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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)}}. |
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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}} | | | 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}} |
| | 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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| {{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}}. |
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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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| | Anchor = | | | Anchor = |
| | Youtube = | | | Youtube = |
| | Recipe = {{clr|PC|PC}} {{clr|H|5HK}}, {{clr|OD|[2]8KK}}~{{clr|OD|K}}, {{clr|OD|[4]6PP}}, {{clr|OD|[2]8KK}}~{{clr|OD|KK}}, {{clr|H|5HP}} > {{clr|SA|Super Art 1/2/3}} <br> {{clr|PC|PC}} {{clr|H|5HK}}, {{clr|OD|[2]8KK}}~{{clr|OD|K}}, {{clr|OD|[4]6PP}}, {{clr|H|6HP}}, {{clr|L|214LP}} <br> {{clr|H|5HK}}, {{clr|M|2MP}} > {{clr|OD|[4]6PP}}, {{clr|H|6HP}}, {{clr|L|214LP}} | | | Recipe = {{clr|PC|PC}} {{clr|H|5HK}}, {{clr|OD|[2]8KK}}~{{clr|OD|K}}, {{clr|OD|[4]6PP}}, {{clr|OD|[2]8KK}}~{{clr|OD|KK}}, {{clr|H|5HP}} > {{clr|SA|Super Art 1/2/3}} <br> |
| | content = This is THE meter dump combo you want to land as a Bison player. It does not rely on the timer as {{clr|OD|OD Pyscho Crusher}} automatically detonates it, but it does need a decent amount of time on the bomb so that it doesn't automatically detonate. <br> | | {{clr|PC|PC}} {{clr|H|5HK}}, {{clr|OD|[2]8KK}}~{{clr|OD|K}}, {{clr|OD|[4]6PP}}, {{clr|H|6HP}}, {{clr|L|214LP}} <br> {{clr|PC|PC}} {{clr|H|5HK}}, {{clr|H|2HP}} > {{clr|OD|[4]6PP}}, {{clr|H|[4]6HP}} > {{clr|SA|Super Art 3}} <br> {{clr|PC|PC}} {{clr|H|5HK}}, {{clr|H|2HP}} > {{clr|H|[4]6HP}}, {{clr|L|214LP}} / {{clr|SA|Super Art 1/3}} <br> {{clr|H|5HK}}, {{clr|M|2MP}} > {{clr|OD|[4]6PP}}, {{clr|H|6HP}}, {{clr|L|214LP}} |
| {{clr|OD|OD Pyscho Crusher}} combos don't have to start in the corner, but after the {{clr|OD|OD Pyscho Crusher}}, the opponent must be in the corner to land the {{clr|OD|OD Head Press}}. {{clr|OD|OD Pyscho Crusher}} grants a lot of screen travel in the combo, hidden behind the short cinematic camera movement. The {{clr|H|5HK}} into {{clr|M|2MP}} combo is primary if the {{clr|H|5HK}} wasn't a {{clr|PC|PC}} and to avoid using too much {{clr|DR|drive gauge}}. | | | content = The first combo is THE meter dump combo you want to land as a Bison player. It does not rely on the timer as {{clr|OD|OD Pyscho Crusher}} automatically detonates it, but it does need a decent amount of time on the bomb so that it doesn't automatically detonate. |
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| | {{clr|OD|OD Pyscho Crusher}} into {{clr|OD|OD Head Press}} combos don't have to start in the corner, but after the {{clr|OD|OD Pyscho Crusher}}, the opponent must be in the corner to land the {{clr|OD|OD Head Press}}. {{clr|OD|OD Pyscho Crusher}} grants a lot of screen travel in the combo, hidden behind the short cinematic camera movement. The {{clr|H|5HK}} into {{clr|M|2MP}} combo is primary if the {{clr|H|5HK}} wasn't a {{clr|PC|PC}} and to avoid using too much {{clr|DR|drive gauge}}. |
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| | Do not directly cancel {{clr|H|[4]6HP}} or {{clr|H|[4]6HP}}, {{clr|L|214LP}} into {{clr|SA|Super Art 3}} as it will deal less damage. {{clr|SA|Super Art 3}} adds more scaling if it was canceled into from a special, but linking the {{clr|SA|Super Art 3}} from {{clr|H|[4]6HP}} avoids this due to the bomb detonation. |
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| *YOUR AMBITIONS DIE HERE! | | *YOUR AMBITIONS DIE HERE! |
| *(Does a flip) | | *(Does a flip) |
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| | Recipe = Meaty {{clr|H|4HK}}, {{clr|M|2MP}} > {{clr|OD|236KK}} {{clr|DR|DR}}~{{clr|M|5MP}}~{{clr|H|6HP}} Bomb Detonate {{clr|L|[2]8K}}~{{clr|L|K}}~{{clr|L|P}}, {{clr|L|214LP}} / {{clr|OD|214PP}} > {{clr|SA|Super Art 2/3}} <br> {{clr|M|5MP}}, {{clr|M|2MP}} > {{clr|OD|236KK}}, {{clr|H|6HP}}, {{clr|H|2HK}} Bomb Detonate {{clr|L|[2]8K}}~{{clr|L|K}}~{{clr|L|P}}, {{clr|L|214LP}} / {{clr|OD|214PP}} > {{clr|SA|Super Art 2/3}} <br> {{clr|DR|DR}} / {{clr|PC|PC}}~{{clr|H|4HK}}, {{clr|M|5MP}}, {{clr|M|2MP}} > {{clr|OD|236KK}}, {{clr|H|236HK}} Bomb Detonate {{clr|L|[2]8K}}~{{clr|L|K}}~{{clr|L|P}}, {{clr|L|214LP}} / {{clr|OD|214PP}} > {{clr|SA|Super Art 2/3}} | | | Recipe = Meaty {{clr|H|4HK}}, {{clr|M|2MP}} > {{clr|OD|236KK}} {{clr|DR|DR}}~{{clr|M|5MP}}~{{clr|H|6HP}} Bomb Detonate {{clr|L|[2]8K}}~{{clr|L|K}}~{{clr|L|P}}, {{clr|L|214LP}} / {{clr|OD|214PP}} > {{clr|SA|Super Art 2/3}} <br> {{clr|M|5MP}}, {{clr|M|2MP}} > {{clr|OD|236KK}}, {{clr|H|6HP}}, {{clr|H|2HK}} Bomb Detonate {{clr|L|[2]8K}}~{{clr|L|K}}~{{clr|L|P}}, {{clr|L|214LP}} / {{clr|OD|214PP}} > {{clr|SA|Super Art 2/3}} <br> {{clr|DR|DR}} / {{clr|PC|PC}}~{{clr|H|4HK}}, {{clr|M|5MP}}, {{clr|M|2MP}} > {{clr|OD|236KK}}, {{clr|H|236HK}} Bomb Detonate {{clr|L|[2]8K}}~{{clr|L|K}}~{{clr|L|P}}, {{clr|L|214LP}} / {{clr|OD|214PP}} > {{clr|SA|Super Art 2/3}} |
| | content = One of Bison's hardest combos, but a very important one. There are some rules to hitting {{clr|L|[2]8K}}~{{clr|L|K}}~{{clr|L|P}} correctly: | | | content = One of Bison's hardest combos, but a very important one. There are some rules to hitting {{clr|L|[2]8K}}~{{clr|L|K}}~{{clr|L|P}} correctly: |
| *Do not head press immediately or it will whiff, it has to be delayed slightly. | | *Different versions of head press affect the combo in very small ways. Use different ones in different scenarios. |
| | *Do not head press immediately with light shadow rise or it can whiff. |
| *The opponent bounces up off the ground when hit with head press. | | *The opponent bounces up off the ground when hit with head press. |
| | *Different scenarios cause the opponent to bounce off the ground differently, mainly the height off the ground before the bomb launches them. |
| *Do not do somersault skull diver immediately as it won't reach the opponent bouncing. | | *Do not do somersault skull diver immediately as it won't reach the opponent bouncing. |
| }} | | }} |