mine= |
| ======<font style="visibility:hidden; float:right">Devil Reverse (Mine) ([2]8K~P)</font>====== | | ======<font style="visibility:hidden; float:right">Devil Reverse (Mine) ([2]8K~P)</font>====== |
| {{MoveDataCargo | | {{MoveDataCargo |
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| | input = {{Classic_sf6}} [2]8K~P<br>{{Modern_sf6}} [2]8X~S or [2]S~S | | | input = {{Classic_sf6}} [2]8K~P<br>{{Modern_sf6}} [2]8X~S or [2]S~S |
| | images = | | | images = |
| {{MoveDataCargoImage|imageHeight=150px|m.bison_28k_p_mine|caption=}} | | {{MoveDataCargoImage|imageHeight=200px|m.bison_28k_p|caption=}} |
| ---- | | ---- |
| {{MoveDataCargoImage|imageHeight=140px|m.bison_28kk_p_mine|caption=}} | | {{MoveDataCargoImage|imageHeight=200px|m.bison_28kk_p|caption=OD Follow-up}} |
| | hitboxes = | | | hitboxes = |
| {{MoveDataCargoImage|hitbox=yes|imageHeight=160px|m.bison_28k_p_mine|caption=}} | | {{MoveDataCargoImage|hitbox=yes|imageHeight=160px|m.bison_28k_p|caption=}} |
| | {{MoveDataCargoImage|hitbox=yes|imageHeight=160px|m.bison_28k_p|2|caption=Cross-up}} |
| ---- | | ---- |
| {{MoveDataCargoImage|hitbox=yes|imageHeight=170px|m.bison_28kk_p_mine|caption=}} | | {{MoveDataCargoImage|hitbox=yes|imageHeight=170px|m.bison_28kk_p|caption=OD Version}} |
| | {{MoveDataCargoImage|hitbox=yes|imageHeight=170px|m.bison_28kk_p|2|caption=Cross-up}} |
| | {{MoveDataCargoImage|hitbox=yes|imageHeight=170px|m.bison_28kk_p|3|caption=OD Follow-up}} |
| | info = | | | info = |
| {{AttackDataCargo-SF6/Query|m.bison_28k_p_mine}} | | {{AttackDataCargo-SF6/Query|m.bison_28k_p_mine}} |
| * Detonates Psycho Mine on hit/block | | * Detonates [[#Psycho_Mine_Detonation|Psycho Mine]] on hit/block (but not Perfect Parry or Armor) |
| | * 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) |
| | * {{FKD}} state until landing |
| | ** Bison is in a crouching state on all landing recovery frames |
| {{AttackDataCargo-SF6/Query|m.bison_28kk_p_mine}} | | {{AttackDataCargo-SF6/Query|m.bison_28kk_p_mine}} |
| * Detonates Psycho Mine on hit/block | | * Detonates [[#Psycho_Mine_Detonation|Psycho Mine]] on hit/block (but not Perfect Parry or Armor) |
| | * 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) |
| | * {{FKD}} state until landing |
| | ** 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. 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}} 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. |
| | |
| | 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. |
| }} | | }} |
| | </tabber> |
|
| |
|
| ======<font style="visibility:hidden; float:right">Head Press ([2]8K~K)</font>====== | | ======<font style="visibility:hidden; float:right">Head Press ([2]8K~K)</font>====== |
| {{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 = |
| {{MoveDataCargoImage|imageHeight=280px|m.bison_28k_k|caption=}} | | {{MoveDataCargoImage|imageHeight=280px|m.bison_28k_k|caption=}} |
| | hitboxes = | | | hitboxes = |
| {{MoveDataCargoImage|hitbox=yes|imageHeight=160px|m.bison_28k_k|caption=}} | | {{MoveDataCargoImage|hitbox=yes|imageHeight=220px|m.bison_28k_k|caption=}} |
| ----
| |
| {{MoveDataCargoImage|hitbox=yes|imageHeight=170px|m.bison_28kk_k|caption=}}
| |
| | info = | | | info = |
| {{AttackDataCargo-SF6/Query|m.bison_28k_k}} | | {{AttackDataCargo-SF6/Query|m.bison_28k_k}} |
| * Bounces off opponent's head on hit/block (can steer left/right after bounce) | | * Bounces off opponent's head on hit/block (can steer left/right after bounce) |
| * Can be followed up with Somersault Skull Diver after bounce | | ** Can be followed up with [[#Somersault_Skull_Diver_([2]8K~K~P)|Somersault Skull Diver]] after bounce |
| | ** Drops straight to the ground on Perfect Parry (no follow-up possible) |
| | * Bison can auto-correct to face opponent before descending; can hit cross-up |
| | * {{clr|PC|Punish Counter}}: HKD +13~15 |
| | * {{FKD}} state until landing |
| | * Puts airborne opponents into {{sf6-jug|limited juggle}} OTG state, followed by HKD |
| | ** No follow-up, but prevents Bison from being punishable on hit |
| {{AttackDataCargo-SF6/Query|m.bison_28kk_k}} | | {{AttackDataCargo-SF6/Query|m.bison_28kk_k}} |
| * Transitions to cinematic follow-up on hit; does not bounce off opponent on block | | * Transitions to cinematic follow-up on grounded hit (causes a planted Psycho Mine to disappear) |
| | * Bison can auto-correct to face opponent before descending; can hit cross-up (but very rarely happens) |
| | * Lands near opponent on block (does not bounce away) |
| | * {{FKD}} state until landing |
| | * Puts airborne opponents into {{sf6-jug|limited juggle}} OTG state |
| <br> | | <br> |
| | Bison pauses mid-air, then quickly descends straight down with a stomp. This hesitation, combined with its solid hitbox, makes the move very difficult to anti-air; most AA normals and specials cannot hit cross-up and are likely to whiff underneath. |
| | |
| | Meterless Head Press leads to the same situation on hit or block - while technically very unsafe, Bison can control his landing trajectory and threaten a follow-up attack, meaning he is rarely punishable without a hard read. Head Press scores a Hard Knockdown if it hits an airborne opponent or lands as a {{clr|PC|Punish Counter}} (like after a whiffed anti-air attempt), which eliminates the Skull Diver mixup but guarantees a strong oki situation. |
|
| |
|
| | {{clr|OD|OD Head Press}} leads to great damage on its cinematic hit, and on block he lands right in front of the opponent to continue his pressure. If the move connects on an airborne opponent, it does 800 less damage but allows a follow-up juggle from the ground bounce. This can be used in certain juggle routes, like after {{clr|OD|OD Psycho Crusher}} with a Psycho Mine. Midscreen, it's often better to use a meterless Shadow Rise (particularly the {{clr|H|HK}} version) before inputting the {{clr|OD|OD Head Press}} with {{clr|OD|KK}}, as it lets Bison cover more distance. |
| }} | | }} |
|
| |
|
Line 803: |
Line 1,041: |
| {{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 = |
Line 811: |
Line 1,049: |
| | info = | | | info = |
| {{AttackDataCargo-SF6/Query|m.bison_28k_k_p}} | | {{AttackDataCargo-SF6/Query|m.bison_28k_k_p}} |
| * Can be performed after meterless Head Press bounce on hit/block | | * Can be performed after meterless Head Press bounce on hit/block/armor |
| | ** Cannot be performed after Perfect Parry, or after connecting with counters like JP Amnesia or Marisa charged SA1 |
| | * {{FKD}} state until landing |
| | * Puts airborne opponents into {{sf6-jug|limited juggle}} state |
| | * Lower body hurtbox shifts upward 1-21f (startup + active) |
| <br> | | <br> |
| | A follow-up to a meterless Head Press that can be used as a left/right mixup or as a means of keeping himself safe. By bouncing far away from the opponent and coming down with Skull Diver, the opponent will have a much harder time punishing his retreat with {{clr|DR|Drive Rush}}. If the opponent tries to chase Bison with a jump, he can react and start a juggle. |
|
| |
|
| | Bison can hit the opponent on either side depending on which direction he is facing when the button is input, allowing for some tricky cross-up setups that are difficult to anti-air. It leaves him at a significant advantage on hit or block and deals a good chunk of Drive damage as well. This may cause opponents to parry instead, opening up an opportunity for Bison to land and punish with a Throw. |
| }} | | }} |
| <br> | | <br> |
Line 826: |
Line 1,070: |
| {{MoveDataCargoImage|imageHeight=200px|m.bison_236236k|caption=}} | | {{MoveDataCargoImage|imageHeight=200px|m.bison_236236k|caption=}} |
| | hitboxes = | | | hitboxes = |
| {{MoveDataCargoImage|hitbox=yes|imageHeight=180px|m.bison_236236k|caption=}} | | {{MoveDataCargoImage|hitbox=yes|imageHeight=110px|m.bison_236236k|caption=}} |
| | <br> |
| | {{MoveDataCargoImage|hitbox=yes|imageHeight=115px|m.bison_236236k|2|caption=}} |
| | info = | | | info = |
| {{AttackDataCargo-SF6/Query|m.bison_236236k}} | | {{AttackDataCargo-SF6/Query|m.bison_236236k}} |
Line 838: |
Line 1,084: |
| A forward-moving Super that reaches about half screen. From farther out, only the later hits connect, making the move considerably weaker and not worth using. It functions as Bison's primary reversal, only losing to projectiles or frame-perfect meaty safe jabs on some characters. However, the forward movement and hitbox position makes it a poor anti-air at most ranges. | | A forward-moving Super that reaches about half screen. From farther out, only the later hits connect, making the move considerably weaker and not worth using. It functions as Bison's primary reversal, only losing to projectiles or frame-perfect meaty safe jabs on some characters. However, the forward movement and hitbox position makes it a poor anti-air at most ranges. |
|
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|
| Knee Press Nightmare is a solid juggle ender for tacking on damage, notably after a Psycho Mine infused {{clr|H|HP Backfist}} or {{clr|H|HP Psycho Crusher}}. Bison almost always has stronger cancel options, but it's possible to hitconfirm on reaction from his far-reaching {{clr|H|5HP}} for damage and corner carry. The threat of a cancel to {{clr|10|SA1}} also makes this poke viable against {{clr|4|Drive Impact}} in neutral. | | Knee Press Nightmare is a solid juggle ender for tacking on damage, notably after a Psycho Mine infused {{clr|H|HP Backfist}} or {{clr|H|HP Psycho Crusher}}. Bison almost always has stronger cancel options, but it's possible to hitconfirm on reaction from his far-reaching {{clr|H|5HP}} for damage and corner carry. The threat of a cancel to {{clr|SA|SA1}} also makes this poke viable against {{clr|DR|Drive Impact}} in neutral. |
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| Bison does not get any follow-up oki on hit; when used midscreen, he ends up a full screen apart afterwards, and is still left about a half screen away against a cornered opponent. It also depletes any planted Psycho Mine, so using this Super often comes at the cost of future damage and pressure. | | Bison does not get any follow-up oki on hit; when used midscreen, he ends up a full screen apart afterwards, and is still left about a half screen away against a cornered opponent. It also depletes any planted Psycho Mine, so using this Super often comes at the cost of future damage and pressure. |
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| When attempting to chip out a burned out opponent with a raw {{clr|10|SA1}}, every character except Dhalsim, Lily, and Zangief can jump to avoid it after the Super freeze. Additionally, Dhalsim can avoid it with teleport; Lily can counter with {{clr|10|SA1}}, and Zangief can escape with {{clr|10|SA1}} or punish with {{clr|10|SA2}}. | | When attempting to chip out a burned out opponent with a raw {{clr|SA|SA1}}, every character except Dhalsim, Lily, and Zangief can jump to avoid it after the Super freeze. Additionally, Dhalsim can avoid it with teleport; Lily can counter with {{clr|SA|SA1}}, and Zangief can escape with {{clr|SA|SA1}} or punish with {{clr|SA|SA2}}. |
| }} | | }} |
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| {{MoveDataCargoImage|imageHeight=240px|m.bison_214214k|caption=}} | | {{MoveDataCargoImage|imageHeight=240px|m.bison_214214k|caption=}} |
| | hitboxes = | | | hitboxes = |
| {{MoveDataCargoImage|hitbox=yes|imageHeight=140px|m.bison_214214k|caption=}} | | {{MoveDataCargoImage|hitbox=yes|imageHeight=200px|m.bison_214214k|caption=}} |
| | info = | | | info = |
| {{AttackDataCargo-SF6/Query|m.bison_214214k}} | | {{AttackDataCargo-SF6/Query|m.bison_214214k}} |
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| * 40% minimum damage scaling | | * 40% minimum damage scaling |
| <br> | | <br> |
| While slow to startup, Psycho Punisher can reach any part of the screen, allowing Bison to punish ranged projectiles or install specials that would otherwise be too far to reach. In combos, it's best used after launches or ground bounces that can accommodate its slow speed; juggling into {{clr|H|5HP}} > {{clr|10|SA2}} or canceling from {{clr|10|OD Backfist}} are good examples. Notably, {{clr|10|OD Psycho Crusher}} does not naturally combo into {{clr|10|SA2}} despite being cancelable; be sure not to attempt this without a Psycho Mine planted. | | Bison leaps toward the opponent before stomping to the ground. If the move connects, the opponent is put into a brief cinematic. |
| | |
| | While slow to startup, Psycho Punisher can reach any part of the screen, allowing Bison to punish ranged projectiles or install specials that would otherwise be too far to reach. In combos, it's best used after launches or ground bounces that can accommodate its slow speed; juggling into {{clr|H|5HP}} > {{clr|SA|SA2}} or canceling from {{clr|OD|OD Backfist}} are good examples. Notably, {{clr|OD|OD Psycho Crusher}} does not naturally combo into {{clr|SA|SA2}} despite being cancelable; be sure not to attempt this without a Psycho Mine planted. |
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| While {{clr|10|SA2}} can hit on both sides, an opponent can easily parry or jump out of the way after the Super freeze. Against an opponent in Burnout (or very close to it), using this Super with meaty timing after a knockdown or air reset could allow for an ambiguous left/right mixup. However, the risk of attempting this vastly outweighs the potential reward, so the cross-up hit should only be used to switch sides on a confirmed hit. | | While {{clr|SA|SA2}} can hit on both sides, an opponent can easily parry or jump out of the way after the Super freeze. Because Bison is technically never considered airborne, moves with anti-air invincibility (like most meterless DPs) cannot counter {{clr|SA|SA2}}. Against an opponent in Burnout (or very close to it), using this Super with meaty timing after a knockdown or air reset could allow for an ambiguous left/right mixup. However, the risk of attempting this vastly outweighs the potential reward, so the cross-up hit should only be used to switch sides on a confirmed hit. |
| | |
| | After the cinematic, Bison sends the opponent flying a full screen away; in the corner, he will remain close enough for strong oki. A forward dash leaves him at {{sf6-adv|VP|+4}}, which sets up an auto-timed strike/throw mixup and potential {{clr|M|5MP}} trade combos. {{clr|DR|DR~}}{{clr|H|4HK}} hits as a last-frame meaty, becoming {{sf6-adv|VP|+11 oH}} / {{sf6-adv|VP|+8 oB}}, making it one of the strongest meaty options in the game. |
| }} | | }} |
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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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| {{AttackDataCargo-SF6/Query|m.bison_236236p}} | | {{AttackDataCargo-SF6/Query|m.bison_236236p}} |
| * '''Full Invuln:''' 1-15f; Armor Break | | * '''Full Invuln:''' 1-15f; Armor Break |
| * 5f start up when canceled from special moves | | * 5f startup when canceled from special moves |
| * Causes a planted Psycho Mine to disappear on hit | | * Causes a planted Psycho Mine to disappear on hit |
| * '''Drive Gauge Depletion:''' 1.5 bars (hit) / 0.75 bars (block) | | * '''Drive Gauge Depletion:''' 1.5 bars (hit) / 0.75 bars (block) |
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| * '''Full Invuln:''' 1-15f; Armor Break | | * '''Full Invuln:''' 1-15f; Armor Break |
| * Available at 25% HP or below | | * Available at 25% HP or below |
| * 5f start up when canceled from special moves | | * 5f startup when canceled from special moves |
| * Causes a planted Psycho Mine to disappear on hit | | * Causes a planted Psycho Mine to disappear on hit |
| * '''Drive Gauge Depletion:''' 2 bars (hit) / 1 bar (block) | | * '''Drive Gauge Depletion:''' 2 bars (hit) / 1 bar (block) |
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| * 50% minimum damage scaling; applies 10% immediate damage scaling when canceled from special moves | | * 50% minimum damage scaling; applies 10% immediate damage scaling when canceled from special moves |
| <br> | | <br> |
| A powerful version of Psycho Crusher with just under half screen range, making it a viable reversal and projectile punish in some matchups. Bison has many ways to combo into this Super, with Psycho Crusher generally being the strongest cancel route. With a Psycho Mine planted, both {{clr|H|HP Backfist}} and {{clr|H|HP Psycho Crusher}} juggle the opponent high enough to combo into {{clr|10|SA3}} without a cancel, which can increase the damage in low-scaling combo routes. | | A powerful version of Psycho Crusher with just under half screen range, making it a viable reversal and projectile punish in some matchups. Bison has many ways to combo into this Super, with Psycho Crusher generally being the strongest cancel route. With a Psycho Mine planted, both {{clr|H|HP Backfist}} and {{clr|H|HP Psycho Crusher}} juggle the opponent high enough to combo into {{clr|SA|SA3}} without a cancel, which can increase the damage in low-scaling combo routes. |
| | |
| | After the cinematic, Bison can {{clr|DR|Drive Rush}} to pressure the opponent. Attempting a Throw can get beaten by wakeup buttons, but the threat of eating a full combo can cause opponents to remain blocking. {{clr|DR|DR~}}{{clr|M|2MP}}, {{clr|M|2MP}} is generally the best option for pressure and hitconfirms; {{clr|M|5MP}} trades with 4f normals, but the pushback prevents the powerful trade combos he can get in other oki scenarios. |
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| When attempting to chip out a burned out opponent with a raw {{clr|10|SA3}}, they will not be able to jump away after the Super freeze. Without an invincible Super, only Dhalsim (Teleport) and JP (Amnesia) can avoid the chip. | | When attempting to chip out a burned out opponent with a raw {{clr|SA|SA3}}, they will not be able to jump away after the Super freeze. Without an invincible Super, only Dhalsim (Teleport) and JP (Amnesia) can avoid the chip. |
| }} | | }} |
| <br> | | <br> |
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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." ''}} |
| | ---- |
| | {{MoveDataCargoImage|imageHeight=160px|m.bison_5pppkkk_8|caption= '' "A gnat like you is of no use to me."<br>(hold up) ''}} |
| | ---- |
| | {{MoveDataCargoImage|imageHeight=160px|m.bison_5pppkkk_2|caption= '' "A gnat like you has no value to anyone. You're a worthless piece of trash!"<br>(hold down) ''}} |
| | hitboxes = | | | hitboxes = |
| {{MoveDataCargoImage|hitbox=yes|imageHeight=160px|m.bison_5pppkkk|caption= '' "" ''}}
| |
| | info = | | | info = |
| {{AttackDataCargo-SF6/Query|m.bison_5pppkkk}} | | {{AttackDataCargo-SF6/Query|m.bison_5pppkkk}} |
| | * Change to an alternate taunt by holding Up or Down on frame 235 |
| | {{AttackDataCargo-SF6/Query|m.bison_5pppkkk_8}} |
| | {{AttackDataCargo-SF6/Query|m.bison_5pppkkk_2}} |
| }} | | }} |
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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?" ''}} |
| {{MoveDataCargoImage|imageHeight=160px|m.bison_6pppkkk_mine|caption= '' "Three. Two. One. BOOM!" ''}} | | {{MoveDataCargoImage|imageHeight=160px|m.bison_6pppkkk_mine|caption= '' "Three. Two. One. BOOM!" ''}} |
| | hitboxes = | | | hitboxes = |
| {{MoveDataCargoImage|hitbox=yes|imageHeight=160px|m.bison_6pppkkk|caption= '' "" ''}}
| |
| | info = | | | info = |
| {{AttackDataCargo-SF6/Query|m.bison_6pppkkk}} | | {{AttackDataCargo-SF6/Query|m.bison_6pppkkk}} |
| {{AttackDataCargo-SF6/Query|m.bison_6pppkkk_mine}} | | {{AttackDataCargo-SF6/Query|m.bison_6pppkkk_mine}} |
| | * 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 |
| | * After detonating a Psycho Mine, transforms into Shin Bison and gains new [[#Hidden_Arts|hidden boss techniques]] |
| }} | | }} |
|
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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!" ''}} |
| {{MoveDataCargoImage|imageHeight=160px|m.bison_4pppkkk|2|caption= '' "Not yet." ''}} | | {{MoveDataCargoImage|imageHeight=160px|m.bison_4pppkkk|2|caption= '' "Not yet." ''}} |
| | hitboxes = | | | hitboxes = |
| {{MoveDataCargoImage|hitbox=yes|imageHeight=160px|m.bison_4pppkkk|caption= '' "Not yet." ''}} | | {{MoveDataCargoImage|hitbox=yes|imageHeight=180px|m.bison_4pppkkk|caption= '' "My power howls. Face me!" ''}} |
| | {{MoveDataCargoImage|hitbox=yes|imageHeight=160px|m.bison_4pppkkk|2|caption= '' "Not yet." ''}} |
| | info = | | | info = |
| {{AttackDataCargo-SF6/Query|m.bison_4pppkkk}} | | {{AttackDataCargo-SF6/Query|m.bison_4pppkkk}} |
| | * Activates an unblockable strike if opponent steps within range |
| | ** Knocks down for 0 damage; also comes out if opponent is behind M. Bison |
| | ** If opponent does not approach: ''"Hmph. Coward."'' |
| }} | | }} |
| <br> | | <br> |
|
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| {{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]] |