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| | 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}} | | | 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. 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 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. | | 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 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. |
| }} | | }} |
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| | Anchor = | | | Anchor = |
| | Youtube = | | | Youtube = |
| | Recipe = {{clr|M|5MP}}, {{clr|M|2MP}} > {{clr|OD|236KK}}, {{clr|H|214HP}} <br> {{clr|M|5MP}}, {{clr|M|2MP}} > {{clr|OD|236KK}}, {{clr|H|5HP}} > {{clr|SA|Super Art 1/2/3}} | | | Recipe = {{clr|M|5MP}}, {{clr|M|2MP}} > {{clr|OD|236KK}}, {{clr|H|214HP}} <br> |
| | content = Standard routing with an {{clr|OD|OD Double Knee Press}} extension, ending with a {{clr|H|Heavy Psycho Mine}} application. {{clr|H|Heavy Psycho Mine}} gives M. Bison some of his best oki, allowing him to {{clr|DR|Drive Rush}} in with the normal of his choice, like an auto-timed meaty {{clr|H|5HP}} ({{sf6-adv|VP|+7 oB}}) or delayed {{clr|M|5MP}}/{{clr|H|4HK}}. | | {{clr|M|5MP}}, {{clr|M|2MP}} > {{clr|OD|236KK}}, {{clr|H|5HP}} > {{clr|SA|Super Art 1/2/3}} <br> |
| | | {{clr|M|5MP}}, {{clr|M|2MP}} > {{clr|OD|236KK}}, {{clr|M|[4]6MP}} > {{clr|SA|Super Art 3}} |
| Can end with {{clr|H|5HP}} > {{clr|SA|SA1/2/3}} instead of Psycho Mine if damage is preferred. | | | content = Standard routing with an {{clr|OD|OD Double Knee Press}} extension, ending with a {{clr|H|Heavy Psycho Mine}} application. {{clr|H|Heavy Psycho Mine}} gives M. Bison some of his best oki, allowing him to {{clr|DR|Drive Rush}} in with the normal of his choice, like an auto-timed meaty {{clr|H|5HP}} ({{sf6-adv|VP|+7 oB}}) or delayed {{clr|M|5MP}}/{{clr|H|4HK}}. <br> |
| | Comboing into {{clr|DR|DR}} {{clr|M|5MP}} allows for impressive screen travel, and with a {{clr|SA|Super Art 2}} ender, allows Bison to send the opponent from corner to corner. <br> |
| | *Can end with {{clr|H|5HP}} > {{clr|SA|SA1/2/3}} instead of Psycho Mine if damage is preferred. <br> |
| | *{{clr|M|2MK}} can replace {{clr|M|5MP}}, {{clr|M|2MP}} in a combo, but it deals MUCH less damage overall. |
| }} | | }} |
| |-| Corner = | | |-| Corner = |
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| Can end with {{clr|H|5HP}} > {{clr|SA|SA1/2/3}} instead of Psycho Mine if damage is preferred. | | Can end with {{clr|H|5HP}} > {{clr|SA|SA1/2/3}} instead of Psycho Mine if damage is preferred. |
| | }} |
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| | |-| Meter Dumping = |
| | {{TheoryBox |
| | | Title = Corner {{clr|OD|OD 236KK}} Extension |
| | | Oneliner = |
| | | Difficulty = {{clr|3|Medium Hard}} |
| | | Damage = |
| | | Meter = |
| | | Anchor = |
| | | Youtube = |
| | | Recipe = {{clr|M|5MP}}, {{clr|M|2MP}} > {{clr|OD|236KK}}, {{clr|DR|DR}}~{{clr|M|5MP}}~{{clr|H|6HP}}, {{clr|OD|214PP}} > {{clr|SA|Super Art 2/3}} <br> |
| | {{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}} |
| | | 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> |
| | *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> |
| | *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. |
| | *{{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> |