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| | 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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| | 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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| | 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|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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| | 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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| | 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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| | 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}} | | | 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. 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). | | | 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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| | 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 2/3}}<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|[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}}, 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> | | | 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 2/3}}<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|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}} |
| | 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> | | | 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}}. | | 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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| 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. | | 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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| | 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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| | 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 = 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}} |
| | 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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| | Anchor = | | | Anchor = |
| | Youtube = | | | Youtube = |
| | Recipe = {{clr|PC|PC}}~{{clr|H|4HK}}, {{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|4HK}}, {{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> <br> | | | 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> |
| {{clr|PC|PC}}~{{clr|H|4HK}}, {{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}} > {{clr|OD|214PP}} > {{clr|SA|Super Art 2/3}} <br> {{clr|PC|PC}}~{{clr|H|4HK}}, {{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. |
| | 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. These combos work with any {{clr|H|Backfist Combo}} OKI, although the heavy version set's 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. | |
| }} | | }} |
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| | 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. |
| }} | | }} |
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| </tabber> | | </tabber> |
| <br> | | <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. A video showing relevant changes is in the works and is recommended to be watched after the original combo video. |
| | <youtube>https://youtu.be/fCiJBQzdD5k</youtube> |
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| {{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]] |