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| Ending with {{clr|L|214LP}} grants a knockdown that plants a Psycho Mine on the opponent. Linking into {{clr|L|5LK}} is the only way to achieve this from a 3-light hitconfirm, but {{clr|L|5LP}}/{{clr|L|2LP}} can combo with 2 lights at close range. {{clr|OD|214PP}} also works consistently from any canceled light, giving better cancel options and midscreen oki for 2 Drive bars. | | Ending with {{clr|L|214LP}} grants a knockdown that plants a Psycho Mine on the opponent. Linking into {{clr|L|5LK}} is the only way to achieve this from a 3-light hitconfirm, but {{clr|L|5LP}}/{{clr|L|2LP}} can combo with 2 lights at close range. {{clr|OD|214PP}} also works consistently from any canceled light, giving better cancel options and midscreen oki for 2 Drive bars. |
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| {{clr|PC|Counter hit}} {{clr|L|Double Knee Press}} of any kind combo into light, but only allow a single jab to combo into {{clr|L|Backfist Combo (214LP)}}. | | Any {{clr|PC|Counter-hit}} Double Knee Press can combo into lights unless spaced too far out. For consistency, end with {{clr|L|5LK}} > {{clr|L|214LP}}. |
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| | Anchor = | | | Anchor = |
| | Youtube = | | | Youtube = |
| | Recipe = {{clr|M|5MP}}, {{clr|M|2MP}} > {{clr|M|214MP}} <br> {{clr|M|5MP}}, {{clr|M|2MP}} > {{clr|M|[4]6MP}} <br> {{clr|M|5MP}}, {{clr|M|2MP}} > {{clr|M|236MK}} <br> {{clr|M|5MP}} > {{clr|H|236HP}} | | | Recipe = {{clr|M|5MP}}, {{clr|M|2MP}} > {{clr|M|214MP}} <br> {{clr|M|5MP}}, {{clr|M|2MP}} > {{clr|M|[4]6MP}} <br> {{clr|M|5MP}}, {{clr|M|2MP}} > {{clr|M|236MK}} <br> {{clr|M|5MP}} > {{clr|H|214HP}} |
| | content = This is M. Bison's basic combo using his {{clr|M|5MP}} as a starter. Useful after {{clr|M|2MK}} > {{clr|DR|Drive Rush}} starters while still allowing strong pressure if blocked. | | | content = This is M. Bison's basic combo using his {{clr|M|5MP}} as a starter. Useful after {{clr|M|2MK}} > {{clr|DR|Drive Rush}} starters while still allowing strong pressure if blocked. |
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| Ending with {{clr|M|Medium Double Knee Press (236MK)}} leaves the opponent standing at {{sf6-adv|P|+3}} for a strike/throw mixup, but loses the corner carry and setup potential of other routes. | | Ending with {{clr|M|Medium Double Knee Press (236MK)}} leaves the opponent standing at {{sf6-adv|P|+3}} for a strike/throw mixup, but loses the corner carry and setup potential of other routes. |
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| {{clr|M|2MK}} can replace {{clr|M|5MP}} into {{clr|M|2MP}}, although it deals less damage, it is useful for poking and can be a consistent way of planting bomb if the opponent is trying to make space. | | {{clr|M|2MK}} can replace {{clr|M|5MP}} into {{clr|M|2MP}}, although it deals less damage. It is useful for poking, and can be a consistent way of planting bomb if the opponent is trying to make space. |
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| Alternatively, in case the Bison requires meterless {{clr|H|heavy backfist}} oki, they can cancel directly into {{clr|H|236HP}} from {{clr|M|5MP}}.
| | {{clr|M|5MP}} is the only medium cancel that combos directly into {{clr|H|HP Backfist}}, if you would prefer its stronger oki or the juggle from a Psycho Mine detonation. |
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| {{clr|PC|Counter hit}} {{clr|M|Double Knee Press}} of any kind combo into {{clr|M|crouching medium punch}}.
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| }} | | }} |
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| {{clr|M|5MP}}, {{clr|M|2MP}}~{{clr|DR|DRC}}~{{clr|H|4HK}}, {{clr|M|5MP}}, {{clr|M|2MP}} > {{clr|OD|236KK}}, {{clr|H|214HP}} / {{clr|H|5HP}} > {{clr|SA|Super Art 1/2/3}} | | {{clr|M|5MP}}, {{clr|M|2MP}}~{{clr|DR|DRC}}~{{clr|H|4HK}}, {{clr|M|5MP}}, {{clr|M|2MP}} > {{clr|OD|236KK}}, {{clr|H|214HP}} / {{clr|H|5HP}} > {{clr|SA|Super Art 1/2/3}} |
| {{clr|M|5MP}}, {{clr|M|2MP}}~{{clr|DR|DRC}}~{{clr|H|4HK}}, {{clr|M|5MP}}, {{clr|M|2MP}} > {{clr|OD|236KK}}, {{clr|DR|DR}}~{{clr|M|5MP}}~{{clr|H|6HP}}, {{clr|L|214LP}} / {{clr|L|[4]6LP}} > {{clr|SA|Super Art 3}} | | {{clr|M|5MP}}, {{clr|M|2MP}}~{{clr|DR|DRC}}~{{clr|H|4HK}}, {{clr|M|5MP}}, {{clr|M|2MP}} > {{clr|OD|236KK}}, {{clr|DR|DR}}~{{clr|M|5MP}}~{{clr|H|6HP}}, {{clr|L|214LP}} / {{clr|L|[4]6LP}} > {{clr|SA|Super Art 3}} |
| | content = Bison's main meter dumps off of his {{clr|M|medium punches}}. Use different combo in different scenarios, such as how much {{clr|DR|drive gauge}} you have, your positioning and place bomb, or if you're trying to close out a round. During the {{clr|DR|DR}}~{{clr|M|5MP}}~{{clr|H|6HP}} combos, {{clr|M|214MP}} doesn't combo by a single frame, but {{clr|L|[4]6LP}} is one frame faster so it does. <br> | | | content = Bison's main meter dumps off of his {{clr|M|medium punches}}. Use different combo in different scenarios, such as your {{clr|DR|Drive gauge}}, screen position, bomb placement, or opponent's low health. During the {{clr|DR|DR}}~{{clr|M|5MP}}~{{clr|H|6HP}} combos, {{clr|M|214MP}} doesn't combo by a single frame, but {{clr|L|[4]6LP}} is one frame faster so it does. <br> |
| *The {{clr|L|[4]6LP}} > {{clr|SA|Super Art 3}} combo is Bison's highest damaging combo off of a {{clr|M|medium punch}} and no bomb. <br> | | *The {{clr|L|[4]6LP}} > {{clr|SA|Super Art 3}} combo is Bison's highest damaging combo off of a {{clr|M|medium punch}} and no bomb. <br> |
| *The {{clr|H|5HP}} > {{clr|SA|Super Art 1}} combo will travel the oppoenent from corner to corner. <br> | | *The {{clr|H|5HP}} > {{clr|SA|Super Art 1}} combo will take the opponent from corner to corner. <br> |
| *These combos aren't entirely intended for planting bomb, but they can be used for placing the opponent in the corner with bomb. <br> | | *These combos aren't entirely intended for planting bomb, but they can be used for placing the opponent in the corner with bomb. <br> |
| *Even if Bison doesn't burn himself out, using a {{clr|DR|DRC}} and finishing with {{clr|H|214HP}} doesn't leave Bison with enough {{clr|DR|drive gauge}} for good oki unless it ends in the corner. | | *Even if Bison doesn't burn himself out, using a {{clr|DR|DRC}} and finishing with {{clr|H|214HP}} doesn't leave Bison with enough {{clr|DR|Drive gauge}} for good oki unless it ends in the corner. |
| *{{clr|M|2MK}} as a starter only works on {{clr|PC|counter hit}} or {{clr|PC|punish counter}} and deals MUCH less damage, which kind of defeats the point of cashing out. | | *{{clr|M|2MK}} as a starter only works on {{clr|PC|Counter-hit}} or {{clr|PC|Punish Counter}} and deals MUCH less damage, which kind of defeats the point of cashing out. |
| }} | | }} |
| </tabber> | | </tabber> |