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| Ending with {{clr|L|214LP}} grants a knockdown that plants a Psycho Mine on the opponent. Linking into {{clr|L|5LK}} is the only way to achieve this from a 3-light hitconfirm, but {{clr|L|5LP}}/{{clr|L|2LP}} can combo with 2 lights at close range. {{clr|OD|214PP}} also works consistently from any canceled light, giving better cancel options and midscreen oki for 2 Drive bars. | | Ending with {{clr|L|214LP}} grants a knockdown that plants a Psycho Mine on the opponent. Linking into {{clr|L|5LK}} is the only way to achieve this from a 3-light hitconfirm, but {{clr|L|5LP}}/{{clr|L|2LP}} can combo with 2 lights at close range. {{clr|OD|214PP}} also works consistently from any canceled light, giving better cancel options and midscreen oki for 2 Drive bars. |
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| | Any {{clr|PC|Counter-hit}} Double Knee Press can combo into lights unless spaced too far out. For consistency, end with {{clr|L|5LK}} > {{clr|L|214LP}}. |
| }} | | }} |
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| | Title = {{clr|M|5MP}} starter | | | Title = {{clr|M|5MP}} starter |
| | Oneliner = | | | Oneliner = |
| | Difficulty = {{clr|2|Easy}} | | | Difficulty = {{clr|L|Easy}} |
| | Damage = | | | Damage = |
| | Meter = | | | Meter = |
| | Anchor = | | | Anchor = |
| | Youtube = | | | Youtube = |
| | Recipe = {{clr|M|5MP}}, {{clr|M|2MP}} > {{clr|M|214MP}} <br> {{clr|M|5MP}}, {{clr|M|2MP}} > {{clr|M|[4]6MP}} <br> {{clr|M|5MP}}, {{clr|M|2MP}} > {{clr|M|236MK}} | | | Recipe = {{clr|M|5MP}}, {{clr|M|2MP}} > {{clr|M|214MP}} <br> {{clr|M|5MP}}, {{clr|M|2MP}} > {{clr|M|[4]6MP}} <br> {{clr|M|5MP}}, {{clr|M|2MP}} > {{clr|M|236MK}} <br> {{clr|M|5MP}} > {{clr|H|214HP}} |
| | content = This is M. Bison's basic combo using his {{clr|M|5MP}} as a starter. Useful after {{clr|M|2MK}} > {{clr|DR|Drive Rush}} starters while still allowing strong pressure if blocked. | | | content = This is M. Bison's basic combo using his {{clr|M|5MP}} as a starter. Useful after {{clr|M|2MK}} > {{clr|DR|Drive Rush}} starters while still allowing strong pressure if blocked. |
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| Ending with {{clr|M|Medium Psycho Mine (214MP)}} plants a mine, but gives fairly weak/expensive midscreen follow-up pressure like meaty {{clr|OD|OD Psycho Crusher}} or a max range {{clr|DR|Drive Rush}} button. | | Ending with {{clr|M|Medium Psycho Mine (214MP)}} plants a mine, but gives fairly weak/expensive midscreen follow-up pressure like meaty {{clr|OD|OD Psycho Crusher}} or a max range {{clr|DR|Drive Rush}} button. |
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| Ending with {{clr|M|Medium Double Knee Press (236MK)}} leaves the opponent standing at {{sf6-adv|P|+3}} for a strike/throw mixup, but loses the corner carry and setup potential of other routes. | | Ending with {{clr|M|Medium Double Knee Press (236MK)}} leaves the opponent standing at {{sf6-adv|P|+3}} for a strike/throw mixup, but loses the corner carry and setup potential of other routes. |
| | |
| | {{clr|M|2MK}} can replace {{clr|M|5MP}} into {{clr|M|2MP}}, although it deals less damage. It is useful for poking, and can be a consistent way of planting bomb if the opponent is trying to make space. |
| | |
| | {{clr|M|5MP}} is the only medium cancel that combos directly into {{clr|H|HP Backfist}}, if you would prefer its stronger oki or the juggle from a Psycho Mine detonation. |
| | }} |
| | |
| | |
| | {{TheoryBox |
| | | Title = {{clr|H|4HK}} starter |
| | | Oneliner = |
| | | Difficulty = {{clr|1|Easy}} |
| | | Damage = |
| | | Meter = |
| | | Anchor = |
| | | Youtube = |
| | | Recipe = {{clr|PC|PC}}/{{clr|DR|PDR}}~{{clr|H|4HK}}, {{clr|M|5MP}}, {{clr|M|2MP}} ... <br> {{clr|PC|CH}} {{clr|H|4HK}}, {{clr|M|2MP}} > {{clr|OD|214PP}} > {{clr|SA|Super Art 2}} <br> {{clr|H|4HK}} > {{clr|H|214HP}} <br> {{clr|H|4HK}}, {{clr|L|2LP}}, {{clr|L|2LP}} > {{clr|L|214LP}} <br> {{clr|PC|CH}}+{{clr|DR|PDR}}~{{clr|H|4HK}}, {{clr|H|4HK}}/{{clr|H|2HP}} > {{clr|H|214HP}} or {{clr|H|[4]6HP}} > {{clr|SA|Super Art 3}} |
| | | content = {{clr|H|Evil Knee}} is one of Bison's best normals as it gives him easy access to plus frames on block without {{clr|DR|Drive Rush}}. On {{clr|DR|Drive Rush}} and {{clr|PC|Punish Counter}}, this move combos into many of Bison's other good starters. This is very convenient due to its speed, allowing him to {{clr|DR|Drive Rush}} after the opponent when hit with a throw or {{clr|H|Backfist Combo}}. <br> |
| | |
| | On regular {{clr|PC|Counterhit}}, Bison can only combo into {{clr|M|Crouching Medium Punch}}, which locks him off of decent damaging combos with no {{clr|DR|Drive Gauge}} usage that set up {{clr|H|Backfist Combo}}. <br> |
| | In the event that Bison hits this move without hitting a {{clr|PC|Punish Counter}} or regular {{clr|PC|Counter Hit}}, which most likely happens if Bison is catching the opponent jumping, Bison can combo into lights and set up a light bomb OKI situation. As this is most likely to happen in the corner, this isn't bad for Bison as he can set up OKI right away. <br> |
| | |
| | Bison's simple {{clr|PC|Counter Hit}} combo route into {{clr|SA|Super Art 2}} deals 4620 damage, which is incredible for being counterhit and costing such a little amount of {{clr|DR|Drive Gauge}}. Use this combo if your opponent likes to mash on wakeup. Due Bison cancelling out of {{clr|OD|OD Backfist Combo}}, he can choose if the {{clr|SA|Super Art 2}} side swaps or not. <br> |
| | |
| | On {{clr|PC|Counter Hit}} and {{clr|DR|Drive Rush}}, Bison can combo into another {{clr|H|Evil Knee}}, or in the corner or during closer setups, {{clr|H|Crouching Heavy Punch}}, the latter of which deals slightly more damage. This combo allows Bison to get back charge for a {{clr|H|Psycho Crusher}} to potentially end the round meterless or combo into {{clr|SA|Super Art 3}}. |
| }} | | }} |
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| | Title = {{clr|OD|OD 236KK}} Extensions | | | Title = {{clr|OD|OD 236KK}} Extensions |
| | Oneliner = | | | Oneliner = |
| | Difficulty = {{clr|2|Easy}} | | | Difficulty = {{clr|L|Easy}} |
| | Damage = | | | Damage = |
| | Meter = | | | Meter = |
| | Anchor = | | | Anchor = |
| | Youtube = | | | Youtube = |
| | Recipe = {{clr|M|5MP}}, {{clr|M|2MP}} > {{clr|OD|236KK}}, {{clr|H|214HP}} <br> {{clr|M|5MP}}, {{clr|M|2MP}} > {{clr|OD|236KK}}, {{clr|H|5HP}} > {{clr|SA|Super Art 1/2/3}} | | | Recipe = {{clr|M|5MP}}, {{clr|M|2MP}} > {{clr|OD|236KK}}, {{clr|H|214HP}} <br> |
| | content = Standard routing with an {{clr|OD|OD Double Knee Press}} extension, ending with a {{clr|H|Heavy Psycho Mine}} application. {{clr|H|Heavy Psycho Mine}} gives M. Bison some of his best oki, allowing him to {{clr|DR|Drive Rush}} in with the normal of his choice, like an auto-timed meaty {{clr|H|5HP}} ({{sf6-adv|VP|+7 oB}}) or delayed {{clr|M|5MP}}/{{clr|H|4HK}}. | | {{clr|M|5MP}}, {{clr|M|2MP}} > {{clr|OD|236KK}}, {{clr|H|5HP}} > {{clr|SA|Super Art 1/2/3}} <br> |
| | | {{clr|M|5MP}}, {{clr|M|2MP}} > {{clr|OD|236KK}}, {{clr|M|[4]6MP}} > {{clr|SA|Super Art 3}} |
| Can end with {{clr|H|5HP}} > {{clr|SA|SA1/2/3}} instead of Psycho Mine if damage is preferred. | | | content = Standard routing with an {{clr|OD|OD Double Knee Press}} extension, ending with a {{clr|H|Heavy Psycho Mine}} application. {{clr|H|Heavy Psycho Mine}} gives M. Bison some of his best oki, allowing him to {{clr|DR|Drive Rush}} in with the normal of his choice, like an auto-timed meaty {{clr|H|5HP}} ({{sf6-adv|VP|+7 oB}}) or delayed {{clr|M|5MP}}/{{clr|H|4HK}}. <br> |
| | Comboing into {{clr|DR|DR}} {{clr|M|5MP}} allows for impressive screen travel, and with a {{clr|SA|Super Art 2}} ender, allows Bison to send the opponent from corner to corner. <br> |
| | *Can end with {{clr|H|5HP}} > {{clr|SA|SA1/2/3}} instead of Psycho Mine if damage is preferred. <br> |
| | *{{clr|M|2MK}} can replace {{clr|M|5MP}}, {{clr|M|2MP}} in a combo, but it deals MUCH less damage overall. |
| }} | | }} |
| |-| Corner = | | |-| Corner = |
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| | Title = Corner {{clr|OD|OD 236KK}} Extension | | | Title = Corner {{clr|OD|OD 236KK}} Extension |
| | Oneliner = | | | Oneliner = |
| | Difficulty = {{clr|2|Easy}} | | | Difficulty = {{clr|L|Easy}} |
| | Damage = | | | Damage = |
| | Meter = | | | Meter = |
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| Can end with {{clr|H|5HP}} > {{clr|SA|SA1/2/3}} instead of Psycho Mine if damage is preferred. | | Can end with {{clr|H|5HP}} > {{clr|SA|SA1/2/3}} instead of Psycho Mine if damage is preferred. |
| | }} |
| | |
| | |-| Meter Dumping = |
| | {{TheoryBox |
| | | Title = Corner {{clr|OD|OD 236KK}} Extension |
| | | Oneliner = |
| | | Difficulty = {{clr|3|Medium Hard}} |
| | | Damage = |
| | | Meter = |
| | | Anchor = |
| | | Youtube = |
| | | Recipe = {{clr|M|5MP}}, {{clr|M|2MP}} > {{clr|OD|236KK}}, {{clr|DR|DR}}~{{clr|M|5MP}}~{{clr|H|6HP}}, {{clr|OD|214PP}} > {{clr|SA|Super Art 2/3}} <br> |
| | {{clr|M|5MP}}, {{clr|M|2MP}}~{{clr|DR|DRC}}~{{clr|H|4HK}}, {{clr|M|5MP}}, {{clr|M|2MP}} > {{clr|OD|236KK}}, {{clr|H|214HP}} / {{clr|H|5HP}} > {{clr|SA|Super Art 1/2/3}} |
| | {{clr|M|5MP}}, {{clr|M|2MP}}~{{clr|DR|DRC}}~{{clr|H|4HK}}, {{clr|M|5MP}}, {{clr|M|2MP}} > {{clr|OD|236KK}}, {{clr|DR|DR}}~{{clr|M|5MP}}~{{clr|H|6HP}}, {{clr|L|214LP}} / {{clr|L|[4]6LP}} > {{clr|SA|Super Art 3}} |
| | | content = Bison's main meter dumps off of his {{clr|M|medium punches}}. Use different combo in different scenarios, such as your {{clr|DR|Drive gauge}}, screen position, bomb placement, or opponent's low health. During the {{clr|DR|DR}}~{{clr|M|5MP}}~{{clr|H|6HP}} combos, {{clr|M|214MP}} doesn't combo by a single frame, but {{clr|L|[4]6LP}} is one frame faster so it does. <br> |
| | *The {{clr|L|[4]6LP}} > {{clr|SA|Super Art 3}} combo is Bison's highest damaging combo off of a {{clr|M|medium punch}} and no bomb. <br> |
| | *The {{clr|H|5HP}} > {{clr|SA|Super Art 1}} combo will take the opponent from corner to corner. <br> |
| | *These combos aren't entirely intended for planting bomb, but they can be used for placing the opponent in the corner with bomb. <br> |
| | *Even if Bison doesn't burn himself out, using a {{clr|DR|DRC}} and finishing with {{clr|H|214HP}} doesn't leave Bison with enough {{clr|DR|Drive gauge}} for good oki unless it ends in the corner. |
| | *{{clr|M|2MK}} as a starter only works on {{clr|PC|Counter-hit}} or {{clr|PC|Punish Counter}} and deals MUCH less damage, which kind of defeats the point of cashing out. |
| }} | | }} |
| </tabber> | | </tabber> |
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| <tabber> Punish Counter = | | == Drive Impact == |
| | |
| | <tabber> Punish Counter into 2HP = |
| {{TheoryBox | | {{TheoryBox |
| | Title = {{clr|DR|Drive Impact}} | | | Title = {{clr|DR|Drive Impact}} |
| | Oneliner = | | | Oneliner = |
| | Difficulty = {{clr|2|Easy}} | | | Difficulty = {{clr|L|Easy}} |
| | Damage = | | | Damage = |
| | Meter = | | | Meter = |
| | Anchor = | | | Anchor = |
| | Youtube = | | | Youtube = |
| | Recipe = {{clr|PC|PC}} {{clr|DR|DI}}, walk/dash forward, {{clr|H|2HP}} > {{clr|H|214HP}} <br> {{clr|PC|PC}} {{clr|DR|DI}}, walk/dash forward, {{clr|H|2HP}} > {{clr|OD|236KK}}, {{clr|H|6HP}} (bounce), {{clr|H|3HK}} <br> {{clr|PC|PC}} {{clr|DR|DI}}, walk/dash forward, {{clr|H|2HP}} > {{clr|OD|236KK}}, {{clr|H|214HP}} <br> {{clr|PC|PC}} {{clr|DR|DI}}, walk/dash forward, {{clr|H|2HP}} > {{clr|OD|236KK}}, {{clr|H|5HP}} > {{clr|SA|Super Art 1/2/3}} | | | Recipe = |
| | {{clr|PC|PC}} {{clr|DR|DI}}, walk/dash forward, {{clr|H|2HP}} > {{clr|H|214HP}} <br> {{clr|PC|PC}} {{clr|DR|DI}}, walk/dash forward, {{clr|H|2HP}} > {{clr|OD|236KK}}, {{clr|H|6HP}} (bounce), {{clr|H|3HK}} <br> {{clr|PC|PC}} {{clr|DR|DI}}, walk/dash forward, {{clr|H|2HP}} > {{clr|OD|236KK}}, {{clr|H|214HP}} <br> {{clr|PC|PC}} {{clr|DR|DI}}, walk/dash forward, {{clr|H|2HP}} > {{clr|OD|236KK}}, {{clr|H|5HP}} > {{clr|SA|Super Art 1/2/3}} <br> {{clr|PC|PC}} {{clr|DR|DI}}, {{clr|H|2HP}} > {{clr|H|[4]6HP}} > {{clr|SA|Super Art 3}} |
| | content = Without {{clr|OD|OD Knee Press}}, M. Bison can apply {{clr|H|HP Psycho Mine (214HP)}}. With {{clr|OD|OD Knee Press}}, Bison has a few options for enders afterwards: | | | content = Without {{clr|OD|OD Knee Press}}, M. Bison can apply {{clr|H|HP Psycho Mine (214HP)}}. With {{clr|OD|OD Knee Press}}, Bison has a few options for enders afterwards: |
| * {{clr|H|3HK}} for oki without {{clr|DR|Drive Rush}} | | * {{clr|H|3HK}} for oki without {{clr|DR|Drive Rush}} |
| * {{clr|H|214HP}} for Psycho Mine application and {{clr|DR|Drive Rush}} oki | | * {{clr|H|214HP}} for Psycho Mine application and {{clr|DR|Drive Rush}} oki |
| * {{clr|H|5HP}} > {{clr|SA|Super Art 1/2/3}} for increased damage | | * {{clr|H|5HP}} > {{clr|SA|Super Art 1/2/3}} for increased damage |
| | |
| | The {{clr|H|2HP}} > {{clr|H|[4]6HP}} > {{clr|SA|Super Art 3}} combo is slightly range dependent, but the opponent will fall into Bison eventually. This combo requires good timing and patience, but isn't difficult. Costs no extra {{clr|DR|drive gauge}}. |
| | |
| | }} |
| | |
| | |-|Punish Counter into j.HK = |
| | {{TheoryBox |
| | | Title = {{clr|DR|Drive Impact}} |
| | | Oneliner = |
| | | Difficulty = {{clr|2|Medium}} |
| | | Damage = |
| | | Meter = |
| | | Anchor = |
| | | Youtube = |
| | | Recipe = {{clr|PC|PC}} {{clr|H|j.HK}}, {{clr|DR|DR}}~{{clr|M|5MP}}~{{clr|H|6HP}}, {{clr|L|214LP}} / {{clr|OD|214PP}} > {{clr|SA|Super Art 2/3}} <br> |
| | {{clr|PC|PC}} {{clr|H|j.HK}}, {{clr|H|5HP}} > {{clr|SA|Super Art 1/2/3}} |
| | | content = This combo, with the exception of odd hurtbox interactions, works from any DI length, and is consistent amongst all of them. This is also a very useful meter dumping combo as, thanks to the {{clr|M|5MP}}~{{clr|H|6HP}} target combo, Bison can end the combo with {{clr|OD|214PP}}, which cancels into {{clr|SA|Super Art 2/3}}. <br> |
| | A simple {{clr|H|j.HK}}, {{clr|H|5HP}} > {{clr|SA|Super Art 1/2/3}} off {{clr|DR|Drive Impact}} is a very good way to gain space while not spending drive gauge. |
| | |
| }} | | }} |
| | |
| |-| Corner Wallsplat = | | |-| Corner Wallsplat = |
| {{TheoryBox | | {{TheoryBox |
| | Title = {{clr|DR|Drive Impact}} | | | Title = {{clr|DR|Drive Impact}} |
| | Oneliner = | | | Oneliner = |
| | Difficulty = {{clr|2|Easy}} | | | Difficulty = {{clr|L|Easy}} |
| | Damage = | | | Damage = |
| | Meter = | | | Meter = |
| | Anchor = | | | Anchor = |
| | Youtube = | | | Youtube = |
| | Recipe = {{clr|DR|DI}}, {{clr|H|2HP}} > {{clr|H|214HP}} <br> {{clr|DR|DI}}, {{clr|H|2HP}} > {{clr|OD|236KK}}, {{clr|H|6HP}} (bounce), {{clr|M|214MP}} | | | Recipe = {{clr|DR|DI}}, {{clr|H|2HP}} > {{clr|H|214HP}} <br> |
| | content = After a corner {{clr|DR|DI}} wallsplat on hit or block. Similar to previous combos, use {{clr|OD|OD Knee Press (236KK)}} for extensions. Because the {{clr|OD|236KK}} is connecting on a juggled opponent, the higher launch allows a {{clr|M|214MP}} ender instead of the usual {{clr|L|214LP}}. Applies Psycho Mine. | | {{clr|DR|DI}}, {{clr|H|2HP}} > {{clr|OD|236KK}}, {{clr|H|6HP}} (bounce), {{clr|M|214MP}} <br> |
| | {{clr|DR|DI}}, {{clr|M|5MP}}~{{clr|H|6HP}} > {{clr|L|214LP}} / {{clr|OD|214PP}} > {{clr|SA|Super Art 2/3}} |
| | | content = After a corner {{clr|DR|DI}} wallsplat on hit or block. Similar to previous combos, use {{clr|OD|OD Knee Press (236KK)}} for extensions. Because the {{clr|OD|236KK}} is connecting on a juggled opponent, the higher launch allows a {{clr|M|214MP}} ender instead of the usual {{clr|L|214LP}}. Applies Psycho Mine. <br> |
| | The {{clr|M|5MP}}~{{clr|H|6HP}} into {{clr|L|214LP}} deals more damage, but at the cost of being less positive on hit compared to Bison's {{clr|H|214HP}} ender. How much this matters differs from player to player, as some might capitalise off of the {{clr|L|214LP}} version better, or have combos or set ups reliant on it. The {{clr|OD|214PP}} into {{clr|SA|Super Art 2/3}} is useful for cashing out in a scenario where someone may struggle to do so, specifically due to the juggle state of the opponent. |
| }} | | }} |
| </tabber> | | </tabber> |
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| | Title = {{clr|H|5HP}} | | | Title = {{clr|H|5HP}} |
| | Oneliner = | | | Oneliner = |
| | Difficulty = {{clr|2|Easy}} | | | Difficulty = {{clr|L|Easy}} |
| | Damage = | | | Damage = |
| | Meter = | | | Meter = |
| | Anchor = | | | Anchor = |
| | Youtube = | | | Youtube = |
| | Recipe = {{clr|PC|PC}} {{clr|H|5HP}}, {{clr|H|5HK}}, {{clr|M|2MP}} > {{clr|M|214MP}} / {{clr|M|236MK}} <br> {{clr|PC|PC}} {{clr|H|5HP}}, {{clr|H|5HK}}, {{clr|M|2MP}} > {{clr|OD|236KK}}, {{clr|H|214HP}} <br> {{clr|PC|PC}} {{clr|H|5HP}}, {{clr|DR|DR~}}{{clr|M|2MP}}, {{clr|M|5MP}}, {{clr|M|2MP}} > {{clr|M|214MP}} | | | Recipe = {{clr|PC|PC}} {{clr|H|5HP}}, {{clr|H|5HK}}, {{clr|M|2MP}} > {{clr|M|214MP}} / {{clr|M|236MK}} <br> {{clr|PC|PC}} {{clr|H|5HP}}, {{clr|H|5HK}}, {{clr|M|2MP}} > {{clr|OD|236KK}}, {{clr|H|214HP}} <br> {{clr|PC|PC}} {{clr|H|5HP}}, {{clr|H|5HK}}, {{clr|M|2MP}} > {{clr|OD|236KK}}, {{clr|DR|DR}}~{{clr|M|5MP}}~{{clr|H|6HP}}, {{clr|L|214LP}} / {{clr|L|[4]6LP}} <br> {{clr|PC|PC}} {{clr|H|5HP}}, {{clr|DR|DR~}}{{clr|M|2MP}}, {{clr|M|5MP}}, {{clr|M|2MP}} > {{clr|M|214MP}} <br> {{clr|PC|PC}} {{clr|H|5HP}}, {{clr|H|2HP}} > {{clr|H|214HP}} |
| | content = Depending on range, may need to remove {{clr|H|5HK}} and go straight to {{clr|M|2MP}} or {{clr|M|2MK}}. For meterless combo, link directly to {{clr|M|MK Knee Press}} for standing oki or {{clr|M|MP Psycho Mine}} to set up the bomb. | | | content = Depending on range, may need to remove {{clr|H|5HK}} and go straight to {{clr|M|2MP}} or {{clr|M|2MK}}. For meterless combo, link directly to {{clr|M|MK Knee Press}} for standing oki or {{clr|M|MP Psycho Mine}} to set up the bomb. |
| }} | | }} |
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| | Title = {{clr|H|5HK}} | | | Title = {{clr|H|5HK}} |
| | Oneliner = | | | Oneliner = |
| | Difficulty = {{clr|2|Easy}} | | | Difficulty = {{clr|L|Easy}} |
| | Damage = | | | Damage = |
| | Meter = | | | Meter = |
| | Anchor = | | | Anchor = |
| | Youtube = | | | Youtube = |
| | Recipe = {{clr|PC|PC}} {{clr|H|5HK}}, Forward Dash, {{clr|H|2HP}} > {{clr|H|214HP}} <br> {{clr|PC|PC}} {{clr|H|5HK}}, Forward Dash, {{clr|H|2HP}} > {{clr|OD|236KK}}, {{clr|H|214HP}} <br> {{clr|PC|PC}} {{clr|H|5HK}}, Forward Dash, {{clr|H|2HP}} > {{clr|OD|236KK}}, {{clr|H|5HP}} > {{clr|SA|Super Art 1/2/3}} | | | Recipe = {{clr|PC|PC}} {{clr|H|5HK}}, Forward Dash, {{clr|H|2HP}} > {{clr|H|214HP}} <br> {{clr|PC|PC}} {{clr|H|5HK}}, Forward Dash, {{clr|H|2HP}} > {{clr|OD|236KK}}, {{clr|H|214HP}} <br> |
| | {{clr|PC|PC}} {{clr|H|5HK}}, Forward Dash, {{clr|H|2HP}} > {{clr|OD|236KK}}, {{clr|H|5HP}} > {{clr|SA|Super Art 1}} <br> |
| | |
| | content = {{clr|PC|PC}} {{clr|H|5HK}} will crumple the opponent. End with {{clr|HP|Heavy Psycho Mine}} for meterless bomb application. Extend with {{clr|OD|OD Knee Press}} + {{clr|H|Heavy Psycho Mine}} or {{clr|H|5HP}} > {{clr|SA|Super Art 1/2/3}} for damage. | | | content = {{clr|PC|PC}} {{clr|H|5HK}} will crumple the opponent. End with {{clr|HP|Heavy Psycho Mine}} for meterless bomb application. Extend with {{clr|OD|OD Knee Press}} + {{clr|H|Heavy Psycho Mine}} or {{clr|H|5HP}} > {{clr|SA|Super Art 1/2/3}} for damage. |
| | }} |
| | |
| | |-| 5HK and Back Charge = |
| | {{TheoryBox |
| | | Title = {{clr|H|5HK and Back Charge}} |
| | | Oneliner = |
| | | Difficulty = {{clr|2|Easy Medium}} |
| | | Damage = |
| | | Meter = |
| | | Anchor = |
| | | Youtube = |
| | | Recipe = {{clr|PC|PC}} {{clr|H|5HK}}, {{clr|H|2HP}} > {{clr|H|[4]6HP}} > {{clr|SA|Super Art 3}} |
| | | content = One of Bison's highest damaging combos that also costs no {{clr|DR|drive gauge}}. Bison also gains almost four bars of {{clr|DR|drive gauge}}. The only issue with this combo is that it requires Bison to get back charge. While doing this, the opponent will fall into Bison. While this combo isn't difficult, it does take good timing to do. This is Bison's best whiff punishing combo against DP's, super arts, and other generally punishable moves. <br> |
| | The combo is more leniant with a {{clr|DR|PDR}} as Bison will be closer to the opponent. |
| | *Your demise awaits! |
| | *YEHAHAHA |
| | *YOUR TIME ENDS HERE!!! |
| | *Begone |
| | }} |
| | |
| | |-| 5HK and Down Charge = |
| | {{TheoryBox |
| | | Title = {{clr|H|5HK and Down Charge}} |
| | | Oneliner = |
| | | Difficulty = {{clr|2|Medium}} |
| | | Damage = |
| | | Meter = |
| | | Anchor = |
| | | Youtube = |
| | | Recipe = {{clr|PC|PC}} {{clr|H|5HK}}, {{clr|OD|[2]8KK}}~{{clr|OD|KK}}, {{clr|H|5HP}} > {{clr|SA|Super Art 1/2/3}} <br> {{clr|PC|PC}} {{clr|H|5HK}}, {{clr|OD|[2]8KK}}~{{clr|OD|KK}}, {{clr|OD|214PP}} > {{clr|SA|Super Art 2}} <br> {{clr|PC|PC}} {{clr|H|5HK}}, {{clr|OD|[2]8KK}}~{{clr|OD|KK}}, {{clr|DR|PDR}}~{{clr|H|2HP}} > {{clr|H|214HP}} |
| | | content = Bison's best way to deal damage with minimal {{clr|DR|Drive Gauge}}. For comboing into {{clr|SA|Super Art 3}}, this combo deals more damage with {{clr|H|standing heavy punch}} as it causes less scaling than {{clr|M|medium Psycho Crusher}}. In exchange for two extra bars of {{clr|DR|Drive Gauge}} for {{clr|OD|OD Backfist Combo}} allows {{clr|SA|Super Art 2}} to deal more damage and choose whether or not Bison wants to cross up the opponent. Cancelling from {{clr|H|standing heavy punch}} forces him to cross up every time. <br> For another bar of {{clr|DR|Drive Gauge}}, you can combo into heavy bomb with decent damage and generally more than most {{clr|OD|Scissor Kick}} combos. |
| }} | | }} |
| </tabber> | | </tabber> |
|
| |
|
| | == Non-Timing Bomb Combos == |
| | |
| | <tabber> 5HK = |
| | {{TheoryBox |
| | | Title = {{clr|H|5HK}} |
| | | Oneliner = |
| | | Difficulty = {{clr|3|Medium Hard}} |
| | | Damage = Too much |
| | | Meter = |
| | | Anchor = |
| | | Youtube = |
| | | Recipe = {{clr|PC|PC}} {{clr|H|5HK}}, {{clr|OD|[2]8KK}}~{{clr|OD|K}}, {{clr|OD|[4]6PP}}, {{clr|OD|[2]8KK}}~{{clr|OD|KK}}, {{clr|H|5HP}} > {{clr|SA|Super Art 1/2/3}} <br> |
| | {{clr|PC|PC}} {{clr|H|5HK}}, {{clr|OD|[2]8KK}}~{{clr|OD|K}}, {{clr|OD|[4]6PP}}, {{clr|H|6HP}}, {{clr|L|214LP}} <br> {{clr|PC|PC}} {{clr|H|5HK}}, {{clr|H|2HP}} > {{clr|OD|[4]6PP}}, {{clr|H|[4]6HP}} > {{clr|SA|Super Art 3}} <br> {{clr|PC|PC}} {{clr|H|5HK}}, {{clr|H|2HP}} > {{clr|H|[4]6HP}}, {{clr|L|214LP}} / {{clr|SA|Super Art 1/3}} <br> {{clr|H|5HK}}, {{clr|M|2MP}} > {{clr|OD|[4]6PP}}, {{clr|H|6HP}}, {{clr|L|214LP}} <br> {{clr|PC|PC}} {{clr|H|5HK}} 66 {{clr|H|2HP}} > {{clr|H|214HP}}, {{clr|L|214LP}} |
| | | content = The first combo is THE meter dump combo you want to land as a Bison player. It does not rely on the timer as {{clr|OD|OD Pyscho Crusher}} automatically detonates it, but it does need a decent amount of time on the bomb so that it doesn't automatically detonate. |
| | |
| | {{clr|OD|OD Pyscho Crusher}} into {{clr|OD|OD Head Press}} combos don't have to start in the corner, but after the {{clr|OD|OD Pyscho Crusher}}, the opponent must be in the corner to land the {{clr|OD|OD Head Press}}. {{clr|OD|OD Pyscho Crusher}} grants a lot of screen travel in the combo, hidden behind the short cinematic camera movement. The {{clr|H|5HK}} into {{clr|M|2MP}} combo is primary if the {{clr|H|5HK}} wasn't a {{clr|PC|PC}} and to avoid using too much {{clr|DR|drive gauge}}. |
| | |
| | Do not directly cancel {{clr|H|[4]6HP}} or {{clr|H|[4]6HP}}, {{clr|L|214LP}} into {{clr|SA|Super Art 3}} as it will deal less damage. {{clr|SA|Super Art 3}} adds more scaling if it was canceled into from a special, but linking the {{clr|SA|Super Art 3}} from {{clr|H|[4]6HP}} avoids this due to the bomb detonation. The {{clr|H|heavy Psycho Crusher}} also combo only works if the opponent falls into Bison during the crumple state. If the opponent isn't close enough to Bison to fall into him, dash forwards and do the {{clr|H|heavy Backfist}} route instead. This combo costs no {{clr|DR|drive gauge}} and deals the most amount of damage out of any of his shimmy combos. |
| | |
| | *YOUR AMBITIONS DIE HERE! |
| | *(Does a flip) |
| | *Hmm |
| | *UNLIMITED PSYCHO CRUSHER |
| | *Word (he says worm, but this is funnier) |
| | }} |
| | |
| | |-| 5MP = |
| | {{TheoryBox |
| | | Title = {{clr|M|5MP}} |
| | | Oneliner = |
| | | Difficulty = {{clr|2|Medium}} |
| | | Damage = |
| | | Meter = |
| | | Anchor = |
| | | Youtube = |
| | | Recipe = {{clr|M|5MP}}, {{clr|M|2MP}} > {{clr|OD|[4]6PP}}, {{clr|H|214HP}} / {{clr|4|PDR}}~{{clr|M|5MP}}~{{clr|H|6HP}}, {{clr|M|214MP}} <br> {{clr|PC|PC}} {{clr|M|5MP}}, {{clr|M|5MP}} > {{clr|H|214HP}}, {{clr|L|214LP}} / {{clr|4|PDR}}~{{clr|L|5LK}} > {{clr|H|214HP}} / {{clr|H|3HK}} |
| | | content = Hold back as soon as, or even before the {{clr|M|5MP}}. You can delay the cancel into {{clr|OD|OD Pyscho Crusher}} a little more than you may initially think. Double {{clr|M|stand medium punch}} isn't necessary, nor works without a form of {{clr|PC|counter hit}}. <br> |
| | For one extra bar off of {{clr|H|214HP}}, Bison can get {{clr|H|psycho mine}} oki and much more screen travel, as well as not relying on the corner. {{clr|H|214HP}} into {{clr|L|214LP}} combos requires that Bison and the opponent reach the corner of the screen. Both these combos replant bomb. |
| | }} |
| | |
| | |-| 4HK = |
| | {{TheoryBox |
| | | Title = {{clr|H|4HK}} |
| | | Oneliner = |
| | | Difficulty = {{clr|2|Medium}} |
| | | Damage = 3620/4660 |
| | | Meter = |
| | | Anchor = |
| | | Youtube = |
| | | Recipe = {{clr|H|4HK}} > {{clr|H|[4]6HP}}, {{clr|L|214LP}} / {{clr|SA|Super Art 1}} <br> {{clr|PC|CH}} {{clr|DR|DR}}~{{clr|H|4HK}}, {{clr|H|4HK}} > {{clr|H|[4]6HP}} {{clr|SA|Super Art 3}} <br> {{clr|H|4HK}} > {{clr|H|214HP}}, {{clr|L|214LP}} / {{clr|L|[4]6LP}} > {{clr|SA|Super Art 3}} / {{clr|4|PDR}}~{{clr|L|5LK}} > {{clr|H|214HP}} |
| | | content = This combo hitting needs to be planned as you need to charge backwards before the {{clr|H|Evil Knee}} connects. This can be done by doing a frame kill light, or crouch block and manually meaty timing the {{clr|H|Evil Knee}}. On {{clr|PC|counter hit}} and with a {{clr|DR|drive rush}} starter, Bison can do two {{clr|H|4HK}} in a row, negating the need to charge before the combo. <br> |
| | Combos that link into {{clr|L|214LP}} or {{clr|L|[4]6LP}} must have Bison and the opponent in the corner to work. |
| | }} |
| | |
| | |-| 2MP = |
| | {{TheoryBox |
| | | Title = {{clr|M|2MP}} |
| | | Oneliner = |
| | | Difficulty = {{clr|2|Medium}} |
| | | Damage = |
| | | Meter = |
| | | Anchor = |
| | | Youtube = |
| | | Recipe = Corner only {{clr|PC|PC}} {{clr|M|2MP}} > {{clr|H|[4]6HP}}, {{clr|L|214LP}} / {{clr|SA|Super Art 1}} <br> Corner only {{clr|PC|PC}} {{clr|M|2MP}}, {{clr|M|5MP}} > {{clr|H|214HP}}, {{clr|L|214LP}} / {{clr|SA|Super Art 1/3}} / {{clr|OD|214PP}} > {{clr|SA|Super Art 2/3}} <br> {{clr|PC|PC}} {{clr|M|2MP}}, {{clr|M|2MP}} > {{clr|M|[4]6MP}}, 66, 66 <br> {{clr|PC|PC}} {{clr|M|2MP}}, {{clr|M|5MP}} > {{clr|H|214HP}}, {{clr|L|214LP}} / {{clr|4|PDR}}~{{clr|L|5LK}} > {{clr|H|214HP}} / {{clr|H|3HK}} <br> {{clr|M|2MP}} > {{clr|OD|[2]8KK}}~{{clr|OD|K}}, {{clr|OD|[4]6PP}}, {{clr|OD|[2]8KK}}~{{clr|OD|KK}}, {{clr|H|5HP}} > {{clr|SA|Super Art 1/2/3}} <br> {{clr|PC|PC}} {{clr|M|2MP}}, {{clr|M|2MP}} > {{clr|OD|[4]6PP}}, {{clr|OD|[2]8KK}}~{{clr|OD|KK}}, {{clr|H|5HP}} > {{clr|SA|Super Art 1/2/3}} |
| | | content = These combos are especially useful against an opponent who {{clr|DR|drive reversals}} a lot on wakeup, aiming to remove the bomb and get out of the current scenario. Having a frame 6 {{clr|M|medium punch}} is incredibly useful as Bison can punish {{clr|DR|drive reversals}}. There are many possible routes with many different rewards, such as: |
| | *Screen carrying with {{clr|H|3HK}} or {{clr|H|[4]6HP}} enders, allowing for dash up oki. |
| | *Incredible screen carry and {{clr|H|214HP}} oki for just one {{clr|DR|drive bar}}. |
| | *Cashing in resources with flexible combo routes, taking into account your {{clr|DR|drive gauge}} and the opponent's health. |
| | *Bomb replanting combos. |
| | *Not having to worry about the time on the bomb. |
| | }} |
| | </tabber> |
| | |
| | == Automatic Bomb Detonation Combos == |
| | |
| | <tabber> Meaty 4HK = |
| | {{TheoryBox |
| | | Title = {{clr|L|Beginner}} |
| | | Oneliner = |
| | | Difficulty = {{clr|L|Easy}} |
| | | Damage = |
| | | Meter = |
| | | Anchor = |
| | | Youtube = |
| | | Recipe = Meaty {{clr|H|4HK}}, {{clr|M|2MP}} > {{clr|OD|236KK}} {{clr|DR|DR}}~{{clr|M|5MP}}~{{clr|H|6HP}} Bomb Detonate {{clr|H|214HP}}/{{clr|H|[4]6HP}} > {{clr|SA|Super Art 3}} <br> |
| | Meaty {{clr|H|4HK}}, {{clr|M|2MP}} > {{clr|OD|236KK}} {{clr|DR|DR}}~{{clr|M|5MP}}~{{clr|H|6HP}} Bomb Detonate {{clr|H|5HP}} > {{clr|SA|Super Art 1/2/3}} <br> {{clr|DR|DR}} / {{clr|PC|PC}}~{{clr|H|4HK}}, {{clr|M|5MP}}, {{clr|M|2MP}} > {{clr|OD|236KK}}, {{clr|H|236HK}} Bomb Detonate {{clr|H|214HP}}/{{clr|H|[4]6HP}} > {{clr|SA|Super Art 3}} <br> {{clr|DR|DR}} / {{clr|PC|PC}}~{{clr|H|4HK}}, {{clr|M|5MP}}, {{clr|M|2MP}} > {{clr|OD|236KK}}, {{clr|H|236HK}} Bomb Detonate {{clr|H|5HP}} > {{clr|SA|Super Art 1/2/3}} |
| | | content = A beginner auto detonation combo into supers or bomb replant. Use this if your opponent keeps mashing on wakeup. |
| | }} |
| | {{TheoryBox |
| | | Title = {{clr|M|Intermediate}} |
| | | Oneliner = |
| | | Difficulty = {{clr|2|Medium}} |
| | | Damage = |
| | | Meter = |
| | | Anchor = |
| | | Youtube = |
| | | Recipe = Meaty {{clr|H|4HK}}, {{clr|M|2MP}} > {{clr|OD|236KK}} {{clr|DR|DR}}~{{clr|M|5MP}}~{{clr|H|6HP}} Bomb Detonate {{clr|H|6HP}}, {{clr|M|214MP}} |
| | | content = The bomb should detonate immediately after the first {{clr|H|6HP}}. The second {{clr|H|6HP}} is manually timed, and depending on your confidence, you can go for {{clr|L|light}}, {{clr|M|medium}}, or {{clr|OD|OD}} bomb. Bomb replant combo. |
| | }} |
| | {{TheoryBox |
| | | Title = {{clr|OD|Master}} |
| | | Oneliner = |
| | | Difficulty = {{clr|3|Hard}} |
| | | Damage = |
| | | Meter = |
| | | Anchor = |
| | | Youtube = |
| | | Recipe = Meaty {{clr|H|4HK}}, {{clr|M|2MP}} > {{clr|OD|236KK}} {{clr|DR|DR}}~{{clr|M|5MP}}~{{clr|H|6HP}} Bomb Detonate {{clr|L|[2]8K}}~{{clr|L|K}}~{{clr|L|P}}, {{clr|L|214LP}} / {{clr|OD|214PP}} > {{clr|SA|Super Art 2/3}} <br> {{clr|M|5MP}}, {{clr|M|2MP}} > {{clr|OD|236KK}}, {{clr|H|6HP}}, {{clr|H|2HK}} Bomb Detonate {{clr|L|[2]8K}}~{{clr|L|K}}~{{clr|L|P}}, {{clr|L|214LP}} / {{clr|OD|214PP}} > {{clr|SA|Super Art 2/3}} <br> {{clr|DR|DR}} / {{clr|PC|PC}}~{{clr|H|4HK}}, {{clr|M|5MP}}, {{clr|M|2MP}} > {{clr|OD|236KK}}, {{clr|H|236HK}} Bomb Detonate {{clr|L|[2]8K}}~{{clr|L|K}}~{{clr|L|P}}, {{clr|L|214LP}} / {{clr|OD|214PP}} > {{clr|SA|Super Art 2/3}} |
| | | content = One of Bison's hardest combos, but a very important one. There are some rules to hitting {{clr|L|[2]8K}}~{{clr|L|K}}~{{clr|L|P}} correctly: |
| | *Different versions of head press affect the combo in very small ways. Use different ones in different scenarios. |
| | *In many scenarios, immediately doing headpress after shadowrise will cause it to whiff. |
| | *The opponent bounces up off the ground when hit with head press. |
| | *Different scenarios cause the opponent to bounce off the ground differently, mainly the height off the ground before the bomb launches them. |
| | *Do not do somersault skull diver immediately as it won't reach the opponent bouncing. |
| | }} |
| | |
| | |-| Whiff Punish Throws = |
| | {{TheoryBox |
| | | Title = {{clr|L|Beginner}} |
| | | Oneliner = |
| | | Difficulty = {{clr|L|Easy}} |
| | | Damage = |
| | | Meter = |
| | | Anchor = |
| | | Youtube = |
| | | Recipe = |
| | {{clr|PC|PC}}~{{clr|M|5MP}}, {{clr|M|2MP}} > {{clr|OD|236KK}}, {{clr|H|236HK}} Bomb Detonate {{clr|H|214HP}}/{{clr|H|[4]6HP}} > {{clr|SA|Super Art 3}} <br> |
| | {{clr|PC|PC}}~{{clr|M|5MP}}, {{clr|M|2MP}} > {{clr|OD|236KK}}, {{clr|H|236HK}} Bomb Detonate {{clr|H|5HP}} > {{clr|SA|Super Art 1/2/3}} |
| | | content = A beginner auto detonation combo into supers or bomb replant. Use this if your opponent keeps mashing on wakeup. |
| | }} |
| | {{TheoryBox |
| | | Title = {{clr|M|Intermediate}} |
| | | Oneliner = |
| | | Difficulty = {{clr|2|Medium}} |
| | | Damage = |
| | | Meter = |
| | | Anchor = |
| | | Youtube = |
| | | Recipe = {{clr|PC|PC}}~{{clr|M|5MP}}, {{clr|M|2MP}} > {{clr|OD|236KK}}, {{clr|H|236HK}} Bomb Detonate {{clr|H|6HP}}, {{clr|M|214MP}} |
| | | content = The bomb should detonate immediately after the first {{clr|H|6HP}}. The second {{clr|H|6HP}} is manually timed, and depending on your confidence, you can go for {{clr|L|light}}, {{clr|M|medium}}, or {{clr|OD|OD}} bomb. Bomb replant combo. |
| | }} |
| | {{TheoryBox |
| | | Title = {{clr|OD|Master}} |
| | | Oneliner = |
| | | Difficulty = {{clr|3|Hard}} |
| | | Damage = |
| | | Meter = |
| | | Anchor = |
| | | Youtube = |
| | | Recipe = {{clr|PC|PC}}~{{clr|M|5MP}}, {{clr|M|2MP}} > {{clr|OD|236KK}}, {{clr|H|236HK}} Bomb Detonate {{clr|L|[2]8K}}~{{clr|L|K}}~{{clr|L|P}}, {{clr|L|214LP}} / {{clr|OD|214PP}} > {{clr|SA|Super Art 2/3}} <br> {{clr|PC|PC}}~{{clr|H|5HK}}, {{clr|M|2MP}} > {{clr|OD|236KK}}, {{clr|H|236HK}} Bomb Detonate {{clr|L|[2]8K}}~{{clr|L|K}}~{{clr|L|P}}, {{clr|L|214LP}} / {{clr|OD|214PP}} > {{clr|SA|Super Art 2/3}} |
| | | content = One of Bison's hardest combo routes, but a very important and stylish one. With the {{clr|H|standing heavy kick}}, the opponent will fly higher into the air. {{clr|H|standing heavy kick}} is the more rewarding shimmy tool, but is more commital. {{clr|M|standing medium punch}} is faster and safer with only a little less reward, but is easier to shimmy with. There are some rules to hitting {{clr|L|[2]8K}}~{{clr|L|K}}~{{clr|L|P}} correctly: |
| | *Different versions of head press affect the combo in very small ways. Use different ones in different scenarios. |
| | *In many scenarios, immediately doing headpress after shadowrise will cause it to whiff. |
| | *The opponent bounces up off the ground when hit with head press. |
| | *Different scenarios cause the opponent to bounce off the ground differently, mainly the height off the ground before the bomb launches them. |
| | *Do not do somersault skull diver immediately as it won't reach the opponent bouncing. |
| | }} |
| | |
| | |-| DP Punish = |
| | {{TheoryBox |
| | | Title = {{clr|OD|DP Punish}} |
| | | Oneliner = |
| | | Difficulty = {{clr|OD|Various}} |
| | | Damage = |
| | | Meter = |
| | | Anchor = |
| | | Youtube = |
| | | Recipe = |
| | {{clr|PC|PC}}~{{clr|H|5HP}}, {{clr|H|5HK}}, {{clr|M|2MP}} > {{clr|M|236MK}} Bomb Detonate {{clr|H|214HP}}/{{clr|H|[4]6HP}} > {{clr|SA|Super Art 3}} <br> {{clr|PC|PC}}~{{clr|H|5HP}}, {{clr|H|5HK}}, {{clr|M|2MP}} > {{clr|M|236MK}} Bomb Detonate {{clr|H|5HP}} > {{clr|SA|Super Art 1/2/3}} <br> {{clr|PC|PC}}~{{clr|H|5HP}}, {{clr|H|5HK}}, {{clr|M|2MP}} > {{clr|M|236MK}} Bomb Detonate {{clr|H|6HP}}, {{clr|M|214MP}} <br> {{clr|PC|PC}}~{{clr|H|5HP}}, {{clr|H|5HK}}, {{clr|M|2MP}} > {{clr|M|236MK}} Bomb Detonate {{clr|L|[2]8K}}~{{clr|L|K}}~{{clr|L|P}}, {{clr|L|214LP}} / {{clr|OD|214PP}} > {{clr|SA|Super Art 2/3}} <br> {{clr|PC|PC}}~{{clr|H|5HP}}, {{clr|H|5HK}}, {{clr|M|2MP}} > {{clr|M|236MK}} Bomb Detonate {{clr|M|j.MP}}~{{clr|M|MP}}, {{clr|H|6HP}}, {{clr|L|214LP}} / {{clr|OD|214PP}} > {{clr|SA|Super Art 2/3}} |
| | | content = The timing against the DP doesn't matter too much, but the timing can be adjusted slightly on the {{clr|PC|PC}} {{clr|H|heavy punch}} to whatever you're comfortable with. If you wish to cash out all of your {{clr|DR|drive gauge}} in this exact scenario, refer to punish counter {{clr|H|5HK}}. {{clr|M|j.MP}}~{{clr|M|MP}} combos only work if the opponent is grounded when the bomb detonates. This is because the juggle limit is not met in these combos, compared to the {{clr|OD|236KK}} combos where it is. |
| | }} |
| | |
| | |-| Meaty After Throw = |
| | {{TheoryBox |
| | | Title = {{clr|OD|Meaty After Throw}} |
| | | Oneliner = |
| | | Difficulty = {{clr|OD|Various}} |
| | | Damage = |
| | | Meter = |
| | | Anchor = |
| | | Youtube = |
| | | Recipe = Meaty {{clr|H|4HK}}, {{clr|M|2MP}} > {{clr|M|236MK}} Bomb Detonate {{clr|H|214HP}}/{{clr|H|[4]6HP}} > {{clr|SA|Super Art 3}} <br> Meaty {{clr|H|4HK}}, {{clr|M|2MP}} > {{clr|M|236MK}} Bomb Detonate {{clr|H|5HP}} > {{clr|SA|Super Art 1/2/3}} <br> Meaty {{clr|H|4HK}}, {{clr|M|2MP}} > {{clr|M|236MK}} Bomb Detonate {{clr|H|6HP}}, {{clr|M|214MP}} <br> Meaty {{clr|H|4HK}}, {{clr|M|2MP}} > {{clr|M|236MK}} Bomb Detonate {{clr|L|[2]8K}}~{{clr|L|K}}~{{clr|L|P}}, {{clr|L|214LP}} / {{clr|OD|214PP}} > {{clr|SA|Super Art 2/3}} <br> Meaty {{clr|H|4HK}}, {{clr|M|2MP}} > {{clr|M|236MK}} Bomb Detonate {{clr|H|214HP}}/{{clr|H|[4]6HP}} > {{clr|SA|Super Art 3}} <br> Meaty {{clr|H|4HK}}, {{clr|M|2MP}} > {{clr|M|236MK}} Bomb Detonate {{clr|M|j.MP}}~{{clr|M|MP}}, {{clr|H|6HP}}, {{clr|L|214LP}} / {{clr|OD|214PP}} > {{clr|SA|Super Art 2/3}} <br> Meaty {{clr|L|2LK}}, {{clr|L|2LP}} > {{clr|L|236LK}} Bomb Detonate {{clr|OD|previous follow ups all work off this}} <br> Meaty {{clr|H|5HP}}, {{clr|M|2MP}} > {{clr|L|236LK}} Bomb Detonate {{clr|OD|...}} <br> |
| | | content = These are the combos and follow ups you can do once you have planted a bomb, and then immediately throw the opponent. {{clr|M|j.MP}}~{{clr|M|MP}} combos only work if the opponent is grounded when the bomb detonates. This is because the juggle limit is not met in these combos, compared to the {{clr|OD|236KK}} combos where it is. |
| | }} |
| | |
| | </tabber> |
| {{Character Subnav SF6 | chara=M.Bison | tag=Bison }} | | {{Character Subnav SF6 | chara=M.Bison | tag=Bison }} |
| {{Navbox-SF6}} | | {{Navbox-SF6}} |
| [[Category: Street Fighter 6]] | | [[Category: Street Fighter 6]] |