|
|
Line 370: |
Line 370: |
| * Forces stand | | * Forces stand |
| * '''Cancel Hitconfirm Window:''' 18f | | * '''Cancel Hitconfirm Window:''' 18f |
| * '''{{clr|4|Drive Rush}} cancel advantage:''' {{sf6-adv|VP|+15}} oH / {{sf6-adv|VP|+12}} oB | | * '''{{clr|DR|Drive Rush}} cancel advantage:''' {{sf6-adv|VP|+15}} oH / {{sf6-adv|VP|+12}} oB |
| <br> | | <br> |
| Bison's main pressure tool up close with very low pushback, granting him advantage on block without the massive startup of {{clr|H|5HP}}. It can lead to powerful combos on {{clr|PC|Punish Counter}} or out of a {{clr|DR|Drive Rush}} starter. If the opponent respects your block pressure, you can drain an entire bar of Drive meter with {{clr|DR|DR~}}{{clr|H|4HK}}, {{clr|H|4HK}}; just be sure not to overuse this sequence, as it can be interrupted with a 4f normal. | | Bison's main pressure tool up close with very low pushback, granting him advantage on block without the massive startup of {{clr|H|5HP}}. It can lead to powerful combos on {{clr|PC|Punish Counter}} or out of a {{clr|DR|Drive Rush}} starter. If the opponent respects your block pressure, you can drain an entire bar of Drive meter with {{clr|DR|DR~}}{{clr|H|4HK}}, {{clr|H|4HK}}; just be sure not to overuse this sequence, as it can be interrupted with a 4f normal. |
Line 520: |
Line 520: |
| * On Block: Applies 20% scaling multiplier to all follow-up hits after Wall Splat; the next attack can incur additional Starter Scaling | | * On Block: Applies 20% scaling multiplier to all follow-up hits after Wall Splat; the next attack can incur additional Starter Scaling |
| * Combos when canceled from {{clr|H|2HP}} or Punish Counter {{clr|H|4HK}}/{{clr|M|5MP}} (no corner wallsplat; useful for depleting Drive gauge, especially after Perfect Parry) | | * Combos when canceled from {{clr|H|2HP}} or Punish Counter {{clr|H|4HK}}/{{clr|M|5MP}} (no corner wallsplat; useful for depleting Drive gauge, especially after Perfect Parry) |
| * A blocked {{clr|4|DI}} can combo into another {{clr|4|DI}} if opponent is not fully cornered (Stuns if opponent has less than 1.5 Drive bars) | | * A blocked {{clr|DR|DI}} can combo into another {{clr|DR|DI}} if opponent is not fully cornered (Stuns if opponent has less than 1.5 Drive bars) |
| ** This happens because a blocked {{clr|4|DI}} is not considered a "hit" for combo purposes | | ** This happens because a blocked {{clr|DR|DI}} is not considered a "hit" for combo purposes |
| ** Causes both the 20% Starter and 20% Multiplier scaling to apply to the follow-up combo | | ** Causes both the 20% Starter and 20% Multiplier scaling to apply to the follow-up combo |
| See [[Street_Fighter_6/Gauges#Drive_Impact|Drive Impact]] on the Gauges page for more details. | | See [[Street_Fighter_6/Gauges#Drive_Impact|Drive Impact]] on the Gauges page for more details. |
Line 535: |
Line 535: |
| * '''Marisa (214K)''', frame 3 armor | | * '''Marisa (214K)''', frame 3 armor |
| * '''Zangief ({{clr|H|5[HP]}})''', frame 4 armor | | * '''Zangief ({{clr|H|5[HP]}})''', frame 4 armor |
| It's important to use a blockstring that cannot be absorbed by their armor/counter moves. Ideally, the string should also not be a true combo, or it will cause a Lock and prevent Stun.<br>{{clr|10|*}} Denotes a move that causes Lock on Counter-hit, allowing the opponent to escape a Stun by mashing on wakeup. | | It's important to use a blockstring that cannot be absorbed by their armor/counter moves. Ideally, the string should also not be a true combo, or it will cause a Lock and prevent Stun.<br>{{clr|OD|*}} Denotes a move that causes Lock on Counter-hit, allowing the opponent to escape a Stun by mashing on wakeup. |
| * {{clr|H|4HK}}{{clr|10|*}} > {{clr|4|DI}}: 1f blockstring gap prevents opponent from absorbing the hit | | * {{clr|H|4HK}}{{clr|OD|*}} > {{clr|DR|DI}}: 1f blockstring gap prevents opponent from absorbing the hit |
| * {{clr|4|DR~}}{{clr|H|2HP}}{{clr|10|*}} > {{clr|4|DI}}: 1f blockstring gap prevents opponent from absorbing the hit | | * {{clr|DR|DR~}}{{clr|H|2HP}}{{clr|OD|*}} > {{clr|DR|DI}}: 1f blockstring gap prevents opponent from absorbing the hit |
| * {{clr|4|DR~}}{{clr|M|5MP}}{{clr|10|*}} > {{clr|4|DI}}: 1f blockstring gap prevents opponent from absorbing the hit | | * {{clr|DR|DR~}}{{clr|M|5MP}}{{clr|OD|*}} > {{clr|DR|DI}}: 1f blockstring gap prevents opponent from absorbing the hit |
| * {{clr|4|DR~}}{{clr|M|2MP}}{{clr|10|*}} > {{clr|4|DI}}: 3f blockstring gap will work vs. Zangief {{clr|H|5[HP]}} | | * {{clr|DR|DR~}}{{clr|M|2MP}}{{clr|OD|*}} > {{clr|DR|DI}}: 3f blockstring gap will work vs. Zangief {{clr|H|5[HP]}} |
| * {{clr|4|DR~}}{{clr|M|2MK}} > {{clr|4|DI}}: 3f blockstring gap will work vs. Zangief {{clr|H|5[HP]}} | | * {{clr|DR|DR~}}{{clr|M|2MK}} > {{clr|DR|DI}}: 3f blockstring gap will work vs. Zangief {{clr|H|5[HP]}} |
| }} | | }} |
|
| |
|
Line 597: |
Line 597: |
| ** Can also be performed from whiffed cancelable light normals | | ** Can also be performed from whiffed cancelable light normals |
| See [[Street_Fighter_6/Gauges#Drive_Rush|Drive Rush]] on the Gauges page for more details. See Strategy page for [[Street_Fighter_6/M.Bison/Strategy#Drive_Rush|Blockstring Gaps and Combo Routes]] | | See [[Street_Fighter_6/Gauges#Drive_Rush|Drive Rush]] on the Gauges page for more details. See Strategy page for [[Street_Fighter_6/M.Bison/Strategy#Drive_Rush|Blockstring Gaps and Combo Routes]] |
| * Startup refers to minimum time before an attack can cancel the {{clr|4|Drive Rush}} animation | | * Startup refers to minimum time before an attack can cancel the {{clr|DR|Drive Rush}} animation |
| * The first 15 recovery frames are cancelable into any attack | | * The first 15 recovery frames are cancelable into any attack |
| * The final 22 recovery frames are cancelable into any attack or movement option or blocking (except Parry) | | * The final 22 recovery frames are cancelable into any attack or movement option or blocking (except Parry) |
| * Only Normal and Command Normal attacks are enhanced with '''+4''' frame advantage and improved juggle properties | | * Only Normal and Command Normal attacks are enhanced with '''+4''' frame advantage and improved juggle properties |
| * Applies 15% damage scaling multiplier to any follow-up hits when used mid-combo | | * Applies 15% damage scaling multiplier to any follow-up hits when used mid-combo |
| ** Only applies scaling once per combo; does not apply when a {{clr|4|Drive Rush}} enhanced attack starts the combo | | ** Only applies scaling once per combo; does not apply when a {{clr|DR|Drive Rush}} enhanced attack starts the combo |
|
| |
|
| Distance: | | Distance: |
| * 0.593 (min, cancel into immediate Throw) | | * 0.593 (min, cancel into immediate Throw) |
| * 2.650 (min, earliest blocking/movement frame) | | * 2.650 (min, earliest blocking/movement frame) |
| * 4.425 (max, final {{clr|4|DR}} frame) | | * 4.425 (max, final {{clr|DR|DR}} frame) |
| }} | | }} |
| <br> | | <br> |
Line 746: |
Line 746: |
| | info = | | | info = |
| {{AttackDataCargo-SF6/Query|m.bison_236lk}} | | {{AttackDataCargo-SF6/Query|m.bison_236lk}} |
| | * '''Low Crush''' 7-15f (not airborne) |
| | * 5f extra recovery on whiff; {{clr|PC|Counter-Hit/Punish Counter}} bonus advantage carries through both hits |
| * '''Cancel Hitconfirm Window:''' 16f (Super) | | * '''Cancel Hitconfirm Window:''' 16f (Super) |
| * Applies 30% damage scaling to next hit when beginning a combo (100/70/60...) | | * Applies 30% damage scaling to next hit when beginning a combo (100/70/60...) |
| {{AttackDataCargo-SF6/Query|m.bison_236mk}} | | {{AttackDataCargo-SF6/Query|m.bison_236mk}} |
| | * '''Low Crush''' 11-19f (not airborne) |
| | * 5f extra recovery on whiff; {{clr|PC|Counter-Hit/Punish Counter}} bonus advantage carries through both hits |
| * '''Cancel Hitconfirm Window:''' 16f (Super) | | * '''Cancel Hitconfirm Window:''' 16f (Super) |
| * 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...) |
| {{AttackDataCargo-SF6/Query|m.bison_236hk}} | | {{AttackDataCargo-SF6/Query|m.bison_236hk}} |
| | * '''Low Crush''' 14-24f (not airborne) |
| | * 5f extra recovery on whiff; {{clr|PC|Counter-Hit/Punish Counter}} bonus advantage carries through both hits |
| * '''Cancel Hitconfirm Window:''' 16f (Super) | | * '''Cancel Hitconfirm Window:''' 16f (Super) |
| {{AttackDataCargo-SF6/Query|m.bison_236kk}} | | {{AttackDataCargo-SF6/Query|m.bison_236kk}} |
| | * '''Low Crush''' 12-19f (not airborne) |
| * 3rd hit 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}} | | * '''Cancel Hitconfirm Window:''' 31f (Super); cancel is only useful to counter {{clr|DR|Drive Impact}} |
Line 1,024: |
Line 1,031: |
| A forward-moving Super that reaches about half screen. From farther out, only the later hits connect, making the move considerably weaker and not worth using. It functions as Bison's primary reversal, only losing to projectiles or frame-perfect meaty safe jabs on some characters. However, the forward movement and hitbox position makes it a poor anti-air at most ranges. | | A forward-moving Super that reaches about half screen. From farther out, only the later hits connect, making the move considerably weaker and not worth using. It functions as Bison's primary reversal, only losing to projectiles or frame-perfect meaty safe jabs on some characters. However, the forward movement and hitbox position makes it a poor anti-air at most ranges. |
|
| |
|
| Knee Press Nightmare is a solid juggle ender for tacking on damage, notably after a Psycho Mine infused {{clr|H|HP Backfist}} or {{clr|H|HP Psycho Crusher}}. Bison almost always has stronger cancel options, but it's possible to hitconfirm on reaction from his far-reaching {{clr|H|5HP}} for damage and corner carry. The threat of a cancel to {{clr|SA|SA1}} also makes this poke viable against {{clr|4|Drive Impact}} in neutral. | | Knee Press Nightmare is a solid juggle ender for tacking on damage, notably after a Psycho Mine infused {{clr|H|HP Backfist}} or {{clr|H|HP Psycho Crusher}}. Bison almost always has stronger cancel options, but it's possible to hitconfirm on reaction from his far-reaching {{clr|H|5HP}} for damage and corner carry. The threat of a cancel to {{clr|SA|SA1}} also makes this poke viable against {{clr|DR|Drive Impact}} in neutral. |
|
| |
|
| Bison does not get any follow-up oki on hit; when used midscreen, he ends up a full screen apart afterwards, and is still left about a half screen away against a cornered opponent. It also depletes any planted Psycho Mine, so using this Super often comes at the cost of future damage and pressure. | | Bison does not get any follow-up oki on hit; when used midscreen, he ends up a full screen apart afterwards, and is still left about a half screen away against a cornered opponent. It also depletes any planted Psycho Mine, so using this Super often comes at the cost of future damage and pressure. |