|
|
Line 17: |
Line 17: |
| {{AttackDataCargo-SF6/Query|m.bison_5lp}} | | {{AttackDataCargo-SF6/Query|m.bison_5lp}} |
| * Chains into {{clr|L|5LP}}/{{clr|L|2LP}}/{{clr|L|2LK}} | | * Chains into {{clr|L|5LP}}/{{clr|L|2LP}}/{{clr|L|2LK}} |
| * '''Cancel Hitconfirm Window:''' ?f | | * '''Cancel Hitconfirm Window:''' 13f |
| * '''{{clr|4|Drive Rush}} cancel advantage:''' {{sf6-adv|P|+?}} oH / {{sf6-adv|M|-?}} oB | | * '''{{clr|4|Drive Rush}} cancel advantage:''' {{sf6-adv|VP|+5}} oH / {{sf6-adv|M|-1}} oB |
| * Applies 20% damage scaling to next hit when beginning a combo (100/80/70...) | | * Applies 20% damage scaling to next hit when beginning a combo (100/80/70...) |
| <br> | | <br> |
| Bison's longest reaching light normal. Notably 5f, so it will not combo from CH LK Scissors. | | Bison's longest reaching light normal. Notably 5f, so it will not combo from {{clr|PC|Counter-Hit}} {{clr|L|LK Scissors}}. |
| }} | | }} |
|
| |
|
Line 35: |
Line 35: |
| | info = | | | info = |
| {{AttackDataCargo-SF6/Query|m.bison_5mp}} | | {{AttackDataCargo-SF6/Query|m.bison_5mp}} |
| * '''Cancel Hitconfirm Window:''' ?f | | * '''Cancel Hitconfirm Window:''' 15f (requires {{clr|PC|Counter-Hit}} for {{clr|M|5MP}}~{{clr|H|6HP}} TC) |
| * '''{{clr|4|Drive Rush}} cancel advantage:''' {{sf6-adv|VP|+?}} oH / {{sf6-adv|VP|+?}} oB | | * '''{{clr|4|Drive Rush}} cancel advantage:''' {{sf6-adv|VP|+14}} oH / {{sf6-adv|VP|+8}} oB |
| <br> | | <br> |
| Important combo tool and sets up a strong tick throw with Drive Rush. Naturally links into 2MP for good damage and will combo into 5MP~2HK naturally. With Drive Rush, it gains enough hitstun to link 2HP or extend a juggle with 5MP~6HP. | | Important combo tool and sets up a strong tick throw with {{clr|DR|Drive Rush}}. Naturally links into {{clr|M|2MP}} for good damage, and can combo into the {{clr|H|2HK}} Target Combo (which is also a safe frame trap on block). With {{clr|DR|Drive Rush}}, it gains enough hitstun to link {{clr|H|2HP}} or extend a juggle with {{clr|M|5MP}}~{{clr|H|6HP}}. |
| }} | | }} |
|
| |
|
Line 53: |
Line 53: |
| | info = | | | info = |
| {{AttackDataCargo-SF6/Query|m.bison_5hp}} | | {{AttackDataCargo-SF6/Query|m.bison_5hp}} |
| * '''Cancel Hitconfirm Window:''' ?f (Super) | | * {{clr|PC|Punish Counter}}: {{sf6-adv|VP|+17~19 Stagger}} |
| * Punish Counter: +??? Stagger. | | * '''Cancel Hitconfirm Window:''' 17f / 29f {{clr|PC|PC}} (Super) |
| | * Applies 20% damage scaling to next hit when beginning a combo (100/80/70...) |
| <br> | | <br> |
| Surprisingly potent spacing trap tool which also happens to be plus on block. Due to its punish counter properties, it also makes for a strong reversal punish starter. | | Surprisingly potent spacing trap tool which also happens to be plus on block. Due to its {{clr|PC|Punish Counter}} properties, it also makes for a strong reversal punish starter at longer ranges, though it loses some damage due to scaling. |
| }} | | }} |
|
| |
|
Line 70: |
Line 71: |
| | info = | | | info = |
| {{AttackDataCargo-SF6/Query|m.bison_5lk}} | | {{AttackDataCargo-SF6/Query|m.bison_5lk}} |
| * '''Cancel Hitconfirm Window:''' ?f | | * '''Cancel Hitconfirm Window:''' 12f |
| * '''{{clr|4|Drive Rush}} cancel advantage:''' {{sf6-adv|P|+?}} oH / {{sf6-adv|M|-?}} oB | | * '''{{clr|4|Drive Rush}} cancel advantage:''' {{sf6-adv|VP|+5}} oH / {{sf6-adv|P|+1}} oB |
| * Applies 20% damage scaling to next hit when beginning a combo (100/80/70...) | | * Applies 20% damage scaling to next hit when beginning a combo (100/80/70...) |
| <br> | | <br> |
Line 105: |
Line 106: |
| {{AttackDataCargo-SF6/Query|m.bison_5hk}} | | {{AttackDataCargo-SF6/Query|m.bison_5hk}} |
| * Foot hurtbox is '''Anti-Air Invuln''' 13-16f | | * Foot hurtbox is '''Anti-Air Invuln''' 13-16f |
| | * {{clr|PC|Punish Counter}}: KD +73 Crumple ({{sf6-adv|VP|+7}} before becoming airborne) |
| | * Puts airborne opponents into {{sf6-jug|limited juggle}} state (much higher launch on {{clr|PC|Punish Counter}}) |
| * Whiffs on crouching opponents at longer ranges | | * Whiffs on crouching opponents at longer ranges |
| * Punish Counter: +??? Crumple (???f before airborne). | | * Extends a hurtbox 1f before active that is vulnerable to projectiles |
| <br> | | <br> |
| Passable long-range anti-air, more useful as a combo tool and punish starter. | | Passable long-range anti-air, more useful as a combo tool and punish starter. |
Line 125: |
Line 128: |
| {{AttackDataCargo-SF6/Query|m.bison_2lp}} | | {{AttackDataCargo-SF6/Query|m.bison_2lp}} |
| * Chains into {{clr|L|5LP}}/{{clr|L|2LP}}/{{clr|L|2LK}} | | * Chains into {{clr|L|5LP}}/{{clr|L|2LP}}/{{clr|L|2LK}} |
| * '''Cancel Hitconfirm Window:''' ?f | | * '''Cancel Hitconfirm Window:''' 12f |
| * '''{{clr|4|Drive Rush}} cancel advantage:''' {{sf6-adv|P|+?}} oH / {{sf6-adv|M|-?}} oB | | * '''{{clr|4|Drive Rush}} cancel advantage:''' {{sf6-adv|VP|+5}} oH / {{sf6-adv|M|-1}} oB |
| * Applies 20% damage scaling to next hit when beginning a combo (100/80/70...) | | * Applies 20% damage scaling to next hit when beginning a combo (100/80/70...) |
| * Topmost hurtbox on frames 1-5 is vulnerable only to aerial attacks, preventing its use as an anti-air | | * Topmost hurtbox on frames 1-5 is vulnerable only to aerial attacks, preventing its use as an anti-air |
Line 144: |
Line 147: |
| | info = | | | info = |
| {{AttackDataCargo-SF6/Query|m.bison_2mp}} | | {{AttackDataCargo-SF6/Query|m.bison_2mp}} |
| * '''Cancel Hitconfirm Window:''' ?f | | * 3f extra recovery on whiff |
| * '''{{clr|4|Drive Rush}} cancel advantage:''' {{sf6-adv|VP|+?}} oH / {{sf6-adv|VP|+?}} oB | | * '''Cancel Hitconfirm Window:''' 15f |
| | * '''{{clr|4|Drive Rush}} cancel advantage:''' {{sf6-adv|VP|+12}} oH / {{sf6-adv|VP|+6}} oB |
| * Topmost hurtbox on frames 1-8 is vulnerable only to aerial attacks, preventing its use as an anti-air | | * Topmost hurtbox on frames 1-8 is vulnerable only to aerial attacks, preventing its use as an anti-air |
| <br> | | <br> |
| Key combo tool for bison. Combos into any medium or OD special, and is plus enough on Drive Rush to link into 5MP, which in turn links back into 2MP.
| | An important combo tool and neutral buffer with great range for a 6f cancelable medium. Combos into Bison's useful {{clr|M|Medium}}/{{clr|OD|OD}} specials, and gets a powerful link to {{clr|H|4HK}} when canceled into {{clr|DR|Drive Rush}}. |
| }} | | }} |
|
| |
|
Line 162: |
Line 166: |
| | info = | | | info = |
| {{AttackDataCargo-SF6/Query|m.bison_2hp}} | | {{AttackDataCargo-SF6/Query|m.bison_2hp}} |
| * '''Cancel Hitconfirm Window:''' ?f | | * Forces stand |
| * '''{{clr|4|Drive Rush}} cancel advantage:''' {{sf6-adv|VP|+?}} oH / {{sf6-adv|VP|+?}} oB | | * Puts airborne opponents into {{sf6-jug|limited juggle}} state on {{clr|PC|Counter-hit/Punish Counter}} |
| | * Great anti-air hitbox priority on frames 12-15 but cannot hit cross-up; only the first 2 active frames are cancelable |
| | * '''Cancel Hitconfirm Window:''' 16f |
| | * '''{{clr|4|Drive Rush}} cancel advantage:''' {{sf6-adv|VP|+17}} oH / {{sf6-adv|VP|+8}} oB |
| <br> | | <br> |
| Incredible anti-air. Highly consistent and gives a juggle on counterhit or punish counter.
| | A slow but very consistent anti-air when used early enough. Can lead to a follow-up juggle unless the opponent empty jumps, though the anti-air frames are not cancelable. |
| }} | | }} |
|
| |
|
Line 182: |
Line 189: |
| * Applies 20% damage scaling to next hit when beginning a combo (100/80/70...) | | * Applies 20% damage scaling to next hit when beginning a combo (100/80/70...) |
| <br> | | <br> |
| Very good 2LK, especially when combined with Drive Rush. | | Very good low starter, especially when combined with {{clr|DR|Drive Rush}}. It has the rare property of linking to other lights without a chain, as well as linking to a cancelable medium on {{clr|PC|Counter-hit}}. |
| }} | | }} |
|
| |
|
Line 196: |
Line 203: |
| | info = | | | info = |
| {{AttackDataCargo-SF6/Query|m.bison_2mk}} | | {{AttackDataCargo-SF6/Query|m.bison_2mk}} |
| * '''Cancel Hitconfirm Window:''' ?f | | * '''Cancel Hitconfirm Window:''' 13f |
| * '''{{clr|4|Drive Rush}} cancel advantage:''' {{sf6-adv|VP|+?}} oH / {{sf6-adv|VP|+?}} oB | | * '''{{clr|4|Drive Rush}} cancel advantage:''' {{sf6-adv|VP|+8}} oH / {{sf6-adv|VP|+4}} oB |
| * Applies 20% damage scaling to next hit when beginning a combo (100/80/70...) | | * Applies 20% damage scaling to next hit when beginning a combo (100/80/70...) |
| <br> | | <br> |
Line 348: |
Line 355: |
| | info = | | | info = |
| {{AttackDataCargo-SF6/Query|m.bison_4hk}} | | {{AttackDataCargo-SF6/Query|m.bison_4hk}} |
| * '''Cancel Hitconfirm Window:''' ?f | | * '''Cancel Hitconfirm Window:''' 18f |
| * '''{{clr|4|Drive Rush}} cancel advantage:''' {{sf6-adv|VP|+?}} oH / {{sf6-adv|VP|+?}} oB | | * '''{{clr|4|Drive Rush}} cancel advantage:''' {{sf6-adv|VP|+15}} oH / {{sf6-adv|VP|+12}} oB |
| <br> | | <br> |
| Advancing, special cancelable, plus on block normal. Steals half a block of Drive all on its own. Use this to force the opponent to do something. | | Advancing, special cancelable, plus on block normal. Steals half a block of Drive all on its own. Use this to force the opponent to do something. |
Line 376: |
Line 383: |
| | title = Shadow Hammer | | | title = Shadow Hammer |
| | subtitle = | | | subtitle = |
| | input = {{Classic_sf6}} 5MP~6HP<br>{{Modern_sf6}} A[M]~6H | | | input = {{Classic_sf6}} 5MP~6HP<br>{{Modern_sf6}} A[M]~6H |
| | images = | | | images = |
| {{MoveDataCargoImage|imageHeight=200px|m.bison_6hp|caption=}} | | {{MoveDataCargoImage|imageHeight=200px|m.bison_6hp|caption=}} |
Line 392: |
Line 399: |
| | title = Shadow Spear | | | title = Shadow Spear |
| | subtitle = | | | subtitle = |
| | input = {{Classic_sf6}} 5MP~2HK<br>{{Modern_sf6}} A[M]~2H | | | input = {{Classic_sf6}} 5MP~2HK<br>{{Modern_sf6}} A[M]~2H |
| | images = | | | images = |
| {{MoveDataCargoImage|imageHeight=170px|m.bison_5mp_2hk|caption=}} | | {{MoveDataCargoImage|imageHeight=170px|m.bison_5mp_2hk|caption=}} |
Line 408: |
Line 415: |
| | title = Hell Attack | | | title = Hell Attack |
| | subtitle = | | | subtitle = |
| | input = {{Classic_sf6}} j.MP~j.MP<br>{{Modern_sf6}} j.M~j.M | | | input = {{Classic_sf6}} j.MP~j.MP<br>{{Modern_sf6}} j.M~j.M |
| | images = | | | images = |
| {{MoveDataCargoImage|imageHeight=180px|m.bison_jmp_jmp|caption=}} | | {{MoveDataCargoImage|imageHeight=180px|m.bison_jmp_jmp|caption=}} |
Line 433: |
Line 440: |
| | info = | | | info = |
| {{AttackDataCargo-SF6/Query|m.bison_lplk}} | | {{AttackDataCargo-SF6/Query|m.bison_lplk}} |
| * Punish Counter: HKD +? | | * {{clr|PC|Punish Counter}}: HKD +21 |
| * Applies 20% immediate damage scaling when comboed into (e.g. after Crumple) | | * Applies 20% immediate damage scaling when comboed into (e.g. after Crumple) |
| <br> | | <br> |
Line 451: |
Line 458: |
| {{AttackDataCargo-SF6/Query|m.bison_4lplk}} | | {{AttackDataCargo-SF6/Query|m.bison_4lplk}} |
| * Side switches | | * Side switches |
| * Punish Counter: HKD +? | | * {{clr|PC|Punish Counter}}: HKD +18 |
| * Applies 20% immediate damage scaling when comboed into (e.g. after Crumple) | | * Applies 20% immediate damage scaling when comboed into (e.g. after Crumple) |
| <br> | | <br> |
Line 606: |
Line 613: |
| * '''Anti-Air Invuln:''' 6-17f; '''Projectile Clash''' 16-31f (1-hit, meterless priority) | | * '''Anti-Air Invuln:''' 6-17f; '''Projectile Clash''' 16-31f (1-hit, meterless priority) |
| ** Forward hurtbox is '''Projectile Invuln''' 17-31f | | ** Forward hurtbox is '''Projectile Invuln''' 17-31f |
| | * '''Cancel Hitconfirm Window:''' 17f (Super); 1f later active frame gives 1f less hitconfirm time |
| | * Applies 30% damage scaling to next hit when beginning a combo (100/70/60...) |
| {{AttackDataCargo-SF6/Query|m.bison_46mp}} | | {{AttackDataCargo-SF6/Query|m.bison_46mp}} |
| * '''Anti-Air Invuln:''' 6-21f; '''Projectile Clash''' 20-35f (1-hit, meterless priority) | | * '''Anti-Air Invuln:''' 6-21f; '''Projectile Clash''' 20-35f (1-hit, meterless priority) |
| ** Forward hurtbox is '''Projectile Invuln''' 21-35f | | ** Forward hurtbox is '''Projectile Invuln''' 21-35f |
| | * '''Cancel Hitconfirm Window:''' 15f (Super); 1f later active frame gives 1f less hitconfirm time |
| | * Applies 30% damage scaling to next hit when beginning a combo (100/70/60...) |
| {{AttackDataCargo-SF6/Query|m.bison_46hp}} | | {{AttackDataCargo-SF6/Query|m.bison_46hp}} |
| * '''Anti-Air Invuln:''' 6-25f; '''Projectile Clash''' 24-49f (1-hit, meterless priority) | | * '''Anti-Air Invuln:''' 6-25f; '''Projectile Clash''' 24-49f (1-hit, meterless priority) |
| ** Forward hurtbox is '''Projectile Invuln''' 23-49f | | ** Forward hurtbox is '''Projectile Invuln''' 23-49f |
| | * '''Cancel Hitconfirm Window:''' 15f (Super); 1f later active frame gives 1f less hitconfirm time |
| | * Applies 30% damage scaling to next hit when beginning a combo (100/70/60...) |
| {{AttackDataCargo-SF6/Query|m.bison_46pp}} | | {{AttackDataCargo-SF6/Query|m.bison_46pp}} |
| * '''Anti-Air Invuln:''' 6-17f; '''Projectile Invuln:''' 13-31f | | * '''Anti-Air Invuln:''' 6-17f; '''Projectile Invuln:''' 13-31f |
| | * '''Cancel Hitconfirm Window:''' 47f/35f/24f (Super); less hitconfirm time on later hits/active frames |
| | * Applies 30% damage scaling to next hit when beginning a combo (100/70/60...) |
| <br> | | <br> |
| Psycho Crusher is Bison's highest damage combo ender and a strong gap-closing tool. All normal versions will clash with normal projectiles, and the OD version will beat them clean. Without a bomb, no version of Psycho Crusher will be plus. | | Psycho Crusher is Bison's highest damage combo ender and a strong gap-closing tool. All normal versions will clash with normal projectiles, and the OD version will beat them clean. Without a bomb, no version of Psycho Crusher will be plus. |
Line 645: |
Line 660: |
| * '''Anti-Air Invuln:''' 6-17f; '''Projectile Clash''' 16-31f (1-hit, meterless priority) | | * '''Anti-Air Invuln:''' 6-17f; '''Projectile Clash''' 16-31f (1-hit, meterless priority) |
| ** Forward hurtbox is '''Projectile Invuln''' 17-31f | | ** Forward hurtbox is '''Projectile Invuln''' 17-31f |
| | * '''Cancel Hitconfirm Window:''' 17f (Super); 1f later active frame gives 1f less hitconfirm time |
| | * Applies 30% damage scaling to next hit when beginning a combo (100/70/60...) |
| {{AttackDataCargo-SF6/Query|m.bison_46mp_mine}} | | {{AttackDataCargo-SF6/Query|m.bison_46mp_mine}} |
| * Detonates Psycho Mine on hit/block | | * Detonates Psycho Mine on hit/block |
| * '''Anti-Air Invuln:''' 6-21f; '''Projectile Clash''' 20-35f (1-hit, meterless priority) | | * '''Anti-Air Invuln:''' 6-21f; '''Projectile Clash''' 20-35f (1-hit, meterless priority) |
| ** Forward hurtbox is '''Projectile Invuln''' 21-35f | | ** Forward hurtbox is '''Projectile Invuln''' 21-35f |
| | * '''Cancel Hitconfirm Window:''' 15f (Super); 1f later active frame gives 1f less hitconfirm time |
| | * Applies 30% damage scaling to next hit when beginning a combo (100/70/60...) |
| {{AttackDataCargo-SF6/Query|m.bison_46hp_mine}} | | {{AttackDataCargo-SF6/Query|m.bison_46hp_mine}} |
| * Detonates Psycho Mine on hit/block | | * Detonates Psycho Mine on hit/block |
| * '''Anti-Air Invuln:''' 6-25f; '''Projectile Clash''' 24-49f (1-hit, meterless priority) | | * '''Anti-Air Invuln:''' 6-25f; '''Projectile Clash''' 24-49f (1-hit, meterless priority) |
| ** Forward hurtbox is '''Projectile Invuln''' 23-49f | | ** Forward hurtbox is '''Projectile Invuln''' 23-49f |
| | * '''Cancel Hitconfirm Window:''' 15f (Super); 1f later active frame gives 1f less hitconfirm time |
| | * Applies 30% damage scaling to next hit when beginning a combo (100/70/60...) |
| {{AttackDataCargo-SF6/Query|m.bison_46pp_mine}} | | {{AttackDataCargo-SF6/Query|m.bison_46pp_mine}} |
| * Detonates Psycho Mine on hit/block | | * Detonates Psycho Mine on hit/block |
| * '''Anti-Air Invuln:''' 6-17f; '''Projectile Invuln:''' 13-31f | | * '''Anti-Air Invuln:''' 6-17f; '''Projectile Invuln:''' 13-31f |
| | * Applies 30% damage scaling to next hit when beginning a combo (100/70/60...) |
| | ** After OTG bounce, a late follow-up juggle also has 10% immediate scaling applied |
| <br> | | <br> |
| With a mine on the opponent, Psycho Crusher goes from risky to advantageous. The mine explosion ensures it will be Bison's turn on block and turns the OD version into a terrifying juggle starter. | | With a mine on the opponent, Psycho Crusher goes from risky to advantageous. The mine explosion ensures it will be Bison's turn on block and turns the OD version into a terrifying juggle starter. |
Line 661: |
Line 684: |
| Most versions of Psycho Crusher will leave Bison at +5 or 6 if timed correctly, giving him a perfect opportunity for whatever mixup he wants. Notably, Backfist Combo > Meaty Psycho Crusher is incontestable outside of invulnerable moves or Perfect Parry, allowing Bison meterless okizeme if he chooses it. | | Most versions of Psycho Crusher will leave Bison at +5 or 6 if timed correctly, giving him a perfect opportunity for whatever mixup he wants. Notably, Backfist Combo > Meaty Psycho Crusher is incontestable outside of invulnerable moves or Perfect Parry, allowing Bison meterless okizeme if he chooses it. |
|
| |
|
| On hit, Psycho Crusher detonates the mine for better damage and frame advantage. Where the real carnage starts is with OD Crusher, which puts the opponent in a unique cinematic juggle on hit. This juggle has incredible scaling and leads into full meterdumps for Bison. When optimized, an OD Crusher meterdump can deal close to 8k damage, easily putting an opponent in their place and potentially winning you the round. Even without the full meter dump, the juggle state is so advantageous that Bison can follow up with whatever he wants, ensuring high damage returns no matter the amount of Drive or super meter invested. | | On hit, Psycho Crusher detonates the mine for better damage and frame advantage. Where the real carnage starts is with OD Crusher, which puts the opponent in a unique cinematic juggle on hit. This juggle has incredible scaling and leads into full meter dumps for Bison. When optimized, an OD Crusher meter dump can deal close to 8k damage, easily putting an opponent in their place and potentially winning you the round. Even without the full meter dump, the juggle state is so advantageous that Bison can follow up with whatever he wants, ensuring high damage returns no matter the amount of Drive or super meter invested. |
| }} | | }} |
| </tabber> | | </tabber> |
Line 682: |
Line 705: |
| | info = | | | info = |
| {{AttackDataCargo-SF6/Query|m.bison_236lk}} | | {{AttackDataCargo-SF6/Query|m.bison_236lk}} |
| | * '''Cancel Hitconfirm Window:''' 16f (Super) |
| | * Applies 30% damage scaling to next hit when beginning a combo (100/70/60...) |
| {{AttackDataCargo-SF6/Query|m.bison_236mk}} | | {{AttackDataCargo-SF6/Query|m.bison_236mk}} |
| | * '''Cancel Hitconfirm Window:''' 16f (Super) |
| | * Applies 20% damage scaling to next hit when beginning a combo (100/80/70...) |
| {{AttackDataCargo-SF6/Query|m.bison_236hk}} | | {{AttackDataCargo-SF6/Query|m.bison_236hk}} |
| | * '''Cancel Hitconfirm Window:''' 16f (Super) |
| {{AttackDataCargo-SF6/Query|m.bison_236kk}} | | {{AttackDataCargo-SF6/Query|m.bison_236kk}} |
| * Puts opponent into {{sf6-jug|limited juggle}} state | | * 3rd hit puts opponent into {{sf6-jug|limited juggle}} state |
| | * '''Cancel Hitconfirm Window:''' 31f (Super); cancel is only useful to counter {{clr|DR|Drive Impact}} |
| <br> | | <br> |
| Scissor Kicks are Bison's premier special move. On hit, Bison is left close to the opponent with frame advantage for an immediate strike/throw mixup. If spaced, he can use its low crush properties and relative safety to his advantage to demolish challenge attempts. Thanks to Scissor Kicks leaving the opponent standing, Bison can link out of Scissor Kicks on counterhit or punish counter to further discourage challenge attempts. | | Scissor Kicks are Bison's premier special move. On hit, Bison is left close to the opponent with frame advantage for an immediate strike/throw mixup. If spaced, he can use its low crush properties and relative safety to his advantage to demolish challenge attempts. Thanks to Scissor Kicks leaving the opponent standing, Bison can link out of Scissor Kicks on {{clr|PC|Counter-Hit/Punish Counter}} to further discourage challenge attempts. |
|
| |
|
| OD Scissors loses the utility on block in favor of better conversions on hit. The launch is high enough for Bison to juggle Backfist Combo afterwards to set a Psycho Mine and start his gameplan. Additional launch height before OD Scissors gives him better juggles afterwards. The corner carry off of OD Scissors > {{clr|HP|HP Backfist}} is nearly half of the screen by itself, and it also leads into a perfect {{clr|LP|LP Crusher}} for okizeme. | | OD Scissors loses the utility on block in favor of better conversions on hit. The launch is high enough for Bison to juggle Backfist Combo afterwards to set a Psycho Mine and start his gameplan. Additional launch height before OD Scissors gives him better juggles afterwards. The corner carry off of OD Scissors > {{clr|HP|HP Backfist}} is nearly half of the screen by itself, and it also leads into a perfect {{clr|LP|LP Crusher}} for okizeme. |
Line 712: |
Line 741: |
| {{AttackDataCargo-SF6/Query|m.bison_214lp}} | | {{AttackDataCargo-SF6/Query|m.bison_214lp}} |
| * Plants a Psycho Mine on hit | | * Plants a Psycho Mine on hit |
| | * '''Cancel Hitconfirm Window:''' 49f (Super) |
| {{AttackDataCargo-SF6/Query|m.bison_214mp}} | | {{AttackDataCargo-SF6/Query|m.bison_214mp}} |
| * Plants a Psycho Mine on hit | | * Plants a Psycho Mine on hit |
| | * '''Cancel Hitconfirm Window:''' 49f (Super) |
| {{AttackDataCargo-SF6/Query|m.bison_214hp}} | | {{AttackDataCargo-SF6/Query|m.bison_214hp}} |
| * Plants a Psycho Mine on hit | | * Plants a Psycho Mine on hit |
| | * '''Cancel Hitconfirm Window:''' 50f (Super) |
| {{AttackDataCargo-SF6/Query|m.bison_214pp}} | | {{AttackDataCargo-SF6/Query|m.bison_214pp}} |
| * Plants a Psycho Mine on hit | | * Plants a Psycho Mine on hit |
| | * '''Cancel Hitconfirm Window:''' 86f (Super) |
| <br> | | <br> |
| Bison's new combo ender, and arguably his most important special. Does mediocre damage and sends the opponent midscreen after hit, but plants a Psycho Mine on them for later. More information on Psycho Mines and their use can be found under the respective special. | | Bison's new combo ender, and arguably his most important special. Does mediocre damage and sends the opponent midscreen after hit, but plants a Psycho Mine on them for later. More information on Psycho Mines and their use can be found under the respective special. |
Line 746: |
Line 779: |
| {{AttackDataCargo-SF6/Query|m.bison_214lp_mine}} | | {{AttackDataCargo-SF6/Query|m.bison_214lp_mine}} |
| * Detonates Psycho Mine on hit/block | | * Detonates Psycho Mine on hit/block |
| | * '''Cancel Hitconfirm Window:''' 51f (Super) |
| {{AttackDataCargo-SF6/Query|m.bison_214mp_mine}} | | {{AttackDataCargo-SF6/Query|m.bison_214mp_mine}} |
| * Detonates Psycho Mine on hit/block | | * Detonates Psycho Mine on hit/block |
| | * '''Cancel Hitconfirm Window:''' 51f (Super) |
| {{AttackDataCargo-SF6/Query|m.bison_214hp_mine}} | | {{AttackDataCargo-SF6/Query|m.bison_214hp_mine}} |
| * Detonates Psycho Mine on hit/block | | * Detonates Psycho Mine on hit/block |
| | * '''Cancel Hitconfirm Window:''' 52f (Super) |
| {{AttackDataCargo-SF6/Query|m.bison_214pp_mine}} | | {{AttackDataCargo-SF6/Query|m.bison_214pp_mine}} |
| * Detonates Psycho Mine on hit/block | | * Detonates Psycho Mine on hit/block |
| | * '''Cancel Hitconfirm Window:''' 103f (Super) |
| <br> | | <br> |
| With a Psycho Mine on the opponent, Backfist Combo is a great tool for stripping Drive Gauge as it does 1.5 bars by itself. Bison can use this to end pressure sequences while maintaining advantage, allowing him to set up frametraps or throws. | | With a Psycho Mine on the opponent, Backfist Combo is a great tool for stripping Drive Gauge as it does 1.5 bars by itself. Bison can use this to end pressure sequences while maintaining advantage, allowing him to set up frame traps or throws. |
|
| |
|
| On hit, Backfist Combo will detonate the active mine. The {{clr|L|LP}} and {{clr|M|MP}} versions lead to a safejump in the corner, while the {{clr|H|HP}} version leads into {{clr|LP|LP Psycho Crusher}} for a SA3 cancel. The OD version gives Bison a juggle with just enough frame advantage to land an {{clr|LP|LP Backfist Combo}}, allowing him to either resume pressure on wakeup or push another mixup. | | On hit, Backfist Combo will detonate the active mine. The {{clr|L|LP}} and {{clr|M|MP}} versions lead to a safe jump in the corner, while the {{clr|H|HP}} version leads into {{clr|LP|LP Psycho Crusher}} for a SA3 cancel. The OD version gives Bison a juggle with just enough frame advantage to land an {{clr|LP|LP Backfist Combo}}, allowing him to either resume pressure on wakeup or push another mixup. |
|
| |
|
| }} | | }} |