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| | 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}}, {{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|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}} | | {{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}} |
| | 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. |
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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}}. | | {{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}}. |
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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. | | 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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| | content = One of Bison's hardest combos, but a very important one. There are some rules to hitting {{clr|L|[2]8K}}~{{clr|L|K}}~{{clr|L|P}} correctly: | | | content = One of Bison's hardest combos, but a very important one. There are some rules to hitting {{clr|L|[2]8K}}~{{clr|L|K}}~{{clr|L|P}} correctly: |
| *Different versions of head press affect the combo in very small ways. Use different ones in different scenarios. | | *Different versions of head press affect the combo in very small ways. Use different ones in different scenarios. |
| *Do not head press immediately with light shadow rise or it can whiff. | | *In many scenarios, immediately doing headpress after shadowrise will cause it to whiff. |
| *The opponent bounces up off the ground when hit with head press. | | *The opponent bounces up off the ground when hit with head press. |
| *Different scenarios cause the opponent to bounce off the ground differently, mainly the height off the ground before the bomb launches them. | | *Different scenarios cause the opponent to bounce off the ground differently, mainly the height off the ground before the bomb launches them. |
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| }} | | }} |
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| |-| Whiff Punish Throws Using 5MP = | | |-| Whiff Punish Throws = |
| {{TheoryBox | | {{TheoryBox |
| | Title = {{clr|L|Beginner}} | | | Title = {{clr|L|Beginner}} |
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| | Anchor = | | | Anchor = |
| | Youtube = | | | Youtube = |
| | Recipe = {{clr|PC|PC}}~{{clr|M|5MP}}, {{clr|M|2MP}} > {{clr|OD|236KK}}, {{clr|H|236HK}} Bomb Detonate {{clr|L|[2]8K}}~{{clr|L|K}}~{{clr|L|P}}, {{clr|L|214LP}} / {{clr|OD|214PP}} > {{clr|SA|Super Art 2/3}} | | | Recipe = {{clr|PC|PC}}~{{clr|M|5MP}}, {{clr|M|2MP}} > {{clr|OD|236KK}}, {{clr|H|236HK}} 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|5HK}}, {{clr|M|2MP}} > {{clr|OD|236KK}}, {{clr|H|236HK}} Bomb Detonate {{clr|L|[2]8K}}~{{clr|L|K}}~{{clr|L|P}}, {{clr|L|214LP}} / {{clr|OD|214PP}} > {{clr|SA|Super Art 2/3}} |
| | content = One of Bison's hardest combos, but a very important one. There are some rules to hitting {{clr|L|[2]8K}}~{{clr|L|K}}~{{clr|L|P}} correctly: | | | content = One of Bison's hardest combo routes, but a very important and stylish one. With the {{clr|H|standing heavy kick}}, the opponent will fly higher into the air. {{clr|H|standing heavy kick}} is the more rewarding shimmy tool, but is more commital. {{clr|M|standing medium punch}} is faster and safer with only a little less reward, but is easier to shimmy with. There are some rules to hitting {{clr|L|[2]8K}}~{{clr|L|K}}~{{clr|L|P}} correctly: |
| *Do not head press immediately or it will whiff, it has to be delayed slightly. | | *Different versions of head press affect the combo in very small ways. Use different ones in different scenarios. |
| | *In many scenarios, immediately doing headpress after shadowrise will cause it to whiff. |
| *The opponent bounces up off the ground when hit with head press. | | *The opponent bounces up off the ground when hit with head press. |
| | *Different scenarios cause the opponent to bounce off the ground differently, mainly the height off the ground before the bomb launches them. |
| *Do not do somersault skull diver immediately as it won't reach the opponent bouncing. | | *Do not do somersault skull diver immediately as it won't reach the opponent bouncing. |
| }} | | }} |