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| | Recipe = {{clr|M|5MP}}, {{clr|M|2MP}} > {{clr|OD|236KK}}, {{clr|H|214HP}} <br> | | | 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}} <br> | | {{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}} | | {{clr|M|5MP}}, {{clr|M|2MP}} > {{clr|OD|236KK}}, {{clr|M|[4]6MP}} > {{clr|SA|Super Art 3}} <br> |
| | {{clr|M|5MP}}, {{clr|M|2MP}} > {{clr|OD|236KK}}, {{clr|DR|PDR}}~{{clr|M|5MP}}~{{clr|H|6HP}} > {{clr|L|214LP}} <br> |
| | {{clr|M|5MP}}, {{clr|M|2MP}} > {{clr|OD|236KK}}, {{clr|DR|PDR}}~{{clr|H|2HP}} > {{clr|H|214HP}} |
| | 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> | | | 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> | | 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> |
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| |-| Meter Dumping = | | |-| Meter Dumping = |
| {{TheoryBox | | {{TheoryBox |
| | Title = Corner {{clr|OD|OD 236KK}} Extension | | | Title = Meter Dumping {{clr|OD|OD 236KK}} Extension |
| | Oneliner = | | | Oneliner = |
| | Difficulty = {{clr|3|Medium Hard}} | | | Difficulty = {{clr|3|Medium Hard}} |
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| | Youtube = | | | Youtube = |
| | Recipe = | | | 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}} | | {{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}} |
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| | Anchor = | | | Anchor = |
| | Youtube = | | | 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> | | | Recipe = {{clr|PC|PC}}~{{clr|DR|DI}}, {{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}} | | {{clr|PC|PC}}~{{clr|DR|DI}}, {{clr|H|j.HK}}, {{clr|H|5HP}} > {{clr|SA|Super Art 1/2/3}} <br> |
| | {{clr|PC|PC}}~{{clr|DR|DI}}, {{clr|H|j.HK}}, {{clr|DR|PDR}}~{{clr|H|2HP}} > {{clr|H|214HP}} |
| | 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> | | | 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. | | 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. |
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| |-| Corner Wallsplat = | | |-| Corner Wallsplat = |
| {{TheoryBox | | {{TheoryBox |
| | Title = {{clr|DR|Drive Impact}} | | | Title = {{clr|DR|Drive Impact Wallsplat}} |
| | Oneliner = | | | Oneliner = |
| | Difficulty = {{clr|L|Easy}} | | | Difficulty = {{clr|L|Easy}} |
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| | Recipe = {{clr|DR|DI}}, {{clr|H|2HP}} > {{clr|H|214HP}} <br> | | | 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}} <br> | | {{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}} | | {{clr|DR|DI}}, {{clr|M|5MP}}~{{clr|H|6HP}} > {{clr|L|214LP}} / {{clr|L|[4]6LP}} / {{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> | | | 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. | | 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. |
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| | 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|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}} | | | 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|H|2HP}} > {{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}} / {{clr|M|[4]6MP}} <br> {{clr|PC|PC}}~{{clr|H|5HP}}, {{clr|DR|DR~}}{{clr|M|2MP}}, {{clr|M|5MP}} > {{clr|H|214HP}} <br> {{clr|DR|PDR}}~{{clr|PC|PC}}~{{clr|H|5HP}}, {{clr|H|5HP}} > {{clr|SA|Super Art 1}} |
| | 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. <br> The {{clr|DR|Drive Rush}} {{clr|M|Crouching Medium Punch}} combos are incredibly important when using Bison's {{clr|H|Standing Heavy Punch}} to poke in neutral, especially since it is a great way of moving the opponent closer to the corner and getting {{clr|H|Heavy Backfist Combo OKI}}. <br> The last combo is a little silly, but it can be essential in punishing certain really unsafe moves from across the screen, such as Rashid's {{clr|L|Regular Eagle Spike}}, while also pushing them to the corner and dealing a lot of damage. |
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| }} | | }} |
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| | 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> | | | 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> | | {{clr|PC|PC}}~{{clr|H|5HK}}, Forward Dash, {{clr|H|2HP}} > {{clr|OD|236KK}}, {{clr|H|5HP}} > {{clr|SA|Super Art 1}} <br> |
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| | 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. |
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| | Anchor = | | | Anchor = |
| | Youtube = | | | Youtube = |
| | Recipe = {{clr|PC|PC}} {{clr|H|5HK}}, {{clr|H|2HP}} > {{clr|H|[4]6HP}} > {{clr|SA|Super Art 3}} | | | 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> | | | 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. | | The combo is more leniant with a {{clr|DR|PDR}} as Bison will be closer to the opponent. |
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| | Anchor = | | | Anchor = |
| | Youtube = | | | 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}} | | | 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}}, <br> {{clr|PC|PC}}~{{clr|H|5HK}}, {{clr|OD|[2]8KK}}~{{clr|OD|KK}}, {{clr|DR|PDR}}~{{clr|H|2HP}} > {{clr|OD|236KK}}, {{clr|H|[4]6HP}} or {{clr|H|6HP}}, {{clr|L|214LP}} <br> {{clr|PC|PC}}~{{clr|H|5HK}}, {{clr|OD|[2]8KK}}~{{clr|OD|KK}}, {{clr|DR|PDR}}~{{clr|H|2HP}} > {{clr|OD|236KK}}, {{clr|H|6HP}}, {{clr|OD|214PP}} or {{clr|OD|[4]6PP}} |
| | 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. | | | 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. This combo can be further extended by cancelling into {{clr|OD|OD scissors}}, allowing Bison to deal a lot of damage (potentially his highest damaging combo without bomb). |
| | }} |
| | |
| | |-| Heavy Scissors = |
| | {{TheoryBox |
| | | Title = {{clr|H|Heavy Scissors}} |
| | | Oneliner = |
| | | Difficulty = {{clr|2|Easy Medium}} |
| | | Damage = |
| | | Meter = |
| | | Anchor = |
| | | Youtube = |
| | | Recipe = {{clr|PC|PC}}~{{clr|H|236HK}}, {{clr|M|2MP}}~{{clr|DR|DRC}}~{{clr|M|5MP}}, {{clr|H|2HP}}~{{clr|DR|DRC}}~{{clr|H|5HK}}, {{clr|H|4HK}} > {{clr|H|[4]6HP}} > {{clr|SA|Super Art 3}} |
| | | content = One of Bison's only good {{clr|DR|Drive Rush Cancel}} combos, and also Bison's best meter dumping punish against DP if the opponent has no bomb attached. Routing into a bomb planting combo with {{clr|H|Heavy Scissor Kicks}} isn't the best idea since {{clr|H|standing heavy kick}} combos have higher damage routes into any {{clr|H|Backfist Combo}} strength. |
| }} | | }} |
| </tabber> | | </tabber> |
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| | Anchor = | | | Anchor = |
| | Youtube = | | | 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> | | | Recipe = {{clr|PC|PC}}~{{clr|H|5HK}}, {{clr|OD|[2]8KK}}~{{clr|OD|K}}, micro walk, {{clr|OD|[4]6PP}}, {{clr|H|[2]8HK}}~{{clr|OD|KK}}, {{clr|H|6HP}}, {{clr|OD|214PP}} > {{clr|SA|Super Art 2}} <br> {{clr|PC|PC}}~{{clr|H|5HK}}, {{clr|OD|[2]8KK}}~{{clr|OD|K}}, {{clr|OD|[4]6PP}}, {{clr|H|[2]8HK}}~{{clr|OD|KK}}, {{clr|H|6HP}}, {{clr|L|[4]6LP}} > {{clr|SA|Super Art 3}} <br> {{clr|PC|PC}}~{{clr|H|5HK}}, {{clr|OD|[2]8KK}}~{{clr|OD|K}}, {{clr|OD|[4]6PP}}, {{clr|H|[2]8HK}}~{{clr|OD|KK}}, {{clr|H|6HP}}, {{clr|L|214LP}} <br> {{clr|PC|PC}}~{{clr|H|5HK}}, {{clr|OD|[2]8KK}}~{{clr|OD|K}}, {{clr|OD|[4]6PP}}, must be cornered here, {{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|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}} | | {{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}} dash up {{clr|H|2HP}} > {{clr|H|214HP}}, {{clr|L|214LP}} / {{clr|H|3HK}} <br> {{clr|PC|PC}}~{{clr|H|5HK}}, whiff {{clr|L|2LP}}, {{clr|M|5MP}} > {{clr|H|[4]6HP}}, must be cornered here, {{clr|OD|214PP}} > {{clr|SA|Super Art 2}} <br> {{clr|PC|PC}}~{{clr|H|5HK}}, whiff {{clr|L|2LP}}, {{clr|M|5MP}} > {{clr|H|[4]6HP}}, must be cornered here, {{clr|L|[4]6LP}} > {{clr|SA|Super Art 3}} |
| | 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. | | | 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. It does require Bison to be at max drive and uses a micro walk. <br> |
| | After an {{clr|OD|OD Head Press}} after a {{clr|OD|OD Pyscho Crusher}} with bomb, Bison must use a non {{clr|OD|OD Shadow Rise}} to continue the combo, and is recommended to use {{clr|H|heavy Shadow Rise}} to do so. In the corner, Bison can hit an {{clr|OD|OD Shadow Rise Head Press}} after {{clr|OD|OD Pyscho Crusher}} with bomb, but it means that Bison cannot land his overhead afterwards. That doesn't mean the combo is unsable as Bison can opt to go for a {{clr|H|standing heavy punch}} into super instead, which is also an easier combo overall. {{clr|OD|OD Pyscho Crusher}} grants a lot of screen travel in the combo, hidden behind the short cinematic camera movement, which gives Bison more flexibility if he decides to do the easier combo. 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}}. |
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| {{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 is Bison's most damaging {{clr|DR|Drive Gaugeless}} combo. |
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| 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. | |
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| *YOUR AMBITIONS DIE HERE! | | *YOUR AMBITIONS DIE HERE! |
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| *Hmm | | *Hmm |
| *UNLIMITED PSYCHO CRUSHER | | *UNLIMITED PSYCHO CRUSHER |
| *Word (he says worm, but this is funnier) | | *Word |
| | }} |
| | {{TheoryBox |
| | | Title = {{clr|H|5HK specific spacing}} |
| | | Oneliner = |
| | | Difficulty = {{clr|3|Hard}} |
| | | Damage = Too much |
| | | Meter = |
| | | Anchor = |
| | | Youtube = |
| | | Recipe = {{clr|PC|PC}}~{{clr|H|5HK}}, {{clr|H|2HP}} > {{clr|H|[4]6HP}}, {{clr|OD|214PP}} > {{clr|SA|Super Art 2}} <br> {{clr|PC|PC}}~{{clr|H|5HK}}, {{clr|H|2HP}} > {{clr|H|[4]6HP}}, {{clr|L|[4]6LP}} > {{clr|SA|Super Art 3 Specifically}} |
| | | content = When Bison is far away from the corner, but the heavy crusher puts the opponent in the corner and not Bison, Bison has enough time to combo into a 14 frame special. This includes {{clr|L|Light Crusher}} and {{clr|OD|OD Backfist Combo}}. For only two bars of {{clr|OD|Drive Gauge}} and two bars of {{clr|SA|SA}}, Bison can deal 6300 damage from a combo which has incredible corner carry and sets up good OKI with {{clr|OD|Drive Rush}}. As for the {{clr|L|Light Crusher}} combo, cancelling {{clr|L|Light Crusher}} into {{clr|SA|Critical Art}} deals less damage than forgoing the light crusher. If Bison has {{clr|SA|Level 3}} instead of {{clr|SA|Critical Art}}, the {{clr|L|Light Crusher}} route will deal more damage. |
| }} | | }} |
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| | Anchor = | | | Anchor = |
| | Youtube = | | | 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}} | | | Recipe = {{clr|M|5MP}}, {{clr|M|2MP}} > {{clr|OD|[4]6PP}}, {{clr|H|214HP}} / {{clr|DR|PDR}}~{{clr|M|5MP}}~{{clr|H|6HP}}, {{clr|M|214MP}} <br> {{clr|M|5MP}}, {{clr|M|2MP}} > {{clr|OD|[4]6PP}}, {{clr|DR|PDR}}~{{clr|H|2HP}} > {{clr|H|214HP}} <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> | | | 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. | | 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. |
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| | Anchor = | | | Anchor = |
| | Youtube = | | | 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}} | | | 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> | | | 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. | | Combos that link into {{clr|L|214LP}} or {{clr|L|[4]6LP}} must have Bison and the opponent in the corner to work. |
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| | Anchor = | | | Anchor = |
| | Youtube = | | | 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}} | | | 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}}, dash, dash <br> {{clr|PC|PC}}~{{clr|M|2MP}}, {{clr|M|5MP}} > {{clr|H|214HP}}, {{clr|4|PDR}}~{{clr|L|5LK}} > {{clr|H|214HP}} / {{clr|H|3HK}} <br> {{clr|M|2MP}} > {{clr|OD|[4]6PP}}, {{clr|H|[2]8HK}}~{{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: | | | 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. | | *Screen carrying with {{clr|H|3HK}} or {{clr|H|[4]6HP}} enders, allowing for dash up oki. |
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| | Anchor = | | | Anchor = |
| | Youtube = | | | Youtube = |
| | Recipe = corner {{clr|L|2LK}} > {{clr|L|2LP}} > {{clr|OD|214PP}}, {{clr|L|214LP}} / {{clr|H|3HK}} <br> {{clr|L|2LK}} > {{clr|L|2LP}} > {{clr|L|214LP}} or {{clr|OD|214PP}}, {{clr|DR|PDR}}~{{clr|L|5LK}} > {{clr|OD|236KK}}, {{clr|H|6HP}}, {{clr|OD|[4]6PP}} > {{clr|SA|Super Art 3}} <br> {{clr|L|2LK}} > {{clr|L|2LP}} > {{clr|OD|214PP}} > {{clr|SA|Super Art 2}} | | | Recipe = {{clr|L|2LK}} > {{clr|L|5LP}} > {{clr|OD|[4]6PP}}, {{clr|H|[2]8HK}}~{{clr|OD|KK}}, {{clr|H|6HP}}, {{clr|L|[4]6LP}} > {{clr|SA|Super Art 3}} <br> {{clr|L|2LK}} > {{clr|L|5LP}} > {{clr|OD|[4]6PP}}, {{clr|H|[2]8HK}}~{{clr|OD|KK}}, {{clr|H|6HP}}, {{clr|OD|214PP}} > {{clr|SA|Super Art 2}} <br> corner {{clr|L|2LK}} > {{clr|L|2LP}} > {{clr|OD|214PP}}, {{clr|L|214LP}} / {{clr|H|3HK}} <br> {{clr|L|2LK}} > {{clr|L|2LP}} > {{clr|OD|214PP}}, {{clr|DR|PDR}}~{{clr|L|5LK}} > {{clr|OD|236KK}}, {{clr|H|6HP}}, {{clr|OD|[4]6PP}} > {{clr|SA|Super Art 3}} <br> {{clr|L|2LK}} > {{clr|L|2LP}} > {{clr|OD|214PP}} > {{clr|SA|Super Art 2}} <br> |
| | content = Bison's most damaging combos from his {{clr|L|crouching light kick}}. With bomb attached, Bison's lows become scarier as he can combo into {{clr|OD|OD Backfist Combo}} without the need to spend his {{clr|DR|drive gauge}} on {{clr|DR|drive rush cancels}}. The first combo listed only works in the corner as Bison pushes the opponent too far away to follow up after the {{clr|OD|OD Backfist Combo}}. The only way to link after hitting {{clr|OD|OD Backfist Combo}} with a bomb planted is to {{clr|DR|drive rush}}. <br> On the ground (mostly applicable in the corner), {{clr|OD|OD Backfist Combo}} with bomb gives Bison 15 frames to combo out of. | | | content = Bison's most damaging combos from his {{clr|L|crouching light kick}}. With bomb attached, Bison's lows become scarier as he can combo into {{clr|OD|OD Backfist Combo}} without the need to spend his {{clr|DR|drive gauge}} on {{clr|DR|drive rush cancels}}. The first combo listed only works in the corner as Bison pushes the opponent too far away to follow up after the {{clr|OD|OD Backfist Combo}}. The only way to link after hitting {{clr|OD|OD Backfist Combo}} with a bomb planted is to {{clr|DR|drive rush}}. <br> On the ground (mostly applicable in the corner), {{clr|OD|OD Backfist Combo}} with bomb gives Bison 15 frames to combo out of. |
| | }} |
| | |
| | |-| Heavy Scissors = |
| | {{TheoryBox |
| | | Title = {{clr|H|Heavy Scissors}} |
| | | Oneliner = |
| | | Difficulty = {{clr|2|Easy Medium}} |
| | | Damage = |
| | | Meter = |
| | | Anchor = |
| | | Youtube = |
| | | Recipe = {{clr|PC|PC}}~{{clr|H|236HK}}, {{clr|M|2MP}} > {{clr|OD|[4]6]PP}}, {{clr|H|[2]8HK}}~{{clr|OD|KK}}, {{clr|H|6HP}}, {{clr|OD|214PP}} > {{clr|SA|Super Art 2/3}} |
| | | content = Bison's highest damage on {{clr|PC|punish counter}} when not at max {{clr|DR|Drive Gauge}} and the opponent has bomb attached to them. |
| }} | | }} |
| </tabber> | | </tabber> |
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| {{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}} | | {{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. | | | 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. |
| | }} |
| | {{TheoryBox |
| | | Title = {{clr|OD|Shadow Rise}} |
| | | Oneliner = |
| | | Difficulty = {{clr|OD|Various}} |
| | | Damage = |
| | | Meter = |
| | | Anchor = |
| | | Youtube = |
| | | Recipe = {{clr|PC|PC}}~{{clr|H|5HK}}, {{clr|OD|[2]8KK}}~{{clr|OD|KK}}, {{clr|H|3HK}}, bomb detonates, {{clr|M|[2]8MK}}~{{clr|M|K}}~{{clr|M|P}}, {{clr|L|214LP}} <br> {{clr|PC|PC}}~{{clr|H|5HK}}, {{clr|OD|[2]8KK}}~{{clr|OD|KK}}, {{clr|H|3HK}}, bomb detonates, {{clr|M|[2]8MK}}~{{clr|M|K}}~{{clr|M|P}}, {{clr|SA|Super Art 1}} <br> |
| | {{clr|PC|PC}}~{{clr|H|5HK}}, {{clr|OD|[2]8KK}}~{{clr|OD|KK}}, {{clr|H|5HP}} or {{clr|H|5HK}}, bomb detonates, {{clr|H|[2]8HK}}~{{clr|OD|KK}}, {{clr|H|6HP}}, {{clr|L|214LP}} or {{clr|OD|214PP}} > {{clr|SA|Super Art 2/3}} <br> {{clr|PC|PC}}~{{clr|H|5HK}}, {{clr|OD|[2]8KK}}~{{clr|OD|KK}}, {{clr|H|5HP}} or {{clr|H|5HK}}, bomb detonates, {{clr|H|[2]8HK}}~{{clr|OD|KK}}, {{clr|H|6HP}}, {{clr|OD|[4]6PP}} > {{clr|SA|Super Art 3}} <br> |
| | | content = Against reversal {{clr|OD|dragon punches}}, such as Ryu's, Bison can do a bomb replant combo that also side swaps if he so chooses (with the first two combos). This is useful against Jamie as you can't walk under his {{clr|OD|Arrow Kick}}, although it is much tighter as Bison has to hit the {{clr|H|standing heavy kick}} later. The timing may differ from character to character as the bomb timing requires that Bison blocks the DP in most cases. These combos work with any {{clr|H|Backfist Combo}} OKI, although the heavy version sets up the combo better in most scenarios. To guarantee not side swapping, Bison should use {{clr|L|light}} or {{clr|M|medium Shaow Rise}}, but {{clr|H|Shadow Rise}} makes it easier to side swap. Bison's steering after {{clr|H|Head Press}} also needs to be kept in mind, and can help with side swaps. |
| }} | | }} |
|
| |
|
Line 435: |
Line 487: |
| | Anchor = | | | Anchor = |
| | Youtube = | | | 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> | | | 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|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. | | | 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> | | </tabber> |
| | |
| | == Niche == |
| | |
| | Sometimes some combos just deal too much damage, like Devil Reverse with bomb, othertimes some combos only work when you land a certain starter or use bomb in a weird way. These may not be entirely practical, but they are very niche in their use cases, and thus useful, especially for playing the mental game. This is where the consistent but strange combos and setups go. |
| | |
| | <tabber> Oddly High Damage = |
| | {{TheoryBox |
| | | Title = {{clr|SA|DAMAGE}} |
| | | Oneliner = |
| | | Difficulty = {{clr|SA|Varies}} |
| | | Damage = |
| | | Meter = |
| | | Anchor = |
| | | Youtube = |
| | | Recipe = {{clr|L|[2]8K}}~{{clr|OD|PP}}, {{clr|SA|Super Art 3 / SiRN Bison Super Art}} |
| | | content = With combo only works with bomb. When {{clr|OD|OD Devil Reverse}} combos into {{clr|SA|Critical Art}}, it deals 7100 damage (7620 when the first hit is punish counter) for some reason. This is probably the best {{clr|DR|two Drive Gauge}} combo in the entire game. If you ever can punish someone with anything, and you don't want to burn yourself out, do this. If you manage to get {{clr|SA|Boss Bison}}, you can combo into that super too. Visually, Bison looks so incredibly close to hitting his regular {{clr|SA|Super Art 2}}. <br> |
| | *Hypothetically this combo can be quite useful against the opponent trying to do weird supers against you. |
| | }} |
| | |
| | |-|Weird DI Setups= |
| | {{TheoryBox |
| | | Title = {{clr|SA|Weird Wall Splats}} |
| | | Oneliner = |
| | | Difficulty = {{clr|SA|Varies}} |
| | | Damage = |
| | | Meter = |
| | | Anchor = |
| | | Youtube = |
| | | Recipe = {{clr|DR|DI}} weird counterhit wall splat {{clr|M|5MP}}~{{clr|H|6HP}}, {{clr|DR|PDR}}~{{clr|L|5LK}} > {{clr|H|236HK}}, {{clr|L|[2]8K}}~{{clr|L|K}}~{{clr|L|P}}, {{clr|OD|214PP}} > {{clr|SA|Super Art 2}} <br> {{clr|DR|DI}} wall splat {{clr|H|2HP}} > {{clr|OD|236KK}}, {{clr|H|236HK}}, {{clr|L|[2]8K}}~{{clr|L|K}}~{{clr|L|P}}, {{clr|OD|214PP}} > {{clr|SA|Super Art 2}} |
| | | content = If Bison hits the opponent with a meaty {{clr|PC|non-punish counter}} {{clr|DR|drive impact}} after a bomb, he can do these niche combos. The second one can also be performed on a regular blocked wall splat rather than the weird counterhit state one, but it also deals less damage. <br> |
| | *First combo deals 4299 <br> |
| | *Second combo deals 3944 if the opponent blocks the DI |
| | |
| | }} |
| | {{TheoryBox |
| | | Title = {{clr|SA|Triple DI}} |
| | | Oneliner = |
| | | Difficulty = {{clr|SA|Varies}} |
| | | Damage = |
| | | Meter = |
| | | Anchor = |
| | | Youtube = |
| | | Recipe = {{clr|DR|DI}}, {{clr|DR|DI}} bomb detonates {{clr|DR|DI}} <br> {{clr|DR|DI}}, {{clr|H|2HP}} > {{clr|DR|DI}} bomb detonates {{clr|DR|DI}} |
| | | content = After baiting out a {{clr|OD|DP}}, Bison can simply just {{clr|DR|DI}} the opponent, and again, and again. Hypothetically, if the combo planting the bomb didn't start with a {{clr|PC|Punish Counter}}, the opponent should be left with half a bar of {{clr|DR|Drive Gauge}} left, and it only costs you two and a half bars total. <br> |
| | *The version of this combo with a {{clr|H|2HP}} deals 2940 damage and {{clr|DR|3.5 bars of drive gauge}}. It also sets up for an easy DI wall stun in the corner. |
| | |
| | }} |
| | {{TheoryBox |
| | | Title = {{clr|SA|The Original Heavy Crusher into Light Crusher}} |
| | | Oneliner = |
| | | Difficulty = {{clr|SA|Varies}} |
| | | Damage = |
| | | Meter = |
| | | Anchor = |
| | | Youtube = |
| | | Recipe = {{clr|DR|DI}}, {{clr|H|2HP}} > {{clr|OD|236KK}}, {{clr|H|[4]6HP}}, {{clr|L|[4]6LP}} > {{clr|SA|Super Art 3}} |
| | | content = This is just a strange combo, and prior to {{clr|L|Light Psycho Crusher}} getting buffed, this was the only way to combo one non-OD crusher into another... This only works if you do meaty {{clr|DR|DI}} after planting a bomb in the corner. |
| | }} |
| | |
| | {{TheoryBox |
| | | Title = {{clr|SA|More Meaty DI Wallsplats}} |
| | | Oneliner = |
| | | Difficulty = {{clr|SA|Varies}} |
| | | Damage = |
| | | Meter = |
| | | Anchor = |
| | | Youtube = |
| | | Recipe = {{clr|DR|DI}}, {{clr|H|2HP}} > {{clr|OD|[4]6PP}}, {{clr|H|[2]8HK}}~{{clr|OD|KK}}, {{clr|H|6HP}}, {{clr|L|[4]6LP}} > {{clr|SA|Super Art 3}} <br> {{clr|DR|DI}}, {{clr|H|2HP}} > {{clr|OD|[4]6PP}}, {{clr|H|[2]8HK}}~{{clr|OD|KK}}, {{clr|H|6HP}}, {{clr|OD|214PP}} > {{clr|SA|Super Art 2}} <br> |
| | | content = You probably won't hit this since meaty DI is a bit obvious after bomb, but hey, why not give it a shot, someone might fall for it eventually. The combo route is pretty standard after the {{clr|OD|OD Crusher}}. |
| | }} |
| | |
| | |-|DI Juggle Combos= |
| | {{TheoryBox |
| | | Title = {{clr|SA|DR Overhead Target Combo}} |
| | | Oneliner = |
| | | Difficulty = {{clr|SA|Varies}} |
| | | Damage = |
| | | Meter = |
| | | Anchor = |
| | | Youtube = |
| | | Recipe = {{clr|PC|PC}} {{clr|DR|DI}}, {{clr|H|j.HK}}, {{clr|DR|PDR}}~{{clr|M|5MP}}~{{clr|H|6HP}}, {{clr|DR|PDR}}~{{clr|L|5LK}} > {{clr|OD|236KK}}, {{clr|H|6HP}}, {{clr|L|[4]6LP}} <br> |
| | {{clr|PC|PC}} {{clr|DR|DI}}, {{clr|H|j.HK}}, {{clr|DR|PDR}}~{{clr|M|5MP}}~{{clr|H|6HP}}, {{clr|DR|PDR}}~{{clr|L|5LK}} > {{clr|OD|236KK}}, {{clr|H|6HP}}, {{clr|M|214MP}} <br> |
| | {{clr|PC|PC}} {{clr|DR|DI}}, {{clr|H|j.HK}}, {{clr|DR|PDR}}~{{clr|M|5MP}}~{{clr|H|6HP}}, {{clr|DR|PDR}}~{{clr|L|5LK}} > {{clr|OD|236KK}}, {{clr|H|6HP}}, {{clr|H|3HK}} or {{clr|H|2HK}} <br> |
| | {{clr|PC|PC}} {{clr|DR|DI}}, {{clr|H|j.HK}}, {{clr|DR|PDR}}~{{clr|M|5MP}}~{{clr|H|6HP}}, {{clr|DR|PDR}}~{{clr|L|5LK}} > {{clr|OD|236KK}}, {{clr|H|5HP}} > {{clr|SA|Super Art 1/2/3}} |
| | | content = Some corner to corner and almost corner to corner combos that involve the {{clr|M|standing medium punch}} into {{clr|H|forward heavy punch}} target combo. These combos cost more {{clr|DR|drive gauge}} than their {{clr|H|crouching heavy punch}} equivalent and deals less damage, but have greater screen travel. These combos are very consistent, except the {{clr|H|standing heavy punch}} needs to be manually timed. |
| | |
| | }} |
| | |
| | {{TheoryBox |
| | | Title = {{clr|SA|DR Crouching Heavy Punch}} |
| | | Oneliner = |
| | | Difficulty = {{clr|SA|Varies}} |
| | | Damage = |
| | | Meter = |
| | | Anchor = |
| | | Youtube = |
| | | Recipe = {{clr|PC|PC}} {{clr|DR|DI}}, {{clr|H|j.HK}}, {{clr|DR|PDR}}~{{clr|H|2HP}} > {{clr|OD|236KK}}, {{clr|DR|PDR}}~{{clr|M|5MP}}~{{clr|H|6HP}}, {{clr|L|[4]6LP}} <br> |
| | {{clr|PC|PC}} {{clr|DR|DI}}, {{clr|H|j.HK}}, {{clr|DR|PDR}}~{{clr|H|2HP}} > {{clr|OD|236KK}}, {{clr|DR|PDR}}~{{clr|M|5MP}}~{{clr|H|6HP}}, {{clr|M|214MP}} <br> |
| | {{clr|PC|PC}} {{clr|DR|DI}}, {{clr|H|j.HK}}, {{clr|DR|PDR}}~{{clr|H|2HP}} > {{clr|OD|236KK}}, {{clr|DR|PDR}}~{{clr|M|5MP}}~{{clr|H|6HP}}, {{clr|H|3HK}} or {{clr|H|2HK}} <br> |
| | {{clr|PC|PC}} {{clr|DR|DI}}, {{clr|H|j.HK}}, {{clr|DR|PDR}}~{{clr|H|2HP}} > {{clr|OD|236KK}}, {{clr|H|5HP}} > {{clr|SA|Super Art 1/2/3}} |
| | | content = Some corner to corner and almost corner to corner combos that involve {{clr|H|crouching heavy punch}}. These combos cost less {{clr|DR|drive gauge}} than their target combo equivalent and deals less damage, but has less screen travel. These combos are a little inconsistent at times, as the target combo is manually timed and {{clr|OD|OD scissors}} sometimes only hits twice. |
| | |
| | }} |
| | |
| | |-|Ultra Meaties= |
| | {{TheoryBox |
| | | Title = {{clr|SA|4HK After a Bomb}} |
| | | Oneliner = |
| | | Difficulty = {{clr|SA|Varies}} |
| | | Damage = |
| | | Meter = |
| | | Anchor = |
| | | Youtube = |
| | | Recipe = after bomb plant {{clr|DR|PDR}}~{{clr|H|4HK}}, {{clr|H|4HK}} > {{clr|H|[4]6HP}}, {{clr|SA|Super Art 1}} <br> after bomb plant {{clr|DR|PDR}}~{{clr|H|4HK}}, {{clr|H|2HP}} > {{clr|H|[4]6HP}}, {{clr|SA|Super Art 1}} <br> after {{clr|SA|Super Art 2}}, {{clr|DR|PDR}}~{{clr|H|4HK}}, {{clr|H|2HP}} > {{clr|H|[4]6HP}} or {{clr|H|214HP}} |
| | | content = Technically comboing into {{clr|H|2HP}} is more optimal, but doing another {{clr|H|4HK}} deals more mental damage. These combos can be hit in a variety of ways. |
| | *Drive rushing and counter hitting the opponent with a meaty, leaving you +10 after the first {{clr|H|4HK}} |
| | *Drive rushing at the opponent and hitting them meaty without a counterhit, leaving you at +11 after the first {{clr|H|4HK}} |
| | *Drive rushing and punish counter hitting the opponent, leaving you +12 after the first {{clr|H|4HK}} |
| | *Drive rushing at the opponent after a {{clr|SA|Super Art 2}} and hitting them with a meaty {{clr|H|4HK}} leaves you +11 on hit, although it removes the bomb |
| | |
| | }} |
| | |
| | |-|Side Swap= |
| | {{TheoryBox |
| | | Title = {{clr|SA|The Good}} |
| | | Oneliner = |
| | | Difficulty = {{clr|SA|Varies}} |
| | | Damage = |
| | | Meter = |
| | | Anchor = |
| | | Youtube = |
| | | Recipe = {{clr|PC|PC}}~{{clr|DR|DI}}, {{clr|H|[2]8HK}}~{{clr|OD|KK}}, {{clr|H|5HP}} > {{clr|SA|Super Art 1/2/3}} |
| | | content = A good side swapping combo from a {{clr|DR|Drive Impact}}. If Bison wants to, he can plant a bomb with {{clr|M|Backfist Combo}} instead. |
| | |
| | |
| | }} |
| | {{TheoryBox |
| | | Title = {{clr|SA|The Bad}} |
| | | Oneliner = |
| | | Difficulty = {{clr|SA|Varies}} |
| | | Damage = |
| | | Meter = |
| | | Anchor = |
| | | Youtube = |
| | | Recipe = ... {{clr|OD|236KK}}, {{clr|DR|PDR}}~{{clr|M|2MP}} > {{clr|H|214HP}} |
| | | content = Works if the opponent is grounded, but can work in a juggle if Bison times the {{clr|DR|drive rush}} {{clr|M|crouching medium punch}} well enough. This combo side swaps because only the first hit of {{clr|H|heavy backfist}} hits the opponent, leaving Bison +6 in that scenario. When used out of DI, it is best to cancel into {{clr|OD|OD scissors}} from {{clr|H|crouching heavy punch}}. Due to not hitting the second hit, the opponent doesn't go very far, and does not have bomb planted on them. Because this combo looks weird, people who don't autopilot backroll will be in throw and meaty trade combo {{clr|H|evil knee}} range. <br> For some reason when the opponent is grounded, {{clr|M|crouching medium punch}} is the only normal that works for this set up: |
| | *{{clr|M|Standing medium punch}} and {{clr|H|crouching heavy punch}} combos into backfist properly |
| | *{{clr|L|Lights}} just don't work |
| | |
| | }} |
| | |
| | {{TheoryBox |
| | | Title = {{clr|SA|The Ugly}} |
| | | Oneliner = |
| | | Difficulty = {{clr|SA|Varies}} |
| | | Damage = |
| | | Meter = |
| | | Anchor = |
| | | Youtube = |
| | | Recipe = {{clr|PC|PC}}~{{clr|DR|DI}}, {{clr|H|[2]8HK}}~{{clr|OD|KK}}, {{clr|OD|236KK}}, delay, {{clr|DR|PDR}}~{{clr|M|2MP}} > {{clr|H|214HP}} |
| | | content = It's ugly, but funny. |
| | |
| | }} |
| | |
| | |-|Panic Lights= |
| | {{TheoryBox |
| | | Title = {{clr|SA|You mashed jab, didn't you}} |
| | | Oneliner = |
| | | Difficulty = {{clr|SA|Varies}} |
| | | Damage = |
| | | Meter = |
| | | Anchor = |
| | | Youtube = |
| | | Recipe = {{clr|L|5LP}} > {{clr|L|5LP}} > {{clr|L|5LP}} > {{clr|DR|DRC}}~{{clr|L|5LP}}, micro walk, {{clr|L|5LP}} > {{clr|L|5LP}} > {{clr|L|5LP}} > {{clr|DR|DRC}}~{{clr|L|5LP}} > {{clr|L|5LP}} > {{clr|L|5LP}} > {{clr|L|5LP}} > {{clr|DR|DRC}}~{{clr|L|5LP}} > {{clr|L|5LP}} > {{clr|L|5LP}} > {{clr|L|[4]6LP}} <br> {{clr|L|5LP}} > {{clr|L|5LP}} > {{clr|L|5LP}} > {{clr|DR|DRC}}~{{clr|L|5LP}}, micro walk, {{clr|L|5LP}} > {{clr|L|5LP}} > {{clr|L|5LP}} > {{clr|DR|DRC}}~{{clr|L|5LP}} > {{clr|L|5LP}} > {{clr|L|5LP}} > {{clr|L|5LP}} > {{clr|L|[4]6LP}} <br> {{clr|L|5LP}} > {{clr|L|5LP}} > {{clr|L|5LP}} > {{clr|DR|DRC}}~{{clr|L|5LP}}, micro walk, {{clr|L|5LP}} > {{clr|L|5LP}} > {{clr|L|5LP}} > {{clr|DR|DRC}}~{{clr|L|5LP}} > {{clr|L|5LP}} > {{clr|L|5LP}} > {{clr|L|5LP}} > {{clr|OD|[4]6PP}} <br> {{clr|L|5LP}} > {{clr|L|5LP}} > {{clr|L|5LP}} > {{clr|DR|DRC}}~{{clr|L|5LP}}, micro walk, {{clr|L|5LP}} > {{clr|L|5LP}} > {{clr|L|5LP}} > {{clr|DR|DRC}}~{{clr|L|5LP}} > {{clr|L|5LP}} > {{clr|L|5LP}} > {{clr|L|5LP}} > {{clr|OD|214PP}} > {{clr|SA|Super Art 2}} <br> |
| | | content = I wouldn't have put this here if someone didn't ask me "how do I kill in this situation?", and they started the combo with three {{clr|L|Standing Light Punches...}}. These combos aren't good, but you can do them to style on the opponent if you so wish. |
| | |
| | }} |
| | {{TheoryBox |
| | | Title = {{clr|SA|You finally hit the low, but you forgot the bomb}} |
| | | Oneliner = |
| | | Difficulty = {{clr|SA|Varies}} |
| | | Damage = |
| | | Meter = |
| | | Anchor = |
| | | Youtube = |
| | | Recipe = {{clr|L|2LK}} > {{clr|L|2LP}} > {{clr|DR|DRC}}~{{clr|L|2LP}}, {{clr|M|5MP}} > {{clr|DR|DRC}}~{{clr|H|5HK}}, {{clr|DR|DRC}}~{{clr|H|4HK}} > {{clr|H|[4]6HP}} > {{clr|SA|Super Art 3}} |
| | | content = A {{clr|DR|Drive Rush}} combo from a {{clr|L|Crouching Light Kick}} starter. This is the general formula for how Bison's buttons link together in a {{clr|DR|Drive Rush}} combo. There's not much of a point planting bomb since the main reason to do this combo is to cache out and take the round without bomb. |
| | }} |
| | |
| | |-|Meaty Overhead= |
| | {{TheoryBox |
| | | Title = {{clr|SA|+4 or +5 Overhead}} |
| | | Oneliner = |
| | | Difficulty = {{clr|SA|Varies}} |
| | | Damage = |
| | | Meter = |
| | | Anchor = |
| | | Youtube = |
| | | Recipe = {{clr|H|6HP}}, {{clr|L|2LP}} > {{clr|L|5LP}} > {{clr|OD|[4]6PP}}, {{clr|H|[2]8HK}}~{{clr|OD|KK}}, {{clr|H|6HP}}, {{clr|OD|214PP}} > {{clr|SA|Super Art 2}} <br> {{clr|H|6HP}}, {{clr|L|2LP}} > {{clr|L|5LP}} > {{clr|OD|[4]6PP}}, {{clr|H|[2]8HK}}~{{clr|OD|KK}}, {{clr|H|6HP}}, {{clr|L|[4]6LP}} > {{clr|SA|Super Art 3}} <br> {{clr|H|6HP}}, {{clr|L|2LP}} > {{clr|L|5LP}} > {{clr|L|214LP}} <br> {{clr|H|6HP}}, {{clr|L|2LP}} > {{clr|L|5LP}} > {{clr|L|[4]6LP}} |
| | | content = Bison must make his overhead +4 or +5 to do these combos. This includes doing a meaty overhead after a {{clr|OD|OD Scissors}} into {{clr|M|Medium Backfist Combo}} ending in the corner, and the opponent is {{clr|PC|Counterhit}} by Bison's {{clr|M|5MP}}~{{clr|H|6HP}} target combo. |
| | }} |
| | {{TheoryBox |
| | | Title = {{clr|SA|+6 or more Overhead}} |
| | | Oneliner = |
| | | Difficulty = {{clr|SA|Varies}} |
| | | Damage = |
| | | Meter = |
| | | Anchor = |
| | | Youtube = |
| | | Recipe = {{clr|H|6HP}}, {{clr|M|2MP}} > {{clr|OD|[4]6PP}}, {{clr|H|[2]8HK}}~{{clr|OD|KK}}, {{clr|H|6HP}}, {{clr|OD|214PP}} > {{clr|SA|Super Art 2}} <br> {{clr|H|6HP}}, {{clr|M|2MP}} > {{clr|OD|[4]6PP}}, {{clr|H|[2]8HK}}~{{clr|OD|KK}}, {{clr|H|6HP}}, {{clr|L|[4]6LP}} > {{clr|SA|Super Art 3}} <br> |
| | | content = Bison must make his overhead +6 or more to do these combos. This includes hitting {{clr|H|6HP}} on the last frame, {{clr|PC|Counterhitting}} someone after a {{clr|OD|OD Scissors}} into {{clr|M|Medium Backfist Combo}} ending in the corner, {{clr|PC|Punish Counter}} hitting someone failing to {{clr|DR|Tap Parry}}, or doing a {{clr|DR|Drive Rush}} {{clr|H|6HP}}, especially after a {{clr|H|Heavy Backfist Combo}}. |
| | }} |
| | </tabber> |
| | <br> |
| | |
| | == A Visual Demonstration of Every Combo Here == |
| | This video contains every combo on this Supercombo page as of the 31st of May 2025. As of the Elena patch, every combo in this video still works, although some of the OKI situations midscreen may have changed. |
| | <youtube>https://youtu.be/fCiJBQzdD5k</youtube> |
| | For those who are struggling to perform one of Bison's most useful combos, here is a video demonstrating it. |
| | <youtube>https://youtu.be/HOu9CQ-_MZM</youtube> |
| | |
| | |
| {{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]] |