Street Fighter 6/M.Bison/Combos: Difference between revisions

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Ending with Light Double Knee Press {{clr|L|236LK}} will leave the opponent standing and M. Bison at +2 frame advantage. M. Bison will in perfect range for strike/throw.  
Ending with Light Double Knee Press {{clr|L|236LK}} will leave the opponent standing and M. Bison at +2 frame advantage. M. Bison will in perfect range for strike/throw.  


{{clr|L|2LP}} > {{clr|L|2LP}} > {{clr|L|5LK}} > {{clr|L|214LP}} will plant a Psycho Mine on the opponent, however is spacing dependent. Ending a light hit with confirm with Light Double Knee Press {{clr|L|236LK}} is generally a more reliable option.  
{{clr|L|2LP}} > {{clr|L|2LP}} > {{clr|L|5LK}} > {{clr|L|214LP}} will plant a Psycho Mine on the opponent, however it is spacing dependent. Ending a light hit confirm with Light Double Knee Press {{clr|L|236LK}} is generally a more reliable option.  
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Revision as of 21:05, 9 August 2024


Combo Notation Guide

Click "Expand" for information about combo notation in SF6:

SF6 Combo Notation Guide
Notation Meaning
> Cancel the previous move to the following move.
e.g. Normal into Special (2MK > 236P) or Special into Super (623P > 236236K)
~ Chain/Cancel the previous move into a followup.
e.g. Luke's target combo (LP~MP~HP) or Rising Uppercut into Slam Dunk (623PP~PP)
, Link the previous move to the following move.
e.g. 5MP, 2MP (requires manual timing)
An example with Ken that uses all three "connecting" symbols:
2LP, 5MP~HP > 623P > 236236P
2LP links into 5MP; 5MP chains into HP Target Combo; HP cancels into Shoryuken which cancels into Lv.3 Super
j.X Jumping action; for Neutral Jump, use 8j.X
e.g. Kimberly j.2MP (Elbow Drop) or Ryu j.214K (Aerial Tatsumaki Senpukyaku)
P or K Any Punch or Any Kick (when button strength does not matter)
PP or KK represents any two punches/kicks.
X/Y Do either X move or Y move.
e.g. end a combo with 214K/623P
[X] Hold the button input
e.g. Luke 214[LP] = charged LP Flash Knuckle
dl.X Briefly delay the action
e.g. Ken 236HK~dl.6LK (Jinrai Loop starter)
AA Anti-air; hit the opponent while they're mid-air.
May cause a different juggle state compared to a grounded opponent.
Y xN
{Y} xN
Repeat 'Y' input 'N' number of times.
A sequence of multiple inputs will be bundled into "{}".
e.g. 5LP x3 (5LP, 5LP, 5LP) or {2HP > Drive Rush} x3
Y > DR Button Y cancelled into Drive Rush (3-bar version)
e.g. 5HP > DR
DR~Y Drive Rush into Button Y (cancel the dash frames early into a followup attack)
This can be done from the 1-bar or 3-bar versions of Drive Rush
e.g. 236HP Launch, DR~5LP
An example for Ryu using both Drive Rush notations:
2MK > DR~5HP (cancel 2MK into Drive Rush, then immediately use 5HP during dash animation)

Starter Combos

Light confirms
Very Easy


2LP > 5/2LP/2LK > 5/2LP > 236LK
2LP > 2LP > 5LK > 214LP

2LP is a 4 frame light button confirm into a special. M. Bison may be able to chain three 2/5LP together depending on his range from the opponent. Always end hit confirmed 3 hit light punch chain with Light Double Knee Press 236LK as Light Psycho Mine 214LP will not reach.

Ending with Light Double Knee Press 236LK will leave the opponent standing and M. Bison at +2 frame advantage. M. Bison will in perfect range for strike/throw.

2LP > 2LP > 5LK > 214LP will plant a Psycho Mine on the opponent, however it is spacing dependent. Ending a light hit confirm with Light Double Knee Press 236LK is generally a more reliable option.

5MP starter
Easy


5MP, 2MP > 214MP

This is M. Bison's basic combo using his 5MP as a starter that ends with a Medium Psycho Mine 214MP placement. Instead of Psycho Mine, you can end with Medium Double Knee Press 236MK to leave the opponent standing and M. Bison at +3 for strike/throw.

This is a very basic combo that can be used off 2MK drive rush cancels to set up Psycho Mine or pressure off a blocked Drive Rush 5MP.

OD 214KK Extensions
Easy


5MP, 2MP > 214KK, 214HP / 5HP > Super Art 1/2/3

Standard routing with an OD Double Knee Press Extension, and Heavy Psycho Mine placement ender. Heavy Psycho Mine gives M. Bison the best oki option, allowing him to drive rush in with the normal of his choice, 5MP and 4HK being great options.

Can end with 5HP > SA1/2/3 instead of Psycho Mine if you want damage.

Corner OD 214KK Extension
Easy


5MP, 2MP > 214KK, 6HP, 214LP / 5HP > Super Art 1/2/3

Decent damage, knockdown, oki and applies a Psycho Mine.

Can end with 5HP > SA1/2/3 instead of Psycho Mine if you want damage.


Drive Impact
Easy


PC DI, walk forward, 2HP > 214HP
PC DI, walk forward, 2HP > 236KK, 6HP, 3HK
PC DI, walk forward, 2HP > 236KK, 214HP
PC DI, walk forward, 2HP > 236KK, 5HP > Super Art 1/2/3

Without OD Knee Press you can apply Heavy Psycho Mine 214HP. With OD Knee press you have a few options for enders afterwards.

Drive Impact
Easy


DI, 2HP > 214HP
DI, 2HP > 236KK, 6HP, 214LP

Blocked DI wallsplat in the corner. Similar to previous combos, use OD Knee Press 236KK for extensions. Applies Psycho Mine.




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