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| | info = | | | info = |
| {{AttackDataCargo-SF6/Query|m.bison_28k_p}} | | {{AttackDataCargo-SF6/Query|m.bison_28k_p}} |
| * Can be steered left/right | | * Can be steered left/right; cannot hit cross-up (but will turn around if input on opposite side) |
| * {{FKD}} state until landing | | * Puts opponents into {{sf6-jug|limited juggle}} state; {{FKD}} state until landing |
| ** Bison is in a crouching state on the final landing recovery frame | | ** Bison is in a crouching state on the final landing recovery frame |
| {{AttackDataCargo-SF6/Query|m.bison_28kk_p}} | | {{AttackDataCargo-SF6/Query|m.bison_28kk_p}} |
| * 2 hits; can be steered left/right | | * 2 hits; can be steered left/right; cannot hit cross-up (but will turn around if input on opposite side) |
| * 5f extra landing recovery on whiff | | * 5f extra landing recovery on whiff |
| * {{FKD}} state until landing | | * Puts opponents into {{sf6-jug|limited juggle}} state; {{FKD}} state until landing |
| ** On whiff: Bison is in a crouching state on the final landing recovery frame | | ** On whiff: Bison is in a crouching state on the final landing recovery frame |
| ** On hit/block: Bison is in a crouching state on all landing recovery frames | | ** On hit/block: Bison is in a crouching state on all landing recovery frames |
| <br> | | <br> |
| Bison descends from Shadow Rise with his hand outstretched and imbued with Psycho Power. His hand counts as an active hitbox, and leaves Bison plus when blocked. | | Bison halts his vertical momentum from Shadow Rise and begins descending with outstretched arms. It can be steered forward or backward quite quickly, letting him hang back to bait an anti-air or suddenly approach from full screen. |
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| | Only the arm in front can actually hit the opponent, and the direction he faces depends on which side he was on when the punch button was input. This makes it a bit less ambiguous as a mixup tool, since it can't hit cross-up like the animation suggests. If you are behind the opponent and try to move back in front right before it connects, the collision boxes will push Bison fully behind the opponent, causing Devil Reverse to whiff. |
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| Devil's Reverse is both a weird move to use and a weird move to deal with. It's best to think of this like a slow divekick- it's air-to-ground, leaves him plus on block or knocks down on hit, and punishes people with poor anti-air reactions. | | Devil Reverse is very plus on block, with better advantage against shorter characters or when spaced to hit on a later active frame. Think of it like a slow divekick that doesn't need to be spaced properly - its primary purpose is to use its variable timing and spacing to mess with the opponent's anti-air reactions. If the opponent isn't anti-airing consistently, Bison gets to freely enforce his block pressure while chipping away at their Drive gauge. |
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| You can steer Devil's Reverse upon hitting the input, allowing Bison to potentially dodge anti-air attempts if you're prescient. You can also use the move as an air-to-air callout, which has explosive results if a Psycho Mine is attached.
| | On hit, Bison scores a knockdown that gives plenty of time for oki. If you happen to catch the opponent with an air-to-air connect, the knockdown advantage is improved; in rare cases, this can lead to a follow-up juggle like {{clr|H|2HK}} or {{clr|SA|SA1}}. |
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| OD Devil's Reverse leaves Bison more plus on block and does more damage on hit. The move doesn't gain many advanced properties unless a mine is planted on the opponent. | | {{clr|OD|OD Devil's Reverse}} is mostly identical, being only slightly better on block with an additional 600 damage on hit. This version mainly used when the opponent is implanted with a Psycho Mine, where it becomes one of the game's strongest punish starteres. |
| }} | | }} |
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| * Detonates Psycho Mine on hit/block unless the final active frame connects | | * Detonates Psycho Mine on hit/block unless the final active frame connects |
| ** Does not detonate on Perfect Parry | | ** Does not detonate on Perfect Parry |
| * Can be steered left/right | | * Can be steered left/right; cannot hit cross-up (but will turn around if input on opposite side) |
| * Puts opponents into {{sf6-jug|limited juggle}} state (follow-ups possible in the corner) | | * Puts opponents into {{sf6-jug|limited juggle}} state (follow-ups possible in the corner) |
| * {{FKD}} state until landing | | * {{FKD}} state until landing |
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| * Detonates Psycho Mine on hit/block unless the final active frame connects | | * Detonates Psycho Mine on hit/block unless the final active frame connects |
| ** Does not detonate on Perfect Parry | | ** Does not detonate on Perfect Parry |
| * Can be steered left/right | | * Can be steered left/right; cannot hit cross-up (but will turn around if input on opposite side) |
| * Puts opponents into {{sf6-jug|limited juggle}} state (follow-ups possible in the corner) | | * Puts opponents into {{sf6-jug|limited juggle}} state (follow-ups possible in the corner) |
| * {{FKD}} state until landing | | * {{FKD}} state until landing |
| ** Bison is in a crouching state on all landing recovery frames | | ** Bison is in a crouching state on all landing recovery frames |
| <br> | | <br> |
| With a Psycho Mine attached, Devil's Reverse becomes a terrifying, highly damaging anti-ground move. If blocked, Devil's Reverse gives Bison huge plus frames, and if it hits, the mine detonates for additional damage and a great knockdown.
| | When connecting on a Psycho Mine-infused opponent, Devil Reverse gains terrifying new properties. It becomes massively plus on block, allowing Bison to continue his pressure even after bouncing away from the opponent. {{clr|DR|DR~}}{{clr|M|5MP}} is fast enough to interrupt the opponent's reversal normals on block, though against tall characters it may trade with a 4f button in your favor. On hit, you can end with a juggle to {{clr|L|LP}}/{{clr|OD|OD}} Psycho Crusher in the corner. {{clr|H|5HP}} > {{clr|SA|Super}} is also possible if Devil Reverse connects later in the active frames. |
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| | {{clr|OD|OD Devil Reverse}}, unlike the non-Mine version, is a huge improvement over its meterless incarnation. The extra blockstun lets Bison approach with {{clr|DR|DR~}}{{clr|H|4HK}} as a true blockstring for a sequence that can easily drain over 2 bars of Drive gauge. On hit, it's essentially the same as the meterless version but with a whopping 2600 damage and some extra juggle height. This allows Bison to juggle {{clr|H|3HK}} midscreen, as well as {{clr|M|MP Psycho Crusher}} or a guaranteed {{clr|H|5HP}} > {{clr|SA|Super}} in the corner. |
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| OD Devil's Reverse gains an additional hit that can be followed up with a Drive Rush normal. Despite hitting three times, this is one of Bison's best starters, and a full meterdump can lead to 6k or more damage. | | Because it inflicts so much damage without additional scaling, {{clr|OD|OD Devil Reverse + Psycho Mine}} is one of the strongest and most meter-efficient punish starters in the entire game. Outside of baiting a whiffed anti-air or punishing certain reversals/Supers, the opportunity to land a {{clr|PC|Punish Counter}} is quite limited, however. |
| }} | | }} |
| </tabber> | | </tabber> |