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| {{TheoryBox | | {{TheoryBox |
| | Title = Light confirms | | | Title = {{clr|L|Light}} confirms |
| | Oneliner = | | | Oneliner = |
| | Difficulty = {{clr|1|Very Easy}} | | | Difficulty = {{clr|1|Very Easy}} |
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| | Anchor = | | | Anchor = |
| | Youtube = | | | Youtube = |
| | Recipe = {{clr|L|2LP}} > {{clr|L|5/2LP/2LK}} > {{clr|L|5/2LP}} > {{clr|L|236LK}} <br> {{clr|L|2LP}} > {{clr|L|2LP}} > {{clr|L|5LK}} > {{clr|L|214LP}} <br> | | | Recipe = {{clr|L|2LP}}/{{clr|L|2LK}} > {{clr|L|2LP}} > {{clr|L|5LP}} > {{clr|L|236LK}} <br> {{clr|L|2LP}} > {{clr|L|2LK}} > {{clr|L|5LP}} > {{clr|L|236LK}}/{{clr|OD|214PP}} <br> {{clr|L|2LP}}/{{clr|L|2LK}} > {{clr|L|2LP}}, {{clr|L|5LK}} > {{clr|L|214LP}} |
| | content = {{clr|L|2LP}} is a 4 frame light button confirm into a special. M. Bison may be able to chain three {{clr|L|2/5LP}} together depending on his range from the opponent. Always end hit confirmed 3 hit light punch chain with Light Double Knee Press {{clr|L|236LK}} as Light Psycho Mine {{clr|L|214LP}} will not reach. | | | content = {{clr|L|2LP}} is a 4 frame light button with low pushback that can begin a chain hitconfirm. {{clr|L|2LK}} is a frame slower with more pushback, but hits low for a better chance at opening up the opponent's defense. {{clr|L|5LK}} cannot be chained into, but has enough speed/range to link reliably in most hitconfirm routes. |
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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.
| | The specific chain routes listed above are generally the best in terms of consistency on hit and block. Alternate strings like {{clr|L|2LK}} > {{clr|L|2LK}} > {{clr|L|5LP}} have more pushback and larger gap on block that will trade if the opponent mashes a 4f button. Note that an attempted link to {{clr|L|5LK}} can be interrupted by the opponent on block, making it less suitable in pressure strings. |
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| {{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. | | Ending with {{clr|L|Light Double Knee Press (236LK)}} will leave the opponent standing and M. Bison at {{sf6-adv|P|+2}} frame advantage, in perfect range for a strike/throw mixup. This is the most consistent ender, and is the only meterless ender that reaches after chaining 3 {{clr|L|LPs}} together. |
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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. |
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| | Oneliner = | | | Oneliner = |
| | Difficulty = {{clr|2|Easy}} | | | Difficulty = {{clr|2|Easy}} |
| | Damage = 1920 | | | Damage = |
| | Meter = | | | Meter = |
| | Anchor = | | | Anchor = |
| | Youtube = | | | Youtube = |
| | Recipe = {{clr|M|5MP}}, {{clr|M|2MP}} > {{clr|M|214MP}} | | | 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}} |
| | content = This is M. Bison's basic combo using his {{clr|M|5MP}} as a starter that ends with a Medium Psycho Mine {{clr|M|214MP}} placement. Instead of Psycho Mine, Bison can end with Medium Double Knee Press {{clr|M|236MK}} to leave the opponent standing and M. Bison at +3 for strike/throw. | | | 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 Psycho Mine (214MP)}} plants a mine, but gives fairly weak/expensive midscreen follow-up pressure like meaty {{clr|OD|OD Psycho Crusher}} or a max range {{clr|DR|Drive Rush}} button. |
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| | Ending with {{clr|M|Medium Psycho Crusher ([4]6MP)}} gives corner carry, a potential {{clr|SA|SA3}} cancel for damage, and meterless midscreen oki with a forward dash ({{sf6-adv|P|+2}}). The charge timing is somewhat strict unless you start holding back before the initial {{clr|M|5MP}}. |
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| This is a very basic combo that can be used off {{clr|M|2MK}} drive rush cancels to set up Psycho Mine or pressure off a blocked Drive Rush {{clr|M|5MP}}.
| | 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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