| content = Depending on range, may need to remove {{clr|H|5HK}} and go straight to {{clr|M|2MP}} or {{clr|M|2MK}}. For meterless combo, link directly to {{clr|M|MK Knee Press}} for standing oki or {{clr|M|MP Psycho Mine}} to set up the bomb.
| content = Depending on range, may need to remove {{clr|H|5HK}} and go straight to {{clr|M|2MP}} or {{clr|M|2MK}}. For meterless combo, link directly to {{clr|M|MK Knee Press}} for standing oki or {{clr|M|MP Psycho Mine}} to set up the bomb.
| content = Bison's best way to deal damage with minimal {{clr|DR|Drive Gauge}}. For comboing into {{clr|SA|Super Art 3}}, this combo deals more damage with {{clr|H|standing heavy punch}} as it causes less scaling than {{clr|M|medium Psycho Crusher}}. In exchange for two extra bars of {{clr|DR|Drive Gauge}} for {{clr|OD|OD Backfist Combo}} allows {{clr|SA|Super Art 2}} to deal more damage and choose whether or not Bison wants to cross up the opponent. Cancelling from {{clr|H|standing heavy punch}} forces him to cross up every time. <br> For another bar of {{clr|DR|Drive Gauge}}, you can combo into heavy bomb with decent damage and generally more than most {{clr|OD|Scissor Kick}} combos.
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)
2LP is a 4 frame light button with low pushback that can begin a chain hitconfirm. 2LK is a frame slower with more pushback, but hits low for a better chance at opening up the opponent's defense. 5LK cannot be chained into, but has enough speed/range to link reliably in most hitconfirm routes.
The specific chain routes listed above are generally the best in terms of consistency on hit and block. Alternate strings like 2LK > 2LK > 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 5LK can be interrupted by the opponent on block, making it less suitable in pressure strings.
Ending with Light Double Knee Press (236LK) will leave the opponent standing and M. Bison at +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 LPs together.
Ending with 214LP grants a knockdown that plants a Psycho Mine on the opponent. Linking into 5LK is the only way to achieve this from a 3-light hitconfirm, but 5LP/2LP can combo with 2 lights at close range. 214PP also works consistently from any canceled light, giving better cancel options and midscreen oki for 2 Drive bars.
Any Counter-hit Double Knee Press can combo into lights unless spaced too far out. For consistency, end with 5LK > 214LP.
This is M. Bison's basic combo using his 5MP as a starter. Useful after 2MK > Drive Rush starters while still allowing strong pressure if blocked.
Ending with Medium Psycho Mine (214MP) plants a mine, but gives fairly weak/expensive midscreen follow-up pressure like meaty OD Psycho Crusher or a max range Drive Rush button.
Ending with Medium Psycho Crusher ([4]6MP) gives corner carry, a potential SA3 cancel for damage, and meterless midscreen oki with a forward dash (+2). The charge timing is somewhat strict unless you start holding back before the initial 5MP.
Ending with Medium Double Knee Press (236MK) leaves the opponent standing at +3 for a strike/throw mixup, but loses the corner carry and setup potential of other routes.
2MK can replace 5MP into 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.
5MP is the only medium cancel that combos directly into HP Backfist, if you would prefer its stronger oki or the juggle from a Psycho Mine detonation.
OD 236KK Extensions
Easy
5MP, 2MP > 236KK, 214HP
5MP, 2MP > 236KK, 5HP > Super Art 1/2/3
5MP, 2MP > 236KK, [4]6MP > Super Art 3
Standard routing with an OD Double Knee Press extension, ending with a Heavy Psycho Mine application. Heavy Psycho Mine gives M. Bison some of his best oki, allowing him to Drive Rush in with the normal of his choice, like an auto-timed meaty 5HP (+7 oB) or delayed 5MP/4HK.
Comboing into DR5MP allows for impressive screen travel, and with a Super Art 2 ender, allows Bison to send the opponent from corner to corner.
Can end with 5HP > SA1/2/3 instead of Psycho Mine if damage is preferred.
2MK can replace 5MP, 2MP in a combo, but it deals MUCH less damage overall.
Corner OD 236KK Extension
Easy
5MP, 2MP > 236KK, 6HP (bounce), 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 damage is preferred.
Corner OD 236KK Extension
Medium Hard
5MP, 2MP > 236KK, DR~5MP~6HP, 214PP > Super Art 2/3
5MP, 2MP~DRC~4HK, 5MP, 2MP > 236KK, 214HP / 5HP > Super Art 1/2/3
5MP, 2MP~DRC~4HK, 5MP, 2MP > 236KK, DR~5MP~6HP, 214LP / [4]6LP > Super Art 3
Bison's main meter dumps off of his medium punches. Use different combo in different scenarios, such as your Drive gauge, screen position, bomb placement, or opponent's low health. During the DR~5MP~6HP combos, 214MP doesn't combo by a single frame, but [4]6LP is one frame faster so it does.
The [4]6LP > Super Art 3 combo is Bison's highest damaging combo off of a medium punch and no bomb.
The 5HP > Super Art 1 combo will take the opponent from corner to corner.
These combos aren't entirely intended for planting bomb, but they can be used for placing the opponent in the corner with bomb.
Even if Bison doesn't burn himself out, using a DRC and finishing with 214HP doesn't leave Bison with enough Drive gauge for good oki unless it ends in the corner.
2MK as a starter only works on Counter-hit or Punish Counter and deals MUCH less damage, which kind of defeats the point of cashing out.
Without OD Knee Press, M. Bison can apply HP Psycho Mine (214HP). With OD Knee Press, Bison has a few options for enders afterwards:
3HK for oki without Drive Rush
214HP for Psycho Mine application and Drive Rush oki
5HP > Super Art 1/2/3 for increased damage
The 2HP > [4]6HP > Super Art 3 combo is slightly range dependent, but the opponent will fall into Bison eventually. This combo requires good timing and patience, but isn't difficult. Costs no extra drive gauge.
Drive Impact
Medium
PCj.HK, DR~5MP~6HP, 214LP / 214PP > Super Art 2/3 PCj.HK, 5HP > Super Art 1/2/3
This combo, with the exception of odd hurtbox interactions, works from any DI length, and is consistent amongst all of them. This is also a very useful meter dumping combo as, thanks to the 5MP~6HP target combo, Bison can end the combo with 214PP, which cancels into Super Art 2/3.
A simple j.HK, 5HP > Super Art 1/2/3 off Drive Impact is a very good way to gain space while not spending drive gauge.
Drive Impact
Easy
DI, 2HP > 214HP
DI, 2HP > 236KK, 6HP (bounce), 214MP
DI, 5MP~6HP > 214LP / 214PP > Super Art 2/3
After a corner DI wallsplat on hit or block. Similar to previous combos, use OD Knee Press (236KK) for extensions. Because the 236KK is connecting on a juggled opponent, the higher launch allows a 214MP ender instead of the usual 214LP. Applies Psycho Mine.
The 5MP~6HP into 214LP deals more damage, but at the cost of being less positive on hit compared to Bison's 214HP ender. How much this matters differs from player to player, as some might capitalise off of the 214LP version better, or have combos or set ups reliant on it. The 214PP into Super Art 2/3 is useful for cashing out in a scenario where someone may struggle to do so, specifically due to the juggle state of the opponent.
Depending on range, may need to remove 5HK and go straight to 2MP or 2MK. For meterless combo, link directly to MK Knee Press for standing oki or MP Psycho Mine to set up the bomb.
PC5HK will crumple the opponent. End with Heavy Psycho Mine for meterless bomb application. Extend with OD Knee Press + Heavy Psycho Mine or 5HP > Super Art 1/2/3 for damage.
5HK and Back Charge
Easy Medium
PC5HK, 2HP > [4]6HP > Super Art 3
One of Bison's highest damaging combos that also costs no drive gauge. Bison also gains almost four bars of drive gauge. The only issue with this combo is that it requires Bison to get back charge. While doing this, the opponent will fall into Bison. While this combo isn't difficult, it does take good timing to do. This is Bison's best whiff punishing combo against DP's, super arts, and other generally punishable moves.
The combo is more leniant with a PDR as Bison will be closer to the opponent.
Your demise awaits!
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Begone
5HK and Down Charge
Medium
PC5HK, [2]8KK~KK, 5HP > Super Art 1/2/3 PC5HK, [2]8KK~KK, 214PP > Super Art 2 PC5HK, [2]8KK~KK, PDR~2HP > 214HP
Bison's best way to deal damage with minimal Drive Gauge. For comboing into Super Art 3, this combo deals more damage with standing heavy punch as it causes less scaling than medium Psycho Crusher. In exchange for two extra bars of Drive Gauge for OD Backfist Combo allows Super Art 2 to deal more damage and choose whether or not Bison wants to cross up the opponent. Cancelling from standing heavy punch forces him to cross up every time. For another bar of Drive Gauge, you can combo into heavy bomb with decent damage and generally more than most Scissor Kick combos.
Non-Timing Bomb Combos
5HK
Medium Hard
PC5HK, [2]8KK~K, [4]6PP, [2]8KK~KK, 5HP > Super Art 1/2/3 PC5HK, [2]8KK~K, [4]6PP, 6HP, 214LP PC5HK, 2HP > [4]6PP, [4]6HP > Super Art 3 PC5HK, 2HP > [4]6HP, 214LP / Super Art 1/3 5HK, 2MP > [4]6PP, 6HP, 214LP PC5HK 66 2HP > 214HP, 214LP
The first combo is THE meter dump combo you want to land as a Bison player. It does not rely on the timer as 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.
OD Pyscho Crusher into OD Head Press combos don't have to start in the corner, but after the OD Pyscho Crusher, the opponent must be in the corner to land the OD Head Press. OD Pyscho Crusher grants a lot of screen travel in the combo, hidden behind the short cinematic camera movement. The 5HK into 2MP combo is primary if the 5HK wasn't a PC and to avoid using too much drive gauge.
Do not directly cancel [4]6HP or [4]6HP, 214LP into Super Art 3 as it will deal less damage. Super Art 3 adds more scaling if it was canceled into from a special, but linking the Super Art 3 from [4]6HP avoids this due to the bomb detonation. The heavy Psycho Crusher also combo only works if the opponent falls into Bison during the crumple state. If the opponent isn't close enough to Bison to fall into him, dash forwards and do the heavy Backfist route instead. This combo costs no drive gauge and deals the most amount of damage out of any of his shimmy combos.
Hold back as soon as, or even before the 5MP. You can delay the cancel into OD Pyscho Crusher a little more than you may initially think. Double stand medium punch isn't necessary, nor works without a form of counter hit.
For one extra bar off of 214HP, Bison can get psycho mine oki and much more screen travel, as well as not relying on the corner. 214HP into 214LP combos requires that Bison and the opponent reach the corner of the screen. Both these combos replant bomb.
4HK
Medium
4HK > [4]6HP, 214LP / Super Art 1 CHDR~4HK, 4HK > [4]6HPSuper Art 3 4HK > 214HP, 214LP / [4]6LP > Super Art 3 / PDR~5LK > 214HP
This combo hitting needs to be planned as you need to charge backwards before the Evil Knee connects. This can be done by doing a frame kill light, or crouch block and manually meaty timing the Evil Knee. On counter hit and with a drive rush starter, Bison can do two 4HK in a row, negating the need to charge before the combo.
Combos that link into 214LP or [4]6LP must have Bison and the opponent in the corner to work.
2MP
Medium
Corner only PC2MP > [4]6HP, 214LP / Super Art 1 Corner only PC2MP, 5MP > 214HP, 214LP / Super Art 1/3 / 214PP > Super Art 2/3 PC2MP, 2MP > [4]6MP, 66, 66 PC2MP, 5MP > 214HP, 214LP / PDR~5LK > 214HP / 3HK 2MP > [2]8KK~K, [4]6PP, [2]8KK~KK, 5HP > Super Art 1/2/3 PC2MP, 2MP > [4]6PP, [2]8KK~KK, 5HP > Super Art 1/2/3
These combos are especially useful against an opponent who drive reversals a lot on wakeup, aiming to remove the bomb and get out of the current scenario. Having a frame 6 medium punch is incredibly useful as Bison can punish drive reversals. There are many possible routes with many different rewards, such as:
Screen carrying with 3HK or [4]6HP enders, allowing for dash up oki.
Incredible screen carry and 214HP oki for just one drive bar.
Cashing in resources with flexible combo routes, taking into account your drive gauge and the opponent's health.
Bomb replanting combos.
Not having to worry about the time on the bomb.
Automatic Bomb Detonation Combos
Beginner
Easy
Meaty 4HK, 2MP > 236KKDR~5MP~6HP Bomb Detonate 214HP/[4]6HP > Super Art 3
Meaty 4HK, 2MP > 236KKDR~5MP~6HP Bomb Detonate 5HP > Super Art 1/2/3 DR / PC~4HK, 5MP, 2MP > 236KK, 236HK Bomb Detonate 214HP/[4]6HP > Super Art 3 DR / PC~4HK, 5MP, 2MP > 236KK, 236HK Bomb Detonate 5HP > Super Art 1/2/3
A beginner auto detonation combo into supers or bomb replant. Use this if your opponent keeps mashing on wakeup.
The bomb should detonate immediately after the first 6HP. The second 6HP is manually timed, and depending on your confidence, you can go for light, medium, or OD bomb. Bomb replant combo.
Master
Hard
Meaty 4HK, 2MP > 236KKDR~5MP~6HP Bomb Detonate [2]8K~K~P, 214LP / 214PP > Super Art 2/3 5MP, 2MP > 236KK, 6HP, 2HK Bomb Detonate [2]8K~K~P, 214LP / 214PP > Super Art 2/3 DR / PC~4HK, 5MP, 2MP > 236KK, 236HK Bomb Detonate [2]8K~K~P, 214LP / 214PP > Super Art 2/3
One of Bison's hardest combos, but a very important one. There are some rules to hitting [2]8K~K~P correctly:
Different versions of head press affect the combo in very small ways. Use different ones in different scenarios.
In many scenarios, immediately doing headpress after shadowrise will cause it to whiff.
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.
Beginner
Easy
PC~5MP, 2MP > 236KK, 236HK Bomb Detonate 214HP/[4]6HP > Super Art 3 PC~5MP, 2MP > 236KK, 236HK Bomb Detonate 5HP > Super Art 1/2/3
A beginner auto detonation combo into supers or bomb replant. Use this if your opponent keeps mashing on wakeup.
The bomb should detonate immediately after the first 6HP. The second 6HP is manually timed, and depending on your confidence, you can go for light, medium, or OD bomb. Bomb replant combo.
Master
Hard
PC~5MP, 2MP > 236KK, 236HK Bomb Detonate [2]8K~K~P, 214LP / 214PP > Super Art 2/3 PC~5HK, 2MP > 236KK, 236HK Bomb Detonate [2]8K~K~P, 214LP / 214PP > Super Art 2/3
One of Bison's hardest combo routes, but a very important and stylish one. With the standing heavy kick, the opponent will fly higher into the air. standing heavy kick is the more rewarding shimmy tool, but is more commital. standing medium punch is faster and safer with only a little less reward, but is easier to shimmy with. There are some rules to hitting [2]8K~K~P correctly:
Different versions of head press affect the combo in very small ways. Use different ones in different scenarios.
In many scenarios, immediately doing headpress after shadowrise will cause it to whiff.
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.
DP Punish
Various
PC~5HP, 5HK, 2MP > 236MK Bomb Detonate 214HP/[4]6HP > Super Art 3 PC~5HP, 5HK, 2MP > 236MK Bomb Detonate 5HP > Super Art 1/2/3 PC~5HP, 5HK, 2MP > 236MK Bomb Detonate 6HP, 214MP PC~5HP, 5HK, 2MP > 236MK Bomb Detonate [2]8K~K~P, 214LP / 214PP > Super Art 2/3 PC~5HP, 5HK, 2MP > 236MK Bomb Detonate j.MP~MP, 6HP, 214LP / 214PP > Super Art 2/3
The timing against the DP doesn't matter too much, but the timing can be adjusted slightly on the PCheavy punch to whatever you're comfortable with. If you wish to cash out all of your drive gauge in this exact scenario, refer to punish counter 5HK. j.MP~MP combos only work if the opponent is grounded when the bomb detonates. This is because the juggle limit is not met in these combos, compared to the 236KK combos where it is.
Meaty After Throw
Various
Meaty 4HK, 2MP > 236MK Bomb Detonate 214HP/[4]6HP > Super Art 3 Meaty 4HK, 2MP > 236MK Bomb Detonate 5HP > Super Art 1/2/3 Meaty 4HK, 2MP > 236MK Bomb Detonate 6HP, 214MP Meaty 4HK, 2MP > 236MK Bomb Detonate [2]8K~K~P, 214LP / 214PP > Super Art 2/3 Meaty 4HK, 2MP > 236MK Bomb Detonate 214HP/[4]6HP > Super Art 3 Meaty 4HK, 2MP > 236MK Bomb Detonate j.MP~MP, 6HP, 214LP / 214PP > Super Art 2/3 Meaty 2LK, 2LP > 236LK Bomb Detonate previous follow ups all work off this Meaty 5HP, 2MP > 236LK Bomb Detonate ...
These are the combos and follow ups you can do once you have planted a bomb, and then immediately throw the opponent. j.MP~MP combos only work if the opponent is grounded when the bomb detonates. This is because the juggle limit is not met in these combos, compared to the 236KK combos where it is.