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! style="width: 12%"| Knockdown !! style="width: 10%"| KD Adv. !! Oki/Notes | ! style="width: 12%"| Knockdown !! style="width: 10%"| KD Adv. !! Oki/Notes | ||
|- | |- | ||
| '''Forward Throw''' || + | | '''Forward Throw''' || +21 || ? | ||
|- | |- | ||
| '''Back Throw''' || +? || ? | | '''Back Throw''' || +? || ? |
Revision as of 11:08, 14 August 2024
Neutral
TO-DO
Offense
Frame Traps
TO-DO
Okizeme and Mixups
After Backfist Combo, Bison can use an immediate Psycho Crusher to gain frame advantage on block. This is susceptible to Perfect Parry as well as any reversals with full or anti-air invincibility. It can also lose to Drive Impact if you use the wrong strength. In order to stay safe from DI, use these routes:
- LP Backfist, LP Crusher
- MP Backfist, LP Crusher
- HP Backfist, MP Crusher
Be aware that the first two routes into LP Crusher oki can be backdashed midscreen by most of the cast. If there is any notable pushback before Backfist Combo (e.g. 2LK, 2LP, 5LK > LP Backfist or 5MP, 2MP > MP Backfist), then these two routes whiff on everyone's backdash (except Marisa after LP Backfist, LP Crusher). If the opponent demonstrates that they are willing to backdash in this oki scenario, it may be worth using HP Crusher despite the risk of DI.
Knockdown Advantage: All scenarios assume that opponent will Back Rise midscreen when possible, unless otherwise stated.
Knockdown | KD Adv. | Oki/Notes |
---|---|---|
Forward Throw | +21 | ? |
Back Throw | +? | ? |
Drive Impact (No Crumple) |
+35 | ? |
Drive Reversal | +23 | ? |
2HK | HKD +? HKD +? (CH/PC) KD +? (Juggle) |
? |
SA1 | ? | ? |
SA2 | ? | ? |
SA3/CA | ? | ? |
vs. Burnout
TO-DO
Drive Rush
When canceling a normal into Drive Rush on block and following it up with another normal, there may be an interruptible gap in the blockstring. The following table lists these blockstring gaps when performed at the fastest possible timing.
Gap Value | Meaning |
---|---|
0 | True Blockstring (no gap) if input with fastest button timing; can still lose to Drive Reversal |
1 to 4 | Small blockstring gap; opponent can interrupt with an invincible reversal; a 4f gap can trade with 4f normal attack |
5+ | Large blockstring gap; opponent can interrupt without an invincible attack |
5LK/2LP | 5LP/2LK | 2MP | 5MP/2MK | 5MK/2HP/4HK | 2HK | 5HK | 3HK | 5HP | 6HP | |
---|---|---|---|---|---|---|---|---|---|---|
5LP~DRC | 5 | 6 | 7 | 9 | 11 | 12 | 14 | 16 | 20 | 23 |
5MP~DRC | 0 | 0 | 0 | 0 | 2 | 3 | 5 | 7 | 11 | 14 |
5LK~DRC | 3 | 4 | 5 | 7 | 9 | 10 | 12 | 14 | 18 | 21 |
2LP~DRC | 5 | 6 | 7 | 9 | 11 | 12 | 14 | 16 | 20 | 23 |
2MP~DRC | 0 | 0 | 0 | 2 | 4 | 5 | 7 | 9 | 13 | 16 |
2HP~DRC | 0 | 0 | 0 | 0 | 2 | 3 | 5 | 7 | 11 | 14 |
2MK~DRC | 0 | 1 | 2 | 4 | 6 | 7 | 9 | 11 | 15 | 18 |
4HK~DRC | 0 | 0 | 0 | 0 | 0 | 0 | 1 | 3 | 7 | 10 |
The following table lists the general BnB combo routes when canceling a button into Drive Rush on hit.
Starter | Hit Adv. | Combo Route |
---|---|---|
5LP~DRC | +5 | 5LP/2LP ... |
5LK~DRC | ||
2LP~DRC | ||
2MK~DRC | +8 | ? |
2MP~DRC | +12 | ? |
5MP~DRC | +14 | ? |
4HK~DRC | +15 | ? |
2HP~DRC | +17 | ? |
Defense
Reversals
TO-DO
Anti-Airs
TO-DO
Anti-Projectile
TO-DO
Fighting vs. M.Bison
TO-DO